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Funkin/source/funkin/play/event/SongEvent.hx
2022-09-24 15:02:10 -04:00

283 lines
6.4 KiB
Haxe

package funkin.play.event;
import flixel.FlxSprite;
import funkin.play.PlayState;
import funkin.play.song.SongData.RawSongEventData;
import haxe.DynamicAccess;
typedef RawSongEvent =
{
> RawSongEventData,
/**
* Whether the event has been activated or not.
*/
var a:Bool;
}
@:forward
abstract SongEvent(RawSongEvent)
{
public function new(time:Float, event:String, value:Dynamic = null)
{
this = {
t: time,
e: event,
v: value,
a: false
};
}
public var time(get, set):Float;
public function get_time():Float
{
return this.t;
}
public function set_time(value:Float):Float
{
return this.t = value;
}
public var event(get, set):String;
public function get_event():String
{
return this.e;
}
public function set_event(value:String):String
{
return this.e = value;
}
public var value(get, set):Dynamic;
public function get_value():Dynamic
{
return this.v;
}
public function set_value(value:Dynamic):Dynamic
{
return this.v = value;
}
public inline function getBool():Bool
{
return cast this.v;
}
public inline function getInt():Int
{
return cast this.v;
}
public inline function getFloat():Float
{
return cast this.v;
}
public inline function getString():String
{
return cast this.v;
}
public inline function getArray():Array<Dynamic>
{
return cast this.v;
}
public inline function getMap():DynamicAccess<Dynamic>
{
return cast this.v;
}
public inline function getBoolArray():Array<Bool>
{
return cast this.v;
}
}
typedef SongEventCallback = SongEvent->Void;
class SongEventHandler
{
private static final eventCallbacks:Map<String, SongEventCallback> = new Map<String, SongEventCallback>();
public static function registerCallback(event:String, callback:SongEventCallback):Void
{
eventCallbacks.set(event, callback);
}
public static function unregisterCallback(event:String):Void
{
eventCallbacks.remove(event);
}
public static function clearCallbacks():Void
{
eventCallbacks.clear();
}
/**
* Register each of the event callbacks provided by the base game.
*/
public static function registerBaseEventCallbacks():Void
{
// TODO: Add a system for mods to easily add their own event callbacks.
// Should be easy as creating character or stage scripts.
registerCallback('FocusCamera', VanillaEventCallbacks.focusCamera);
registerCallback('PlayAnimation', VanillaEventCallbacks.playAnimation);
}
/**
* Given a list of song events and the current timestamp,
* return a list of events that should be activated.
*/
public static function queryEvents(events:Array<SongEvent>, currentTime:Float):Array<SongEvent>
{
return events.filter(function(event:SongEvent):Bool
{
// If the event is already activated, don't activate it again.
if (event.a)
return false;
// If the event is in the future, don't activate it.
if (event.time > currentTime)
return false;
return true;
});
}
public static function activateEvents(events:Array<SongEvent>):Void
{
for (event in events)
{
activateEvent(event);
}
}
public static function activateEvent(event:SongEvent):Void
{
if (event.a)
{
trace('Event already activated: ' + event);
return;
}
// Prevent the event from being activated again.
event.a = true;
// Perform the action.
if (eventCallbacks.exists(event.event))
{
eventCallbacks.get(event.event)(event);
}
}
public static function resetEvents(events:Array<SongEvent>):Void
{
for (event in events)
{
resetEvent(event);
}
}
public static function resetEvent(event:SongEvent):Void
{
// TODO: Add a system for mods to easily add their reset callbacks.
event.a = false;
}
}
class VanillaEventCallbacks
{
/**
* Event Name: "FocusCamera"
* Event Value: Int
* 0: Focus on the player.
* 1: Focus on the opponent.
* 2: Focus on the girlfriend.
*/
public static function focusCamera(event:SongEvent):Void
{
// Does nothing if there is no PlayState camera or stage.
if (PlayState.instance == null || PlayState.instance.currentStage == null)
return;
switch (event.getInt())
{
case 0: // Boyfriend
// Focus the camera on the player.
trace('[EVENT] Focusing camera on player.');
PlayState.instance.cameraFollowPoint.setPosition(PlayState.instance.currentStage.getBoyfriend().cameraFocusPoint.x,
PlayState.instance.currentStage.getBoyfriend().cameraFocusPoint.y);
case 1: // Dad
// Focus the camera on the dad.
trace('[EVENT] Focusing camera on dad.');
PlayState.instance.cameraFollowPoint.setPosition(PlayState.instance.currentStage.getDad().cameraFocusPoint.x,
PlayState.instance.currentStage.getDad().cameraFocusPoint.y);
case 2: // Girlfriend
// Focus the camera on the girlfriend.
trace('[EVENT] Focusing camera on girlfriend.');
PlayState.instance.cameraFollowPoint.setPosition(PlayState.instance.currentStage.getGirlfriend().cameraFocusPoint.x,
PlayState.instance.currentStage.getGirlfriend().cameraFocusPoint.y);
default:
trace('[EVENT] Unknown camera focus: ' + event.value);
}
}
/**
* Event Name: "playAnimation"
* Event Value: Object
* {
* target: String, // "player", "dad", "girlfriend", or <stage prop id>
* animation: String,
* force: Bool // optional
* }
*/
public static function playAnimation(event:SongEvent):Void
{
// Does nothing if there is no PlayState camera or stage.
if (PlayState.instance == null || PlayState.instance.currentStage == null)
return;
var data:Dynamic = event.value;
var targetName:String = Reflect.field(data, 'target');
var anim:String = Reflect.field(data, 'anim');
var force:Null<Bool> = Reflect.field(data, 'force');
if (force == null)
force = false;
var target:FlxSprite = null;
switch (targetName)
{
case 'boyfriend':
trace('[EVENT] Playing animation $anim on boyfriend.');
target = PlayState.instance.currentStage.getBoyfriend();
case 'dad':
trace('[EVENT] Playing animation $anim on dad.');
target = PlayState.instance.currentStage.getDad();
case 'girlfriend':
trace('[EVENT] Playing animation $anim on girlfriend.');
target = PlayState.instance.currentStage.getGirlfriend();
default:
target = PlayState.instance.currentStage.getNamedProp(targetName);
if (target == null)
trace('[EVENT] Unknown animation target: $targetName');
else
trace('[EVENT] Fetched animation target $targetName from stage.');
}
if (target != null)
{
target.animation.play(anim, force);
}
}
}