mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-12-25 22:47:52 +00:00
338 lines
6.9 KiB
Haxe
338 lines
6.9 KiB
Haxe
package funkin.data.freeplay.player;
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import funkin.data.animation.AnimationData;
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@:nullSafety
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class PlayerData
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{
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/**
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* The sematic version number of the player data JSON format.
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* Supports fancy comparisons like NPM does it's neat.
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*/
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@:default(funkin.data.freeplay.player.PlayerRegistry.PLAYER_DATA_VERSION)
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public var version:String;
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/**
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* A readable name for this playable character.
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*/
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public var name:String = 'Unknown';
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/**
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* The character IDs this character is associated with.
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* Only songs that use these characters will show up in Freeplay.
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*/
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@:default([])
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public var ownedChars:Array<String> = [];
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/**
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* Whether to show songs with character IDs that aren't associated with any specific character.
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*/
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@:optional
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@:default(false)
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public var showUnownedChars:Bool = false;
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/**
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* Data for displaying this character in the Freeplay menu.
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* If null, display no DJ.
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*/
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@:optional
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public var freeplayDJ:Null<PlayerFreeplayDJData> = null;
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/**
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* Data for displaying this character in the Character Select menu.
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* If null, exclude from Character Select.
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*/
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@:optional
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public var charSelect:Null<PlayerCharSelectData> = null;
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/**
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* Data for displaying this character in the results screen.
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*/
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@:optional
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public var results:Null<PlayerResultsData> = null;
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/**
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* Whether this character is unlocked by default.
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* Use a ScriptedPlayableCharacter to add custom logic.
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*/
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@:optional
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@:default(true)
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public var unlocked:Bool = true;
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public function new()
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{
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this.version = PlayerRegistry.PLAYER_DATA_VERSION;
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}
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/**
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* Convert this StageData into a JSON string.
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*/
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public function serialize(pretty:Bool = true):String
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{
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// Update generatedBy and version before writing.
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updateVersionToLatest();
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var writer = new json2object.JsonWriter<PlayerData>();
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return writer.write(this, pretty ? ' ' : null);
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}
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public function updateVersionToLatest():Void
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{
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this.version = PlayerRegistry.PLAYER_DATA_VERSION;
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}
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}
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class PlayerFreeplayDJData
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{
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var assetPath:String;
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var animations:Array<AnimationData>;
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@:optional
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@:default("BOYFRIEND")
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var text1:String;
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@:optional
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@:default("HOT BLOODED IN MORE WAYS THAN ONE")
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var text2:String;
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@:optional
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@:default("PROTECT YO NUTS")
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var text3:String;
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@:jignored
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var animationMap:Map<String, AnimationData>;
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@:jignored
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var prefixToOffsetsMap:Map<String, Array<Float>>;
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@:optional
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var cartoon:Null<PlayerFreeplayDJCartoonData>;
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@:optional
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var fistPump:Null<PlayerFreeplayDJFistPumpData>;
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public function new()
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{
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animationMap = new Map();
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}
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function mapAnimations()
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{
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if (animationMap == null) animationMap = new Map();
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if (prefixToOffsetsMap == null) prefixToOffsetsMap = new Map();
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animationMap.clear();
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prefixToOffsetsMap.clear();
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for (anim in animations)
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{
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animationMap.set(anim.name, anim);
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prefixToOffsetsMap.set(anim.prefix, anim.offsets);
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}
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}
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public function getAtlasPath():String
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{
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return Paths.animateAtlas(assetPath);
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}
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public function getFreeplayDJText(index:Int):String
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{
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switch (index)
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{
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case 1:
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return text1;
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case 2:
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return text2;
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case 3:
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return text3;
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default:
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return '';
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}
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}
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public function getAnimationPrefix(name:String):Null<String>
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{
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if (animationMap.size() == 0) mapAnimations();
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var anim = animationMap.get(name);
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if (anim == null) return null;
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return anim.prefix;
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}
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public function getAnimationOffsetsByPrefix(?prefix:String):Array<Float>
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{
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if (prefixToOffsetsMap.size() == 0) mapAnimations();
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if (prefix == null) return [0, 0];
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return prefixToOffsetsMap.get(prefix);
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}
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public function getAnimationOffsets(name:String):Array<Float>
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{
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return getAnimationOffsetsByPrefix(getAnimationPrefix(name));
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}
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// TODO: These should really be frame labels, ehe.
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public function getCartoonSoundClickFrame():Int
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{
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return cartoon?.soundClickFrame ?? 80;
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}
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public function getCartoonSoundCartoonFrame():Int
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{
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return cartoon?.soundCartoonFrame ?? 85;
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}
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public function getCartoonLoopBlinkFrame():Int
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{
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return cartoon?.loopBlinkFrame ?? 112;
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}
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public function getCartoonLoopFrame():Int
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{
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return cartoon?.loopFrame ?? 166;
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}
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public function getCartoonChannelChangeFrame():Int
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{
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return cartoon?.channelChangeFrame ?? 60;
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}
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public function getFistPumpIntroStartFrame():Int
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{
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return fistPump?.introStartFrame ?? 0;
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}
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public function getFistPumpIntroEndFrame():Int
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{
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return fistPump?.introEndFrame ?? 0;
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}
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public function getFistPumpLoopStartFrame():Int
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{
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return fistPump?.loopStartFrame ?? 0;
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}
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public function getFistPumpLoopEndFrame():Int
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{
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return fistPump?.loopEndFrame ?? 0;
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}
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public function getFistPumpIntroBadStartFrame():Int
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{
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return fistPump?.introBadStartFrame ?? 0;
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}
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public function getFistPumpIntroBadEndFrame():Int
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{
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return fistPump?.introBadEndFrame ?? 0;
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}
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public function getFistPumpLoopBadStartFrame():Int
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{
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return fistPump?.loopBadStartFrame ?? 0;
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}
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public function getFistPumpLoopBadEndFrame():Int
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{
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return fistPump?.loopBadEndFrame ?? 0;
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}
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}
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class PlayerCharSelectData
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{
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/**
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* A zero-indexed number for the character's preferred position in the grid.
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* 0 = top left, 4 = center, 8 = bottom right
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* In the event of a conflict, the first character alphabetically gets it,
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* and others get shifted over.
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*/
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@:optional
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public var position:Null<Int>;
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}
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typedef PlayerResultsData =
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{
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var perfect:Array<PlayerResultsAnimationData>;
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var excellent:Array<PlayerResultsAnimationData>;
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var great:Array<PlayerResultsAnimationData>;
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var good:Array<PlayerResultsAnimationData>;
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var loss:Array<PlayerResultsAnimationData>;
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};
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typedef PlayerResultsAnimationData =
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{
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/**
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* `sparrow` or `animate` or whatever
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*/
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var renderType:String;
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var assetPath:String;
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@:optional
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@:default([0, 0])
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var offsets:Array<Float>;
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@:optional
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@:default(500)
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var zIndex:Int;
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@:optional
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@:default(0.0)
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var delay:Float;
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@:optional
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@:default(1.0)
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var scale:Float;
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@:optional
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@:default('')
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var startFrameLabel:Null<String>;
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@:optional
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@:default(true)
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var looped:Bool;
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@:optional
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var loopFrame:Null<Int>;
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@:optional
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var loopFrameLabel:Null<String>;
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};
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typedef PlayerFreeplayDJCartoonData =
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{
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var soundClickFrame:Int;
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var soundCartoonFrame:Int;
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var loopBlinkFrame:Int;
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var loopFrame:Int;
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var channelChangeFrame:Int;
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}
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typedef PlayerFreeplayDJFistPumpData =
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{
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@:default(0)
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var introStartFrame:Int;
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@:default(4)
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var introEndFrame:Int;
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@:default(4)
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var loopStartFrame:Int;
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@:default(-1)
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var loopEndFrame:Int;
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@:default(0)
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var introBadStartFrame:Int;
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@:default(4)
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var introBadEndFrame:Int;
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@:default(4)
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var loopBadStartFrame:Int;
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@:default(-1)
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var loopBadEndFrame:Int;
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};
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