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https://github.com/ninjamuffin99/Funkin.git
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4d9b506380
[PUBLIC PR + CHANGES] Fix danceEvery for characters
695 lines
23 KiB
Haxe
695 lines
23 KiB
Haxe
package funkin.play.character;
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import flixel.math.FlxPoint;
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import funkin.modding.events.ScriptEvent;
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import funkin.play.character.CharacterData.CharacterDataParser;
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import funkin.play.character.CharacterData.CharacterRenderType;
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import funkin.play.stage.Bopper;
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import funkin.play.notes.NoteDirection;
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/**
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* A Character is a stage prop which bops to the music as well as controlled by the strumlines.
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*
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* Remember: The character's origin is at its FEET. (horizontal center, vertical bottom)
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*/
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class BaseCharacter extends Bopper
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{
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// Metadata about a character.
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public var characterId(default, null):String;
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public var characterName(default, null):String;
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/**
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* Whether the player is an active character (Boyfriend) or not.
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*/
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public var characterType(default, set):CharacterType = OTHER;
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function set_characterType(value:CharacterType):CharacterType
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{
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return this.characterType = value;
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}
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/**
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* Tracks how long, in seconds, the character has been playing the current `sing` animation.
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* This is used to ensure that characters play the `sing` animations for at least one beat,
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* preventing them from reverting to the `idle` animation between notes.
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*/
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public var holdTimer:Float = 0;
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/**
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* Set to true when the character dead. Part of the handling for death animations.
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*/
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public var isDead:Bool = false;
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/**
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* Set to true when the character being used in a special way.
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* This includes the Chart Editor and the Animation Editor.
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*
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* Used by scripts to ensure that they don't try to run code to interact with the stage when the stage doesn't actually exist.
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*/
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public var debug:Bool = false;
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/**
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* This character plays a given animation when hitting these specific combo numbers.
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*/
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public var comboNoteCounts(default, null):Array<Int>;
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/**
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* This character plays a given animation when dropping combos larger than these numbers.
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*/
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public var dropNoteCounts(default, null):Array<Int>;
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@:allow(funkin.ui.debug.anim.DebugBoundingState)
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final _data:CharacterData;
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final singTimeSteps:Float;
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/**
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* The offset between the corner of the sprite and the origin of the sprite (at the character's feet).
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* cornerPosition = stageData - characterOrigin
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*/
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public var characterOrigin(get, never):FlxPoint;
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function get_characterOrigin():FlxPoint
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{
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var xPos = (width / 2); // Horizontal center
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var yPos = (height); // Vertical bottom
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return new FlxPoint(xPos, yPos);
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}
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/**
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* The absolute position of the top-left of the character.
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* @return
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*/
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public var cornerPosition(get, set):FlxPoint;
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function get_cornerPosition():FlxPoint
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{
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return new FlxPoint(x, y);
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}
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function set_cornerPosition(value:FlxPoint):FlxPoint
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{
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var xDiff:Float = value.x - this.x;
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var yDiff:Float = value.y - this.y;
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this.cameraFocusPoint.x += xDiff;
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this.cameraFocusPoint.y += yDiff;
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super.set_x(value.x);
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super.set_y(value.y);
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return value;
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}
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/**
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* The absolute position of the character's feet, at the bottom-center of the sprite.
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*/
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public var feetPosition(get, never):FlxPoint;
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function get_feetPosition():FlxPoint
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{
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return new FlxPoint(x + characterOrigin.x, y + characterOrigin.y);
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}
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/**
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* Returns the point the camera should focus on.
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* Should be approximately centered on the character, and should not move based on the current animation.
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*
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* Set the position of this rather than reassigning it, so that anything referencing it will not be affected.
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*/
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public var cameraFocusPoint(default, null):FlxPoint = new FlxPoint(0, 0);
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override function set_animOffsets(value:Array<Float>):Array<Float>
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{
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if (animOffsets == null) value = [0, 0];
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if ((animOffsets[0] == value[0]) && (animOffsets[1] == value[1])) return value;
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// Make sure animOffets are halved when scale is 0.5.
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var xDiff = (animOffsets[0] * this.scale.x / (this.isPixel ? 6 : 1)) - value[0];
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var yDiff = (animOffsets[1] * this.scale.y / (this.isPixel ? 6 : 1)) - value[1];
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// Call the super function so that camera focus point is not affected.
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super.set_x(this.x + xDiff);
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super.set_y(this.y + yDiff);
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return animOffsets = value;
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}
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/**
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* If the x position changes, other than via changing the animation offset,
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* then we need to update the camera focus point.
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*/
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override function set_x(value:Float):Float
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{
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if (value == this.x) return value;
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var xDiff = value - this.x;
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this.cameraFocusPoint.x += xDiff;
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return super.set_x(value);
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}
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/**
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* If the y position changes, other than via changing the animation offset,
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* then we need to update the camera focus point.
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*/
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override function set_y(value:Float):Float
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{
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if (value == this.y) return value;
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var yDiff = value - this.y;
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this.cameraFocusPoint.y += yDiff;
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return super.set_y(value);
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}
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public function new(id:String, renderType:CharacterRenderType)
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{
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super(CharacterDataParser.DEFAULT_DANCEEVERY);
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this.characterId = id;
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_data = CharacterDataParser.fetchCharacterData(this.characterId);
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if (_data == null)
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{
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throw 'Could not find character data for characterId: $characterId';
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}
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else if (_data.renderType != renderType)
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{
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throw 'Render type mismatch for character ($characterId): expected ${renderType}, got ${_data.renderType}';
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}
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else
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{
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this.characterName = _data.name;
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this.name = _data.name;
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this.danceEvery = _data.danceEvery;
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this.singTimeSteps = _data.singTime;
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this.globalOffsets = _data.offsets;
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this.flipX = _data.flipX;
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}
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shouldBop = false;
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}
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public function getDeathCameraOffsets():Array<Float>
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{
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return _data.death?.cameraOffsets ?? [0.0, 0.0];
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}
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public function getBaseScale():Float
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{
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return _data.scale;
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}
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public function getDeathCameraZoom():Float
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{
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return _data.death?.cameraZoom ?? 1.0;
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}
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public function getDeathPreTransitionDelay():Float
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{
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return _data.death?.preTransitionDelay ?? 0.0;
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}
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/**
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* Gets the value of flipX from the character data.
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* `!getFlipX()` is the direction Boyfriend should face.
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*/
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public function getDataFlipX():Bool
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{
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return _data.flipX;
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}
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function findCountAnimations(prefix:String):Array<Int>
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{
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var animNames:Array<String> = this.animation.getNameList();
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var result:Array<Int> = [];
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for (anim in animNames)
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{
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if (anim.startsWith(prefix))
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{
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var comboNum:Null<Int> = Std.parseInt(anim.substring(prefix.length));
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if (comboNum != null)
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{
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result.push(comboNum);
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}
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}
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}
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// Sort numerically.
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result.sort((a, b) -> a - b);
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return result;
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}
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/**
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* Reset the character so it can be used at the start of the level.
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* Call this when restarting the level.
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*/
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public function resetCharacter(resetCamera:Bool = true):Void
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{
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// Reset the animation offsets. This will modify x and y to be the absolute position of the character.
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// this.animOffsets = [0, 0];
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// Now we can set the x and y to be their original values without having to account for animOffsets.
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this.resetPosition();
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// Then reapply animOffsets...
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// applyAnimationOffsets(getCurrentAnimation());
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this.dance(true); // Force to avoid the old animation playing with the wrong offset at the start of the song.
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// Make sure we are playing the idle animation
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// ...then update the hitbox so that this.width and this.height are correct.
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this.updateHitbox();
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// Reset the camera focus point while we're at it.
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if (resetCamera) this.resetCameraFocusPoint();
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}
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/**
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* Set the character's sprite scale to the appropriate value.
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* @param scale The desired scale.
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*/
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public function setScale(scale:Null<Float>):Void
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{
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if (scale == null) scale = 1.0;
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var feetPos:FlxPoint = feetPosition;
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this.scale.x = scale;
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this.scale.y = scale;
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this.updateHitbox();
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// Reposition with newly scaled sprite.
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this.x = feetPos.x - characterOrigin.x + globalOffsets[0];
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this.y = feetPos.y - characterOrigin.y + globalOffsets[1];
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}
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/**
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* The per-character camera offset.
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*/
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var characterCameraOffsets(get, never):Array<Float>;
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function get_characterCameraOffsets():Array<Float>
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{
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return _data.cameraOffsets;
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}
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override function onCreate(event:ScriptEvent):Void
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{
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super.onCreate(event);
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// Make sure we are playing the idle animation...
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this.dance(true);
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// ...then update the hitbox so that this.width and this.height are correct.
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this.updateHitbox();
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// Without the above code, width and height (and therefore character position)
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// will be based on the first animation in the sheet rather than the default animation.
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this.resetCameraFocusPoint();
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// Child class should have created animations by now,
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// so we can query which ones are available.
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this.comboNoteCounts = findCountAnimations('combo'); // example: combo50
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this.dropNoteCounts = findCountAnimations('drop'); // example: drop50
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if (comboNoteCounts.length > 0) trace('Combo note counts: ' + this.comboNoteCounts);
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if (dropNoteCounts.length > 0) trace('Drop note counts: ' + this.dropNoteCounts);
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super.onCreate(event);
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}
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override function onAnimationFinished(animationName:String):Void
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{
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super.onAnimationFinished(animationName);
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trace('${characterId} has finished animation: ${animationName}');
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if ((animationName.endsWith(Constants.ANIMATION_END_SUFFIX) && !animationName.startsWith('idle') && !animationName.startsWith('dance'))
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|| animationName.startsWith('combo')
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|| animationName.startsWith('drop'))
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{
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// Force the character to play the idle after the animation ends.
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this.dance(true);
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}
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}
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function resetCameraFocusPoint():Void
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{
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// Calculate the camera focus point
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var charCenterX = this.x + this.width / 2;
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var charCenterY = this.y + this.height / 2;
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this.cameraFocusPoint = new FlxPoint(charCenterX + _data.cameraOffsets[0], charCenterY + _data.cameraOffsets[1]);
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}
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public function initHealthIcon(isOpponent:Bool):Void
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{
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if (!isOpponent)
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{
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if (PlayState.instance.iconP1 == null)
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{
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trace('[WARN] Player 1 health icon not found!');
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return;
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}
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PlayState.instance.iconP1.configure(_data.healthIcon);
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PlayState.instance.iconP1.flipX = !PlayState.instance.iconP1.flipX; // BF is looking the other way.
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}
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else
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{
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if (PlayState.instance.iconP2 == null)
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{
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trace('[WARN] Player 2 health icon not found!');
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return;
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}
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PlayState.instance.iconP2.configure(_data.healthIcon);
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}
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}
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public override function onUpdate(event:UpdateScriptEvent):Void
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{
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super.onUpdate(event);
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// Reset hold timer for each note pressed.
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if (justPressedNote() && this.characterType == BF)
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{
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holdTimer = 0;
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}
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if (isDead)
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{
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// playDeathAnimation();
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return;
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}
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// If there is an animation, and another animation with the same name + "-hold" exists,
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// the second animation will play (and be looped if configured to do so) after the first animation finishes.
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// This is good for characters that need to hold a pose while maintaining an animation, like the parents (this keeps their eyes flickering)
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// and Darnell (this keeps the flame on his lighter flickering).
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// Works for idle, singLEFT/RIGHT/UP/DOWN, alt singing animations, and anything else really.
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if (!getCurrentAnimation().endsWith(Constants.ANIMATION_HOLD_SUFFIX)
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&& hasAnimation(getCurrentAnimation() + Constants.ANIMATION_HOLD_SUFFIX)
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&& isAnimationFinished())
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{
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playAnimation(getCurrentAnimation() + Constants.ANIMATION_HOLD_SUFFIX);
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}
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// Handle character note hold time.
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if (isSinging())
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{
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// TODO: Rework this code (and all character animations ugh)
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// such that the hold time is handled by padding frames,
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// and reverting to the idle animation is done when `isAnimationFinished()`.
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// This lets you add frames to the end of the sing animation to ease back into the idle!
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holdTimer += event.elapsed;
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var singTimeSec:Float = singTimeSteps * (Conductor.instance.stepLengthMs / Constants.MS_PER_SEC); // x beats, to ms.
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if (getCurrentAnimation().endsWith('miss')) singTimeSec *= 2; // makes it feel more awkward when you miss???
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// Without this check here, the player character would only play the `sing` animation
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// for one beat, as opposed to holding it as long as the player is holding the button.
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var shouldStopSinging:Bool = (this.characterType == BF) ? !isHoldingNote() : true;
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FlxG.watch.addQuick('singTimeSec-${characterId}', singTimeSec);
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if (holdTimer > singTimeSec && shouldStopSinging)
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{
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trace('holdTimer reached ${holdTimer}sec (> ${singTimeSec}), stopping sing animation');
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holdTimer = 0;
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var currentAnimation:String = getCurrentAnimation();
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// Strip "-hold" from the end.
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if (currentAnimation.endsWith(Constants.ANIMATION_HOLD_SUFFIX)) currentAnimation = currentAnimation.substring(0,
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currentAnimation.length - Constants.ANIMATION_HOLD_SUFFIX.length);
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var endAnimation:String = currentAnimation + Constants.ANIMATION_END_SUFFIX;
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if (hasAnimation(endAnimation))
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{
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// Play the '-end' animation, if one exists.
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trace('${characterId}: playing ${endAnimation}');
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playAnimation(endAnimation);
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}
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else
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{
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// Play the idle animation.
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trace('${characterId}: attempting dance');
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dance(true);
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}
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}
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}
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else
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{
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holdTimer = 0;
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// super.onBeatHit handles the regular `dance()` calls.
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}
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FlxG.watch.addQuick('holdTimer-${characterId}', holdTimer);
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}
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public function isSinging():Bool
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{
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var currentAnimation:String = getCurrentAnimation();
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return currentAnimation.startsWith('sing') && !currentAnimation.endsWith(Constants.ANIMATION_END_SUFFIX);
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}
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override function dance(force:Bool = false):Void
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{
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// Prevent default dancing behavior.
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if (isDead) return;
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if (!force)
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{
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// Prevent dancing while a singing animation is playing.
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if (isSinging()) return;
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// Prevent dancing while a non-idle special animation is playing.
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var currentAnimation:String = getCurrentAnimation();
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if (!currentAnimation.startsWith('dance') && !currentAnimation.startsWith('idle') && !isAnimationFinished()) return;
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}
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trace('${characterId}: Actually dancing');
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// Otherwise, fallback to the super dance() method, which handles playing the idle animation.
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super.dance();
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}
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/**
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* Returns true if the player just pressed a note.
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* Used when determing whether a the player character should revert to the `idle` animation.
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* On non-player characters, this should be ignored.
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*/
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function justPressedNote(player:Int = 1):Bool
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{
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// Returns true if at least one of LEFT, DOWN, UP, or RIGHT is being held.
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switch (player)
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{
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case 1:
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return PlayerSettings.player1.controls.NOTE_LEFT_P
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|| PlayerSettings.player1.controls.NOTE_DOWN_P
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|| PlayerSettings.player1.controls.NOTE_UP_P
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|| PlayerSettings.player1.controls.NOTE_RIGHT_P;
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case 2:
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return PlayerSettings.player2.controls.NOTE_LEFT_P
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|| PlayerSettings.player2.controls.NOTE_DOWN_P
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|| PlayerSettings.player2.controls.NOTE_UP_P
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|| PlayerSettings.player2.controls.NOTE_RIGHT_P;
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}
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return false;
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}
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/**
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* Returns true if the player is holding a note.
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* Used when determing whether a the player character should revert to the `idle` animation.
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* On non-player characters, this should be ignored.
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*/
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function isHoldingNote(player:Int = 1):Bool
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{
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// Returns true if at least one of LEFT, DOWN, UP, or RIGHT is being held.
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switch (player)
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{
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case 1:
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return PlayerSettings.player1.controls.NOTE_LEFT
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|| PlayerSettings.player1.controls.NOTE_DOWN
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|| PlayerSettings.player1.controls.NOTE_UP
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|| PlayerSettings.player1.controls.NOTE_RIGHT;
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case 2:
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return PlayerSettings.player2.controls.NOTE_LEFT
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|| PlayerSettings.player2.controls.NOTE_DOWN
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|| PlayerSettings.player2.controls.NOTE_UP
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|| PlayerSettings.player2.controls.NOTE_RIGHT;
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}
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return false;
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}
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/**
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* Every time a note is hit, check if the note is from the same strumline.
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* If it is, then play the sing animation.
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*/
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public override function onNoteHit(event:HitNoteScriptEvent)
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{
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super.onNoteHit(event);
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if (event.note.noteData.getMustHitNote() && characterType == BF)
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{
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// If the note is from the same strumline, play the sing animation.
|
|
this.playSingAnimation(event.note.noteData.getDirection(), false);
|
|
holdTimer = 0;
|
|
}
|
|
else if (!event.note.noteData.getMustHitNote() && characterType == DAD)
|
|
{
|
|
// If the note is from the same strumline, play the sing animation.
|
|
this.playSingAnimation(event.note.noteData.getDirection(), false);
|
|
holdTimer = 0;
|
|
}
|
|
else if (characterType == GF && event.note.noteData.getMustHitNote())
|
|
{
|
|
switch (event.judgement)
|
|
{
|
|
case 'sick' | 'good':
|
|
playComboAnimation(event.comboCount);
|
|
default:
|
|
playComboDropAnimation(event.comboCount);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Every time a note is missed, check if the note is from the same strumline.
|
|
* If it is, then play the sing animation.
|
|
*/
|
|
public override function onNoteMiss(event:NoteScriptEvent)
|
|
{
|
|
super.onNoteMiss(event);
|
|
|
|
if (event.note.noteData.getMustHitNote() && characterType == BF)
|
|
{
|
|
// If the note is from the same strumline, play the sing animation.
|
|
this.playSingAnimation(event.note.noteData.getDirection(), true);
|
|
}
|
|
else if (!event.note.noteData.getMustHitNote() && characterType == DAD)
|
|
{
|
|
// If the note is from the same strumline, play the sing animation.
|
|
this.playSingAnimation(event.note.noteData.getDirection(), true);
|
|
}
|
|
else if (event.note.noteData.getMustHitNote() && characterType == GF)
|
|
{
|
|
playComboDropAnimation(Highscore.tallies.combo);
|
|
}
|
|
}
|
|
|
|
function playComboAnimation(comboCount:Int):Void
|
|
{
|
|
var comboAnim = 'combo${comboCount}';
|
|
if (hasAnimation(comboAnim))
|
|
{
|
|
trace('Playing GF combo animation: ${comboAnim}');
|
|
this.playAnimation(comboAnim, true, true);
|
|
}
|
|
}
|
|
|
|
function playComboDropAnimation(comboCount:Int):Void
|
|
{
|
|
var dropAnim:Null<String> = null;
|
|
|
|
// Choose the combo drop anim to play.
|
|
// If there are several (for example, drop10 and drop50) the highest one will be used.
|
|
// If the combo count is too low, no animation will be played.
|
|
for (count in dropNoteCounts)
|
|
{
|
|
if (comboCount >= count)
|
|
{
|
|
dropAnim = 'drop${count}';
|
|
}
|
|
}
|
|
|
|
if (dropAnim != null)
|
|
{
|
|
trace('Playing GF combo drop animation: ${dropAnim}');
|
|
this.playAnimation(dropAnim, true, true);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Every time a wrong key is pressed, play the miss animation if we are Boyfriend.
|
|
*/
|
|
public override function onNoteGhostMiss(event:GhostMissNoteScriptEvent)
|
|
{
|
|
super.onNoteGhostMiss(event);
|
|
|
|
if (event.eventCanceled || !event.playAnim)
|
|
{
|
|
// Skipping...
|
|
return;
|
|
}
|
|
|
|
if (characterType == BF)
|
|
{
|
|
// If the note is from the same strumline, play the sing animation.
|
|
// trace('Playing ghost miss animation...');
|
|
this.playSingAnimation(event.dir, true);
|
|
}
|
|
}
|
|
|
|
public override function onDestroy(event:ScriptEvent):Void
|
|
{
|
|
this.characterType = OTHER;
|
|
}
|
|
|
|
/**
|
|
* Play the appropriate singing animation, for the given note direction.
|
|
* @param dir The direction of the note.
|
|
* @param miss If true, play the miss animation instead of the sing animation.
|
|
* @param suffix A suffix to append to the animation name, like `alt`.
|
|
*/
|
|
public function playSingAnimation(dir:NoteDirection, miss:Bool = false, ?suffix:String = ''):Void
|
|
{
|
|
var anim:String = 'sing${dir.nameUpper}${miss ? 'miss' : ''}${suffix != '' ? '-${suffix}' : ''}';
|
|
|
|
// restart even if already playing, because the character might sing the same note twice.
|
|
playAnimation(anim, true);
|
|
}
|
|
|
|
public override function playAnimation(name:String, restart:Bool = false, ignoreOther:Bool = false, reversed:Bool = false):Void
|
|
{
|
|
// FlxG.watch.addQuick('playAnim(${characterName})', name);
|
|
super.playAnimation(name, restart, ignoreOther, reversed);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* The type of a given character sprite. Defines its default behaviors.
|
|
*/
|
|
enum CharacterType
|
|
{
|
|
/**
|
|
* The BF character has the following behaviors.
|
|
* - At idle, dances with `danceLeft` and `danceRight` if available, or `idle` if not.
|
|
* - When the player hits a note, plays the appropriate `singDIR` animation until BF is done singing.
|
|
* - If there is a `singDIR-end` animation, the `singDIR` animation will play once before looping the `singDIR-end` animation until BF is done singing.
|
|
* - If the player misses or hits a ghost note, plays the appropriate `singDIR-miss` animation until BF is done singing.
|
|
*/
|
|
BF;
|
|
|
|
/**
|
|
* The DAD character has the following behaviors.
|
|
* - At idle, dances with `danceLeft` and `danceRight` if available, or `idle` if not.
|
|
* - When the CPU hits a note, plays the appropriate `singDIR` animation until DAD is done singing.
|
|
* - If there is a `singDIR-end` animation, the `singDIR` animation will play once before looping the `singDIR-end` animation until DAD is done singing.
|
|
* - When the CPU misses a note (NOTE: This only happens via script, not by default),
|
|
* plays the appropriate `singDIR-miss` animation until DAD is done singing.
|
|
*/
|
|
DAD;
|
|
|
|
/**
|
|
* The GF character has the following behaviors.
|
|
* - At idle, dances with `danceLeft` and `danceRight` if available, or `idle` if not.
|
|
* - If available, `combo###` animations will play when certain combo counts are reached.
|
|
* - For example, `combo50` will play when the player hits 50 notes in a row.
|
|
* - Multiple combo animations can be provided for different thresholds.
|
|
* - If available, `drop###` animations will play when combos are dropped above certain thresholds.
|
|
* - For example, `drop10` will play when the player drops a combo larger than 10.
|
|
* - Multiple drop animations can be provided for different thresholds (i.e. dropping larger combos).
|
|
* - No drop animation will play if one isn't applicable (i.e. if the combo count is too low).
|
|
*/
|
|
GF;
|
|
|
|
/**
|
|
* The OTHER character will only perform the `danceLeft`/`danceRight` or `idle` animation by default, depending on what's available.
|
|
* Additional behaviors can be performed via scripts.
|
|
*/
|
|
OTHER;
|
|
}
|