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Funkin/source/funkin/play/character/BaseCharacter.hx
2023-02-21 21:01:22 -05:00

608 lines
20 KiB
Haxe

package funkin.play.character;
import flixel.math.FlxPoint;
import funkin.modding.events.ScriptEvent;
import funkin.noteStuff.NoteBasic.NoteDir;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.play.character.CharacterData.CharacterRenderType;
import funkin.play.stage.Bopper;
/**
* A Character is a stage prop which bops to the music as well as controlled by the strumlines.
*
* Remember: The character's origin is at its FEET. (horizontal center, vertical bottom)
*/
class BaseCharacter extends Bopper
{
// Metadata about a character.
public var characterId(default, null):String;
public var characterName(default, null):String;
/**
* Whether the player is an active character (Boyfriend) or not.
*/
public var characterType:CharacterType = OTHER;
/**
* Tracks how long, in seconds, the character has been playing the current `sing` animation.
* This is used to ensure that characters play the `sing` animations for at least one beat,
* preventing them from reverting to the `idle` animation between notes.
*/
public var holdTimer:Float = 0;
public var isDead:Bool = false;
public var debugMode:Bool = false;
/**
* This character plays a given animation when hitting these specific combo numbers.
*/
public var comboNoteCounts(default, null):Array<Int>;
/**
* This character plays a given animation when dropping combos larger than these numbers.
*/
public var dropNoteCounts(default, null):Array<Int>;
final _data:CharacterData;
final singTimeCrochet:Float;
/**
* The offset between the corner of the sprite and the origin of the sprite (at the character's feet).
* cornerPosition = stageData - characterOrigin
*/
public var characterOrigin(get, null):FlxPoint;
function get_characterOrigin():FlxPoint
{
var xPos = (width / 2); // Horizontal center
var yPos = (height); // Vertical bottom
return new FlxPoint(xPos, yPos);
}
/**
* The absolute position of the top-left of the character.
* @return
*/
public var cornerPosition(get, set):FlxPoint;
function get_cornerPosition():FlxPoint
{
return new FlxPoint(x, y);
}
function set_cornerPosition(value:FlxPoint):FlxPoint
{
var xDiff:Float = value.x - this.x;
var yDiff:Float = value.y - this.y;
this.cameraFocusPoint.x += xDiff;
this.cameraFocusPoint.y += yDiff;
super.set_x(value.x);
super.set_y(value.y);
return value;
}
/**
* The absolute position of the character's feet, at the bottom-center of the sprite.
*/
public var feetPosition(get, null):FlxPoint;
function get_feetPosition():FlxPoint
{
return new FlxPoint(x + characterOrigin.x, y + characterOrigin.y);
}
/**
* Returns the point the camera should focus on.
* Should be approximately centered on the character, and should not move based on the current animation.
*
* Set the position of this rather than reassigning it, so that anything referencing it will not be affected.
*/
public var cameraFocusPoint(default, null):FlxPoint = new FlxPoint(0, 0);
override function set_animOffsets(value:Array<Float>)
{
if (animOffsets == null) value = [0, 0];
if (animOffsets == value) return value;
// Make sure animOffets are halved when scale is 0.5.
var xDiff = (animOffsets[0] * this.scale.x) - value[0];
var yDiff = (animOffsets[1] * this.scale.y) - value[1];
// Call the super function so that camera focus point is not affected.
super.set_x(this.x + xDiff);
super.set_y(this.y + yDiff);
return animOffsets = value;
}
/**
* If the x position changes, other than via changing the animation offset,
* then we need to update the camera focus point.
*/
override function set_x(value:Float):Float
{
if (value == this.x) return value;
var xDiff = value - this.x;
this.cameraFocusPoint.x += xDiff;
return super.set_x(value);
}
/**
* If the y position changes, other than via changing the animation offset,
* then we need to update the camera focus point.
*/
override function set_y(value:Float):Float
{
if (value == this.y) return value;
var yDiff = value - this.y;
this.cameraFocusPoint.y += yDiff;
return super.set_y(value);
}
public function new(id:String, renderType:CharacterRenderType)
{
super();
this.characterId = id;
_data = CharacterDataParser.fetchCharacterData(this.characterId);
if (_data == null)
{
throw 'Could not find character data for characterId: $characterId';
}
else if (_data.renderType != renderType)
{
throw 'Render type mismatch for character ($characterId): expected ${renderType}, got ${_data.renderType}';
}
else
{
this.characterName = _data.name;
this.name = _data.name;
this.singTimeCrochet = _data.singTime;
this.globalOffsets = _data.offsets;
this.flipX = _data.flipX;
}
shouldBop = false;
}
/**
* Gets the value of flipX from the character data.
* `!getFlipX()` is the direction Boyfriend should face.
*/
public function getDataFlipX():Bool
{
return _data.flipX;
}
function findCountAnimations(prefix:String):Array<Int>
{
var animNames:Array<String> = this.animation.getNameList();
var result:Array<Int> = [];
for (anim in animNames)
{
if (anim.startsWith(prefix))
{
var comboNum:Null<Int> = Std.parseInt(anim.substring(prefix.length));
if (comboNum != null)
{
result.push(comboNum);
}
}
}
// Sort numerically.
result.sort((a, b) -> a - b);
return result;
}
/**
* Reset the character so it can be used at the start of the level.
* Call this when restarting the level.
*/
public function resetCharacter(resetCamera:Bool = true):Void
{
// Reset the animation offsets. This will modify x and y to be the absolute position of the character.
this.animOffsets = [0, 0];
// Now we can set the x and y to be their original values without having to account for animOffsets.
this.resetPosition();
// Make sure we are playing the idle animation (to reapply animOffsets)...
this.dance(true); // Force to avoid the old animation playing with the wrong offset at the start of the song.
// ...then update the hitbox so that this.width and this.height are correct.
this.updateHitbox();
// Reset the camera focus point while we're at it.
if (resetCamera) this.resetCameraFocusPoint();
}
/**
* Set the sprite scale to the appropriate value.
* @param scale
*/
function setScale(scale:Null<Float>):Void
{
if (scale == null) scale = 1.0;
var feetPos:FlxPoint = feetPosition;
this.scale.x = scale;
this.scale.y = scale;
this.updateHitbox();
// Reposition with newly scaled sprite.
this.x = feetPos.x - characterOrigin.x + globalOffsets[0];
this.y = feetPos.y - characterOrigin.y + globalOffsets[1];
}
/**
* The per-character camera offset.
*/
var characterCameraOffsets(get, null):Array<Float>;
function get_characterCameraOffsets():Array<Float>
{
return _data.cameraOffsets;
}
override function onCreate(event:ScriptEvent):Void
{
super.onCreate(event);
// Make sure we are playing the idle animation...
this.dance();
// ...then update the hitbox so that this.width and this.height are correct.
this.updateHitbox();
// Without the above code, width and height (and therefore character position)
// will be based on the first animation in the sheet rather than the default animation.
this.resetCameraFocusPoint();
// Child class should have created animations by now,
// so we can query which ones are available.
this.comboNoteCounts = findCountAnimations('combo'); // example: combo50
this.dropNoteCounts = findCountAnimations('drop'); // example: drop50
// trace('${this.animation.getNameList()}');
// trace('Combo note counts: ' + this.comboNoteCounts);
// trace('Drop note counts: ' + this.dropNoteCounts);
super.onCreate(event);
}
function resetCameraFocusPoint():Void
{
// Calculate the camera focus point
var charCenterX = this.x + this.width / 2;
var charCenterY = this.y + this.height / 2;
this.cameraFocusPoint = new FlxPoint(charCenterX + _data.cameraOffsets[0], charCenterY + _data.cameraOffsets[1]);
}
public function initHealthIcon(isOpponent:Bool):Void
{
if (!isOpponent)
{
if (PlayState.instance.iconP1 == null)
{
trace('[WARN] Player 1 health icon not found!');
}
PlayState.instance.iconP1.characterId = _data.healthIcon.id;
PlayState.instance.iconP1.size.set(_data.healthIcon.scale, _data.healthIcon.scale);
PlayState.instance.iconP1.offset.x = _data.healthIcon.offsets[0];
PlayState.instance.iconP1.offset.y = _data.healthIcon.offsets[1];
PlayState.instance.iconP1.flipX = !_data.healthIcon.flipX;
}
else
{
if (PlayState.instance.iconP2 == null)
{
trace('[WARN] Player 2 health icon not found!');
}
PlayState.instance.iconP2.characterId = _data.healthIcon.id;
PlayState.instance.iconP2.size.set(_data.healthIcon.scale, _data.healthIcon.scale);
PlayState.instance.iconP2.offset.x = _data.healthIcon.offsets[0];
PlayState.instance.iconP2.offset.y = _data.healthIcon.offsets[1];
PlayState.instance.iconP1.flipX = _data.healthIcon.flipX;
}
}
public override function onUpdate(event:UpdateScriptEvent):Void
{
super.onUpdate(event);
// Reset hold timer for each note pressed.
if (justPressedNote() && this.characterType == BF)
{
holdTimer = 0;
}
if (isDead)
{
playDeathAnimation();
return;
}
// This logic turns the idle animation into a "lead-in" animation.
if (hasAnimation('idle-hold') && getCurrentAnimation() == 'idle' && isAnimationFinished()) playAnimation('idle-hold');
if (hasAnimation('singLEFT-hold') && getCurrentAnimation() == 'singLEFT' && isAnimationFinished()) playAnimation('singLEFT-hold');
if (hasAnimation('singDOWN-hold') && getCurrentAnimation() == 'singDOWN' && isAnimationFinished()) playAnimation('singDOWN-hold');
if (hasAnimation('singUP-hold') && getCurrentAnimation() == 'singUP' && isAnimationFinished()) playAnimation('singUP-hold');
if (hasAnimation('singRIGHT-hold') && getCurrentAnimation() == 'singRIGHT' && isAnimationFinished()) playAnimation('singRIGHT-hold');
// Handle character note hold time.
if (getCurrentAnimation().startsWith('sing'))
{
// TODO: Rework this code (and all character animations ugh)
// such that the hold time is handled by padding frames,
// and reverting to the idle animation is done when `isAnimationFinished()`.
// This lets you add frames to the end of the sing animation to ease back into the idle!
holdTimer += event.elapsed;
var singTimeMs:Float = singTimeCrochet * (Conductor.crochet * 0.001); // x beats, to ms.
if (getCurrentAnimation().endsWith('miss')) singTimeMs *= 2; // makes it feel more awkward when you miss
// Without this check here, the player character would only play the `sing` animation
// for one beat, as opposed to holding it as long as the player is holding the button.
var shouldStopSinging:Bool = (this.characterType == BF) ? !isHoldingNote() : true;
FlxG.watch.addQuick('singTimeMs-${characterId}', singTimeMs);
if (holdTimer > singTimeMs && shouldStopSinging)
{
// trace('holdTimer reached ${holdTimer}sec (> ${singTimeMs}), stopping sing animation');
holdTimer = 0;
dance(true);
}
}
else
{
holdTimer = 0;
// super.onBeatHit handles the regular `dance()` calls.
}
FlxG.watch.addQuick('holdTimer-${characterId}', holdTimer);
}
/**
* Since no `onBeatHit` or `dance` calls happen in GameOverSubstate,
* this regularly gets called instead.
*
* @param force Force the deathLoop animation to play, even if `firstDeath` is still playing.
*/
public function playDeathAnimation(force:Bool = false):Void
{
if (force || (getCurrentAnimation().startsWith('firstDeath') && isAnimationFinished()))
{
playAnimation('deathLoop' + GameOverSubstate.animationSuffix);
}
}
override function dance(force:Bool = false):Void
{
// Prevent default dancing behavior.
if (debugMode || isDead) return;
if (!force)
{
if (getCurrentAnimation().startsWith('sing')) return;
if (['hey', 'cheer'].contains(getCurrentAnimation()) && !isAnimationFinished()) return;
}
// Prevent dancing while another animation is playing.
if (!force && getCurrentAnimation().startsWith('sing')) return;
// Otherwise, fallback to the super dance() method, which handles playing the idle animation.
super.dance();
}
/**
* Returns true if the player just pressed a note.
* Used when determing whether a the player character should revert to the `idle` animation.
* On non-player characters, this should be ignored.
*/
function justPressedNote(player:Int = 1):Bool
{
// Returns true if at least one of LEFT, DOWN, UP, or RIGHT is being held.
switch (player)
{
case 1:
return [
PlayerSettings.player1.controls.NOTE_LEFT_P,
PlayerSettings.player1.controls.NOTE_DOWN_P,
PlayerSettings.player1.controls.NOTE_UP_P,
PlayerSettings.player1.controls.NOTE_RIGHT_P,
].contains(true);
case 2:
return [
PlayerSettings.player2.controls.NOTE_LEFT_P,
PlayerSettings.player2.controls.NOTE_DOWN_P,
PlayerSettings.player2.controls.NOTE_UP_P,
PlayerSettings.player2.controls.NOTE_RIGHT_P,
].contains(true);
}
return false;
}
/**
* Returns true if the player is holding a note.
* Used when determing whether a the player character should revert to the `idle` animation.
* On non-player characters, this should be ignored.
*/
function isHoldingNote(player:Int = 1):Bool
{
// Returns true if at least one of LEFT, DOWN, UP, or RIGHT is being held.
switch (player)
{
case 1:
return [
PlayerSettings.player1.controls.NOTE_LEFT,
PlayerSettings.player1.controls.NOTE_DOWN,
PlayerSettings.player1.controls.NOTE_UP,
PlayerSettings.player1.controls.NOTE_RIGHT,
].contains(true);
case 2:
return [
PlayerSettings.player2.controls.NOTE_LEFT,
PlayerSettings.player2.controls.NOTE_DOWN,
PlayerSettings.player2.controls.NOTE_UP,
PlayerSettings.player2.controls.NOTE_RIGHT,
].contains(true);
}
return false;
}
/**
* Every time a note is hit, check if the note is from the same strumline.
* If it is, then play the sing animation.
*/
public override function onNoteHit(event:NoteScriptEvent)
{
super.onNoteHit(event);
if (event.note.mustPress && characterType == BF)
{
// If the note is from the same strumline, play the sing animation.
this.playSingAnimation(event.note.data.dir, false);
holdTimer = 0;
}
else if (!event.note.mustPress && characterType == DAD)
{
// If the note is from the same strumline, play the sing animation.
this.playSingAnimation(event.note.data.dir, false);
holdTimer = 0;
}
}
/**
* 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.mustPress && characterType == BF)
{
// If the note is from the same strumline, play the sing animation.
this.playSingAnimation(event.note.data.dir, true);
}
else if (!event.note.mustPress && characterType == DAD)
{
// If the note is from the same strumline, play the sing animation.
this.playSingAnimation(event.note.data.dir, true);
}
else if (event.note.mustPress && characterType == GF)
{
var dropAnim = '';
// 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 (event.comboCount >= count)
{
dropAnim = 'drop${count}';
}
}
if (dropAnim != '')
{
trace('Playing GF combo drop animation: ${dropAnim}');
this.playAnimation(dropAnim, true, true);
}
}
}
/**
* Every time a wrong key is pressed, play the miss animation if we are Boyfriend.
*/
public override function onNoteGhostMiss(event:GhostMissNoteScriptEvent)
{
super.onNoteGhostMiss(event);
if (event.eventCanceled || !event.playAnim)
{
// Skipping...
return;
}
if (characterType == BF)
{
// If the note is from the same strumline, play the sing animation.
// trace('Playing ghost miss animation...');
this.playSingAnimation(event.dir, true);
}
}
public override function onDestroy(event:ScriptEvent):Void
{
this.characterType = OTHER;
}
/**
* Play the appropriate singing animation, for the given note direction.
* @param dir The direction of the note.
* @param miss If true, play the miss animation instead of the sing animation.
* @param suffix A suffix to append to the animation name, like `alt`.
*/
public function playSingAnimation(dir:NoteDir, ?miss:Bool = false, ?suffix:String = ''):Void
{
var anim:String = 'sing${dir.nameUpper}${miss ? 'miss' : ''}${suffix != '' ? '-${suffix}' : ''}';
// restart even if already playing, because the character might sing the same note twice.
playAnimation(anim, true);
}
}
/**
* 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;
}