mirror of
https://github.com/ninjamuffin99/Funkin.git
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180 lines
4.1 KiB
Haxe
180 lines
4.1 KiB
Haxe
package funkin.play.notes;
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import funkin.play.notes.notestyle.NoteStyle;
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import flixel.graphics.frames.FlxAtlasFrames;
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import flixel.FlxSprite;
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import funkin.play.notes.NoteSprite;
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/**
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* The actual receptor that you see on screen.
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*/
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class StrumlineNote extends FlxSprite
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{
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public var isPlayer(default, null):Bool;
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public var direction(default, set):NoteDirection;
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var confirmHoldTimer:Float = -1;
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static final CONFIRM_HOLD_TIME:Float = 0.1;
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function set_direction(value:NoteDirection):NoteDirection
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{
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this.direction = value;
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return this.direction;
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}
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public function new(noteStyle:NoteStyle, isPlayer:Bool, direction:NoteDirection)
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{
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super(0, 0);
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this.isPlayer = isPlayer;
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this.direction = direction;
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setup(noteStyle);
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this.animation.callback = onAnimationFrame;
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this.animation.finishCallback = onAnimationFinished;
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// Must be true for animations to play.
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this.active = true;
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}
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function onAnimationFrame(name:String, frameNumber:Int, frameIndex:Int):Void {}
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function onAnimationFinished(name:String):Void
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{
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// Run a timer before we stop playing the confirm animation.
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// On opponent, this prevent issues with hold notes.
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// On player, this allows holding the confirm key to fall back to press.
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if (name == 'confirm')
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{
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confirmHoldTimer = 0;
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}
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}
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override function update(elapsed:Float)
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{
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super.update(elapsed);
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centerOrigin();
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if (confirmHoldTimer >= 0)
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{
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confirmHoldTimer += elapsed;
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// Ensure the opponent stops holding the key after a certain amount of time.
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if (confirmHoldTimer >= CONFIRM_HOLD_TIME)
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{
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confirmHoldTimer = -1;
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playStatic();
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}
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}
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}
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function setup(noteStyle:NoteStyle):Void
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{
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noteStyle.applyStrumlineFrames(this);
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noteStyle.applyStrumlineAnimations(this, this.direction);
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this.setGraphicSize(Std.int(Strumline.STRUMLINE_SIZE * noteStyle.getStrumlineScale()));
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this.updateHitbox();
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noteStyle.applyStrumlineOffsets(this);
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this.playStatic();
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}
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public function playAnimation(name:String = 'static', force:Bool = false, reversed:Bool = false, startFrame:Int = 0):Void
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{
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this.animation.play(name, force, reversed, startFrame);
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centerOffsets();
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centerOrigin();
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}
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public function playStatic():Void
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{
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this.active = false;
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this.playAnimation('static', true);
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}
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public function playPress():Void
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{
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this.active = true;
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this.playAnimation('press', true);
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}
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public function playConfirm():Void
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{
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this.active = true;
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this.playAnimation('confirm', true);
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}
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public function isConfirm():Bool
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{
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return getCurrentAnimation().startsWith('confirm');
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}
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public function holdConfirm():Void
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{
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this.active = true;
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if (getCurrentAnimation() == "confirm-hold")
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{
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return;
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}
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else if (getCurrentAnimation() == "confirm")
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{
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if (isAnimationFinished())
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{
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this.confirmHoldTimer = -1;
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this.playAnimation('confirm-hold', false, false);
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}
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}
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else
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{
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this.playAnimation('confirm', false, false);
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}
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}
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/**
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* Returns the name of the animation that is currently playing.
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* If no animation is playing (usually this means the sprite is BROKEN!),
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* returns an empty string to prevent NPEs.
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*/
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public function getCurrentAnimation():String
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{
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if (this.animation == null || this.animation.curAnim == null) return "";
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return this.animation.curAnim.name;
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}
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public function isAnimationFinished():Bool
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{
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return this.animation.finished;
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}
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static final DEFAULT_OFFSET:Int = 13;
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/**
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* Adjusts the position of the sprite's graphic relative to the hitbox.
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*/
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function fixOffsets():Void
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{
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// Automatically center the bounding box within the graphic.
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this.centerOffsets();
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if (getCurrentAnimation() == "confirm")
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{
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// Move the graphic down and to the right to compensate for
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// the "glow" effect on the strumline note.
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this.offset.x -= DEFAULT_OFFSET;
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this.offset.y -= DEFAULT_OFFSET;
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}
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else
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{
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this.centerOrigin();
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}
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}
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}
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