mirror of
https://github.com/ninjamuffin99/Funkin.git
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524 lines
15 KiB
Haxe
524 lines
15 KiB
Haxe
package funkin.ui.freeplay;
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import flixel.FlxSprite;
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import flixel.util.FlxSignal;
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import funkin.util.assets.FlxAnimationUtil;
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import funkin.graphics.adobeanimate.FlxAtlasSprite;
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import funkin.audio.FunkinSound;
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import flixel.util.FlxTimer;
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import funkin.data.freeplay.player.PlayerRegistry;
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import funkin.data.freeplay.player.PlayerData.PlayerFreeplayDJData;
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import funkin.audio.FunkinSound;
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import funkin.audio.FlxStreamSound;
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class FreeplayDJ extends FlxAtlasSprite
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{
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// Represents the sprite's current status.
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// Without state machines I would have driven myself crazy years ago.
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// Made this PRIVATE so we can keep track of everything that can alter the state!
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// Add a function to this class if you want to edit this value from outside.
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private var currentState:FreeplayDJState = Intro;
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// A callback activated when the intro animation finishes.
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public var onIntroDone:FlxSignal = new FlxSignal();
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// A callback activated when the idle easter egg plays.
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public var onIdleEasterEgg:FlxSignal = new FlxSignal();
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var seenIdleEasterEgg:Bool = false;
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static final IDLE_EGG_PERIOD:Float = 60.0;
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static final IDLE_CARTOON_PERIOD:Float = 120.0;
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// Time since last special idle animation you.
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var timeIdling:Float = 0;
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final characterId:String = Constants.DEFAULT_CHARACTER;
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final playableCharData:PlayerFreeplayDJData;
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public function new(x:Float, y:Float, characterId:String)
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{
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this.characterId = characterId;
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var playableChar = PlayerRegistry.instance.fetchEntry(characterId);
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playableCharData = playableChar.getFreeplayDJData();
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super(x, y, playableCharData.getAtlasPath());
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onAnimationFrame.add(function(name, number) {
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if (name == playableCharData.getAnimationPrefix('cartoon'))
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{
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if (number == playableCharData.getCartoonSoundClickFrame())
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{
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FunkinSound.playOnce(Paths.sound('remote_click'));
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}
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if (number == playableCharData.getCartoonSoundCartoonFrame())
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{
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runTvLogic();
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}
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}
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});
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FlxG.debugger.track(this);
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FlxG.console.registerObject("dj", this);
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onAnimationComplete.add(onFinishAnim);
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FlxG.console.registerFunction("freeplayCartoon", function() {
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currentState = Cartoon;
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});
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}
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override public function listAnimations():Array<String>
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{
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var anims:Array<String> = [];
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@:privateAccess
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for (animKey in anim.symbolDictionary)
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{
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anims.push(animKey.name);
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}
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return anims;
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}
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var lowPumpLoopPoint:Int = 4;
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public override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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switch (currentState)
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{
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case Intro:
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// Play the intro animation then leave this state immediately.
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var animPrefix = playableCharData.getAnimationPrefix('intro');
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if (getCurrentAnimation() != animPrefix) playFlashAnimation(animPrefix, true);
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timeIdling = 0;
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case Idle:
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// We are in this state the majority of the time.
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var animPrefix = playableCharData.getAnimationPrefix('idle');
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if (getCurrentAnimation() != animPrefix)
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{
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playFlashAnimation(animPrefix, true, false, true);
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}
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if (getCurrentAnimation() == animPrefix && this.isLoopComplete())
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{
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if (timeIdling >= IDLE_EGG_PERIOD && !seenIdleEasterEgg)
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{
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currentState = IdleEasterEgg;
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}
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else if (timeIdling >= IDLE_CARTOON_PERIOD)
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{
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currentState = Cartoon;
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}
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}
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timeIdling += elapsed;
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case NewUnlock:
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var animPrefix = playableCharData.getAnimationPrefix('newUnlock');
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if (!hasAnimation(animPrefix))
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{
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currentState = Idle;
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}
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if (getCurrentAnimation() != animPrefix)
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{
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playFlashAnimation(animPrefix, true, false, true);
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}
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case Confirm:
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var animPrefix = playableCharData.getAnimationPrefix('confirm');
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if (getCurrentAnimation() != animPrefix) playFlashAnimation(animPrefix, false);
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timeIdling = 0;
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case FistPumpIntro:
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var animPrefixA = playableCharData.getAnimationPrefix('fistPump');
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var animPrefixB = playableCharData.getAnimationPrefix('loss');
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if (getCurrentAnimation() == animPrefixA)
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{
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var endFrame = playableCharData.getFistPumpIntroEndFrame();
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if (endFrame > -1 && anim.curFrame >= endFrame)
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{
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playFlashAnimation(animPrefixA, true, false, false, playableCharData.getFistPumpIntroStartFrame());
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}
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}
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else if (getCurrentAnimation() == animPrefixB)
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{
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var endFrame = playableCharData.getFistPumpIntroBadEndFrame();
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if (endFrame > -1 && anim.curFrame >= endFrame)
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{
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playFlashAnimation(animPrefixB, true, false, false, playableCharData.getFistPumpIntroBadStartFrame());
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}
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}
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else
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{
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FlxG.log.warn("Unrecognized animation in FistPumpIntro: " + getCurrentAnimation());
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}
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case FistPump:
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var animPrefixA = playableCharData.getAnimationPrefix('fistPump');
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var animPrefixB = playableCharData.getAnimationPrefix('loss');
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if (getCurrentAnimation() == animPrefixA)
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{
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var endFrame = playableCharData.getFistPumpLoopEndFrame();
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if (endFrame > -1 && anim.curFrame >= endFrame)
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{
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playFlashAnimation(animPrefixA, true, false, false, playableCharData.getFistPumpLoopStartFrame());
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}
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}
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else if (getCurrentAnimation() == animPrefixB)
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{
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var endFrame = playableCharData.getFistPumpLoopBadEndFrame();
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if (endFrame > -1 && anim.curFrame >= endFrame)
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{
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playFlashAnimation(animPrefixB, true, false, false, playableCharData.getFistPumpLoopBadStartFrame());
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}
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}
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else
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{
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FlxG.log.warn("Unrecognized animation in FistPump: " + getCurrentAnimation());
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}
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case IdleEasterEgg:
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var animPrefix = playableCharData.getAnimationPrefix('idleEasterEgg');
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if (getCurrentAnimation() != animPrefix)
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{
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onIdleEasterEgg.dispatch();
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playFlashAnimation(animPrefix, false);
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seenIdleEasterEgg = true;
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}
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timeIdling = 0;
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case Cartoon:
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var animPrefix = playableCharData.getAnimationPrefix('cartoon');
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if (animPrefix == null)
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{
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currentState = IdleEasterEgg;
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}
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else
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{
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if (getCurrentAnimation() != animPrefix) playFlashAnimation(animPrefix, true);
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timeIdling = 0;
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}
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default:
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// I shit myself.
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}
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#if FEATURE_DEBUG_FUNCTIONS
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if (FlxG.keys.pressed.CONTROL)
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{
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if (FlxG.keys.justPressed.LEFT)
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{
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this.offsetX -= FlxG.keys.pressed.ALT ? 0.1 : (FlxG.keys.pressed.SHIFT ? 10.0 : 1.0);
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}
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if (FlxG.keys.justPressed.RIGHT)
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{
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this.offsetX += FlxG.keys.pressed.ALT ? 0.1 : (FlxG.keys.pressed.SHIFT ? 10.0 : 1.0);
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}
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if (FlxG.keys.justPressed.UP)
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{
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this.offsetY -= FlxG.keys.pressed.ALT ? 0.1 : (FlxG.keys.pressed.SHIFT ? 10.0 : 1.0);
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}
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if (FlxG.keys.justPressed.DOWN)
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{
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this.offsetY += FlxG.keys.pressed.ALT ? 0.1 : (FlxG.keys.pressed.SHIFT ? 10.0 : 1.0);
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}
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if (FlxG.keys.justPressed.C)
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{
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currentState = (currentState == Idle ? Cartoon : Idle);
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}
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}
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#end
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}
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function onFinishAnim(name:String):Void
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{
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// var name = anim.curSymbol.name;
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if (name == playableCharData.getAnimationPrefix('intro'))
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{
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if (PlayerRegistry.instance.hasNewCharacter())
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{
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currentState = NewUnlock;
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}
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else
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{
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currentState = Idle;
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}
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onIntroDone.dispatch();
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}
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else if (name == playableCharData.getAnimationPrefix('idle'))
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{
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// trace('Finished idle');
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}
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else if (name == playableCharData.getAnimationPrefix('confirm'))
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{
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// trace('Finished confirm');
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}
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else if (name == playableCharData.getAnimationPrefix('fistPump'))
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{
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// trace('Finished fist pump');
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currentState = Idle;
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}
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else if (name == playableCharData.getAnimationPrefix('idleEasterEgg'))
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{
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// trace('Finished spook');
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currentState = Idle;
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}
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else if (name == playableCharData.getAnimationPrefix('loss'))
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{
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// trace('Finished loss reaction');
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currentState = Idle;
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}
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else if (name == playableCharData.getAnimationPrefix('cartoon'))
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{
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// trace('Finished cartoon');
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var frame:Int = FlxG.random.bool(33) ? playableCharData.getCartoonLoopBlinkFrame() : playableCharData.getCartoonLoopFrame();
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// Character switches channels when the video ends, or at a 10% chance each time his idle loops.
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if (FlxG.random.bool(5))
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{
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frame = playableCharData.getCartoonChannelChangeFrame();
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// boyfriend switches channel code?
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// runTvLogic();
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}
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trace('Replay idle: ${frame}');
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playFlashAnimation(playableCharData.getAnimationPrefix('cartoon'), true, false, false, frame);
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// trace('Finished confirm');
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}
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else if (name == playableCharData.getAnimationPrefix('newUnlock'))
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{
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// Animation should loop.
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}
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else if (name == playableCharData.getAnimationPrefix('charSelect'))
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{
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onCharSelectComplete();
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}
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else
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{
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trace('Finished ${name}');
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}
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}
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public function resetAFKTimer():Void
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{
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timeIdling = 0;
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seenIdleEasterEgg = false;
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}
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/**
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* Dynamic function, it's actually a variable you can reassign!
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* `dj.onCharSelectComplete = function() {};`
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*/
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public dynamic function onCharSelectComplete():Void
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{
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trace('onCharSelectComplete()');
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}
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var offsetX:Float = 0.0;
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var offsetY:Float = 0.0;
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var cartoonSnd:Null<FunkinSound> = null;
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public var playingCartoon:Bool = false;
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public function runTvLogic()
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{
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if (cartoonSnd == null)
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{
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// tv is OFF, but getting turned on
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FunkinSound.playOnce(Paths.sound('tv_on'), 1.0, function() {
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loadCartoon();
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});
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}
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else
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{
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// plays it smidge after the click
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FunkinSound.playOnce(Paths.sound('channel_switch'), 1.0, function() {
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cartoonSnd.destroy();
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loadCartoon();
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});
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}
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// loadCartoon();
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}
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function loadCartoon()
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{
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cartoonSnd = FunkinSound.load(Paths.sound(getRandomFlashToon()), 1.0, false, true, true, function() {
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playFlashAnimation(playableCharData.getAnimationPrefix('cartoon'), true, false, false, 60);
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});
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// Fade out music to 40% volume over 1 second.
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// This helps make the TV a bit more audible.
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FlxG.sound.music.fadeOut(1.0, 0.1);
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// Play the cartoon at a random time between the start and 5 seconds from the end.
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cartoonSnd.time = FlxG.random.float(0, Math.max(cartoonSnd.length - (5 * Constants.MS_PER_SEC), 0.0));
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}
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final cartoonList:Array<String> = openfl.utils.Assets.list().filter(function(path) return path.startsWith("assets/sounds/cartoons/"));
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function getRandomFlashToon():String
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{
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var randomFile = FlxG.random.getObject(cartoonList);
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// Strip folder prefix
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randomFile = randomFile.replace("assets/sounds/", "");
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// Strip file extension
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randomFile = randomFile.substring(0, randomFile.length - 4);
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return randomFile;
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}
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public function confirm():Void
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{
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currentState = Confirm;
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}
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public function toCharSelect():Void
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{
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if (hasAnimation(playableCharData.getAnimationPrefix('charSelect')))
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{
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currentState = CharSelect;
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var animPrefix = playableCharData.getAnimationPrefix('charSelect');
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playFlashAnimation(animPrefix, true, false, false, 0);
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}
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else
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{
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FlxG.log.warn("Freeplay character does not have 'charSelect' animation!");
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currentState = Confirm;
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// Call this immediately; otherwise, we get locked out of Character Select.
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onCharSelectComplete();
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}
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}
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public function fistPumpIntro():Void
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{
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currentState = FistPumpIntro;
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var animPrefix = playableCharData.getAnimationPrefix('fistPump');
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playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpIntroStartFrame());
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}
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public function fistPump():Void
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{
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currentState = FistPump;
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var animPrefix = playableCharData.getAnimationPrefix('fistPump');
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playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpLoopStartFrame());
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}
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public function fistPumpLossIntro():Void
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{
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currentState = FistPumpIntro;
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var animPrefix = playableCharData.getAnimationPrefix('loss');
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playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpIntroBadStartFrame());
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}
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public function fistPumpLoss():Void
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{
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currentState = FistPump;
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var animPrefix = playableCharData.getAnimationPrefix('loss');
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playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpLoopBadStartFrame());
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}
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override public function getCurrentAnimation():String
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{
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if (this.anim == null || this.anim.curSymbol == null) return "";
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return this.anim.curSymbol.name;
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}
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public function playFlashAnimation(id:String, Force:Bool = false, Reverse:Bool = false, Loop:Bool = false, Frame:Int = 0):Void
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{
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playAnimation(id, Force, Reverse, Loop, Frame);
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applyAnimOffset();
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}
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function applyAnimOffset()
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{
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var AnimName = getCurrentAnimation();
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var daOffset = playableCharData.getAnimationOffsetsByPrefix(AnimName);
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if (daOffset != null)
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{
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var xValue = daOffset[0];
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var yValue = daOffset[1];
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if (AnimName == "Boyfriend DJ watchin tv OG")
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{
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xValue += offsetX;
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yValue += offsetY;
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}
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trace('Successfully applied offset ($AnimName): ' + xValue + ', ' + yValue);
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offset.set(xValue, yValue);
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}
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else
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{
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trace('No offset found ($AnimName), defaulting to: 0, 0');
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offset.set(0, 0);
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}
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}
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public override function destroy():Void
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{
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super.destroy();
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if (cartoonSnd != null)
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{
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cartoonSnd.destroy();
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cartoonSnd = null;
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}
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}
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}
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enum FreeplayDJState
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{
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/**
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* Character enters the frame and transitions to Idle.
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*/
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Intro;
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/**
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* Character loops in idle.
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*/
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Idle;
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/**
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* Plays an easter egg animation after a period in Idle, then reverts to Idle.
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*/
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IdleEasterEgg;
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/**
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* Plays an elaborate easter egg animation. Does not revert until another animation is triggered.
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*/
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Cartoon;
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/**
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* Player has selected a song.
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*/
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Confirm;
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/**
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* Character preps to play the fist pump animation; plays after the Results screen.
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* The actual frame label that gets played may vary based on the player's success.
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*/
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FistPumpIntro;
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/**
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* Character plays the fist pump animation.
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* The actual frame label that gets played may vary based on the player's success.
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*/
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FistPump;
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/**
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* Plays an animation to indicate that the player has a new unlock in Character Select.
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* Overrides all idle animations as well as the fist pump. Only Confirm and CharSelect will override this.
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*/
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NewUnlock;
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/**
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* Plays an animation to transition to the Character Select screen.
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*/
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CharSelect;
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}
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