mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-10 08:44:47 +00:00
2059 lines
53 KiB
Haxe
2059 lines
53 KiB
Haxe
package funkin.play;
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import flixel.FlxCamera;
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import flixel.FlxObject;
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import flixel.FlxSprite;
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import flixel.FlxState;
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import flixel.FlxSubState;
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import flixel.addons.transition.FlxTransitionableState;
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import flixel.group.FlxGroup;
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import flixel.math.FlxMath;
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import flixel.math.FlxRect;
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import flixel.text.FlxText;
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import flixel.tweens.FlxEase;
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import flixel.tweens.FlxTween;
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import flixel.ui.FlxBar;
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import flixel.util.FlxColor;
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import flixel.util.FlxSort;
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import flixel.util.FlxTimer;
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import funkin.Note;
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import funkin.Section.SwagSection;
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import funkin.SongLoad.SwagSong;
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import funkin.charting.ChartingState;
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import funkin.modding.IHook;
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import funkin.modding.events.ScriptEvent;
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import funkin.modding.events.ScriptEventDispatcher;
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import funkin.play.HealthIcon;
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import funkin.play.Strumline.StrumlineArrow;
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import funkin.play.Strumline.StrumlineStyle;
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import funkin.play.character.BaseCharacter;
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import funkin.play.character.CharacterData;
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import funkin.play.stage.Stage;
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import funkin.play.stage.StageData;
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import funkin.ui.PopUpStuff;
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import funkin.ui.PreferencesMenu;
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import funkin.ui.stageBuildShit.StageOffsetSubstate;
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import funkin.util.Constants;
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import funkin.util.SortUtil;
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import lime.ui.Haptic;
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using StringTools;
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#if discord_rpc
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import Discord.DiscordClient;
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#end
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class PlayState extends MusicBeatState implements IHook
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{
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/**
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* STATIC VARIABLES
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* Static variables should be used for information that must be persisted between states or between resets,
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* such as the active song or song playlist.
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*/
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/**
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* The currently active PlayState.
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* Since there is only one PlayState in existance at a time, we can use a singleton.
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*/
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public static var instance:PlayState = null;
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/**
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* The currently active song. Includes data about what stage should be used, what characters,
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* and the notes to be played.
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*/
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public static var currentSong:SwagSong = null;
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/**
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* Whether the game is currently in Story Mode. If false, we are in Free Play Mode.
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*/
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public static var isStoryMode:Bool = false;
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/**
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* Whether the game is currently in Practice Mode.
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* If true, player will not lose gain or lose score from notes.
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*/
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public static var isPracticeMode:Bool = false;
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/**
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* Whether the game is currently in a cutscene, and gameplay should be stopped.
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*/
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public static var isInCutscene:Bool = false;
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/**
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* Whether the game is currently in the countdown before the song resumes.
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*/
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public static var isInCountdown:Bool = false;
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/**
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* Gets set to true when the PlayState needs to reset (player opted to restart or died).
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* Gets disabled once resetting happens.
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*/
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public static var needsReset:Bool = false;
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/**
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* The current "Blueball Counter" to display in the pause menu.
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* Resets when you beat a song or go back to the main menu.
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*/
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public static var deathCounter:Int = 0;
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/**
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* The default camera zoom level. The camera lerps back to this after zooming in.
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* Defaults to 1.05 but may be larger or smaller depending on the current stage.
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*/
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public static var defaultCameraZoom:Float = 1.05;
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/**
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* Used to persist the position of the `cameraFollowPosition` between resets.
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*/
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private static var previousCameraFollowPoint:FlxObject = null;
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/**
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* PUBLIC INSTANCE VARIABLES
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* Public instance variables should be used for information that must be reset or dereferenced
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* every time the state is reset, such as the currently active stage, but may need to be accessed externally.
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*/
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/**
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* The currently active Stage. This is the object containing all the props.
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*/
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public var currentStage:Stage = null;
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/**
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* The internal ID of the currently active Stage.
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* Used to retrieve the data required to build the `currentStage`.
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*/
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public var currentStageId:String = '';
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/**
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* The player's current health.
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* The default maximum health is 2.0, and the default starting health is 1.0.
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*/
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public var health:Float = 1;
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/**
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* The player's current score.
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*/
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public var songScore:Int = 0;
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/**
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* An empty FlxObject contained in the scene.
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* The current gameplay camera will be centered on this object. Tween its position to move the camera smoothly.
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*
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* This is an FlxSprite for two reasons:
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* 1. It needs to be an object in the scene for the camera to be configured to follow it.
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* 2. It needs to be an FlxSprite to allow a graphic (optionally, for debug purposes) to be drawn on it.
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*/
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public var cameraFollowPoint:FlxSprite = new FlxSprite(0, 0);
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/**
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* PRIVATE INSTANCE VARIABLES
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* Private instance variables should be used for information that must be reset or dereferenced
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* every time the state is reset, but should not be accessed externally.
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*/
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/**
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* The Array containing the notes that are not currently on the screen.
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* The `update()` function regularly shifts these out to add new notes to the screen.
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*/
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private var inactiveNotes:Array<Note>;
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/**
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* If true, the player is allowed to pause the game.
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* Disabled during the ending of a song.
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*/
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private var mayPauseGame:Bool = true;
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/**
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* The displayed value of the player's health.
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* Used to provide smooth animations based on linear interpolation of the player's health.
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*/
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private var healthLerp:Float = 1;
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/**
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* RENDER OBJECTS
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*/
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/**
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* The SpriteGroup containing the notes that are currently on the screen or are about to be on the screen.
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*/
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private var activeNotes:FlxTypedGroup<Note> = null;
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/**
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* The FlxText which displays the current score.
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*/
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private var scoreText:FlxText;
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/**
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* The bar which displays the player's health.
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* Dynamically updated based on the value of `healthLerp` (which is based on `health`).
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*/
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public var healthBar:FlxBar;
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/**
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* The background image used for the health bar.
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* Emma says the image is slightly skewed so I'm leaving it as an image instead of a `createGraphic`.
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*/
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public var healthBarBG:FlxSprite;
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/**
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* The health icon representing the player.
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*/
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public var iconP1:HealthIcon;
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/**
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* The health icon representing the opponent.
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*/
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public var iconP2:HealthIcon;
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/**
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* The sprite group containing active player's strumline notes.
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*/
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public var playerStrumline:Strumline;
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/**
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* The sprite group containing opponent's strumline notes.
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*/
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public var enemyStrumline:Strumline;
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/**
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* The camera which contains, and controls visibility of, the user interface elements.
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*/
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public var camHUD:FlxCamera;
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/**
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* The camera which contains, and controls visibility of, the stage and characters.
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*/
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public var camGame:FlxCamera;
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/**
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* PROPERTIES
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*/
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/**
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* If a substate is rendering over the PlayState, it is paused and normal update logic is skipped.
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* Examples include:
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* - The Pause screen is open.
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* - The Game Over screen is open.
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* - The Chart Editor screen is open.
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*/
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private var isGamePaused(get, never):Bool;
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function get_isGamePaused():Bool
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{
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// Note: If there is a substate which requires the game to act unpaused,
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// this should be changed to include something like `&& Std.isOfType()`
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return this.subState != null;
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}
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// TODO: Reorganize these variables (maybe there should be a separate class like Conductor just to hold them?)
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public static var storyWeek:Int = 0;
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public static var storyPlaylist:Array<String> = [];
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public static var storyDifficulty:Int = 1;
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public static var seenCutscene:Bool = false;
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public static var campaignScore:Int = 0;
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private var vocals:VoicesGroup;
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private var vocalsFinished:Bool = false;
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private var camZooming:Bool = false;
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private var gfSpeed:Int = 1;
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private var combo:Int = 0;
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private var generatedMusic:Bool = false;
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private var startingSong:Bool = false;
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var dialogue:Array<String>;
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var talking:Bool = true;
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var doof:DialogueBox;
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var grpNoteSplashes:FlxTypedGroup<NoteSplash>;
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var comboPopUps:PopUpStuff;
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var perfectMode:Bool = false;
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var previousFrameTime:Int = 0;
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var songTime:Float = 0;
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var cameraRightSide:Bool = false;
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#if discord_rpc
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// Discord RPC variables
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var storyDifficultyText:String = "";
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var iconRPC:String = "";
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var songLength:Float = 0;
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var detailsText:String = "";
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var detailsPausedText:String = "";
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#end
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override public function create()
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{
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super.create();
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instance = this;
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// Displays the camera follow point as a sprite for debug purposes.
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// TODO: Put this on a toggle?
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cameraFollowPoint.makeGraphic(8, 8, 0xFF00FF00);
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cameraFollowPoint.visible = false;
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cameraFollowPoint.zIndex = 1000000;
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// Reduce physics accuracy (who cares!!!) to improve animation quality.
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FlxG.fixedTimestep = false;
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// This state receives update() even when a substate is active.
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this.persistentUpdate = true;
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// This state receives draw calls even when a substate is active.
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this.persistentDraw = true;
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// Stop any pre-existing music.
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if (FlxG.sound.music != null)
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FlxG.sound.music.stop();
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// Prepare the current song to be played.
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FlxG.sound.cache(Paths.inst(currentSong.song));
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FlxG.sound.cache(Paths.voices(currentSong.song));
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Conductor.songPosition = -5000;
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// Initialize stage stuff.
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initCameras();
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if (currentSong == null)
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currentSong = SongLoad.loadFromJson('tutorial');
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Conductor.mapBPMChanges(currentSong);
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Conductor.bpm = currentSong.bpm;
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switch (currentSong.song.toLowerCase())
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{
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case 'senpai':
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dialogue = CoolUtil.coolTextFile(Paths.txt('songs/senpai/senpaiDialogue'));
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case 'roses':
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dialogue = CoolUtil.coolTextFile(Paths.txt('songs/roses/rosesDialogue'));
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case 'thorns':
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dialogue = CoolUtil.coolTextFile(Paths.txt('songs/thorns/thornsDialogue'));
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}
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if (dialogue != null)
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{
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doof = new DialogueBox(false, dialogue);
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doof.scrollFactor.set();
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doof.finishThing = startCountdown;
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doof.cameras = [camHUD];
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}
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// Once the song is loaded, we can continue and initialize the stage.
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var healthBarYPos:Float = PreferencesMenu.getPref('downscroll') ? FlxG.height * 0.1 : FlxG.height * 0.9;
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healthBarBG = new FlxSprite(0, healthBarYPos).loadGraphic(Paths.image('healthBar'));
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healthBarBG.screenCenter(X);
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healthBarBG.scrollFactor.set(0, 0);
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add(healthBarBG);
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healthBar = new FlxBar(healthBarBG.x + 4, healthBarBG.y + 4, RIGHT_TO_LEFT, Std.int(healthBarBG.width - 8), Std.int(healthBarBG.height - 8), this,
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'healthLerp', 0, 2);
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healthBar.scrollFactor.set();
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healthBar.createFilledBar(Constants.HEALTH_BAR_RED, Constants.HEALTH_BAR_GREEN);
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add(healthBar);
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initStage();
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initCharacters();
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#if discord_rpc
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initDiscord();
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#end
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// Configure camera follow point.
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if (previousCameraFollowPoint != null)
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{
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cameraFollowPoint.setPosition(previousCameraFollowPoint.x, previousCameraFollowPoint.y);
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previousCameraFollowPoint = null;
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}
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add(cameraFollowPoint);
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comboPopUps = new PopUpStuff();
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add(comboPopUps);
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grpNoteSplashes = new FlxTypedGroup<NoteSplash>();
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var noteSplash:NoteSplash = new NoteSplash(100, 100, 0);
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grpNoteSplashes.add(noteSplash);
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noteSplash.alpha = 0.1;
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add(grpNoteSplashes);
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generateSong();
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resetCamera();
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FlxG.worldBounds.set(0, 0, FlxG.width, FlxG.height);
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scoreText = new FlxText(healthBarBG.x + healthBarBG.width - 190, healthBarBG.y + 30, 0, "", 20);
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scoreText.setFormat(Paths.font("vcr.ttf"), 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
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scoreText.scrollFactor.set();
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add(scoreText);
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// Attach the groups to the HUD camera so they are rendered independent of the stage.
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grpNoteSplashes.cameras = [camHUD];
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activeNotes.cameras = [camHUD];
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healthBar.cameras = [camHUD];
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healthBarBG.cameras = [camHUD];
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iconP1.cameras = [camHUD];
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iconP2.cameras = [camHUD];
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scoreText.cameras = [camHUD];
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leftWatermarkText.cameras = [camHUD];
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rightWatermarkText.cameras = [camHUD];
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// if (SONG.song == 'South')
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// FlxG.camera.alpha = 0.7;
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// UI_camera.zoom = 1;
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// cameras = [FlxG.cameras.list[1]];
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startingSong = true;
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if (isStoryMode && !seenCutscene)
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{
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seenCutscene = true;
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switch (currentSong.song.toLowerCase())
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{
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case "winter-horrorland":
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VanillaCutscenes.playHorrorStartCutscene();
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case 'senpai' | 'roses' | 'thorns':
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schoolIntro(doof); // doof is assumed to be non-null, lol!
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case 'ugh':
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VanillaCutscenes.playUghCutscene();
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case 'stress':
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VanillaCutscenes.playStressCutscene();
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case 'guns':
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VanillaCutscenes.playGunsCutscene();
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default:
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// VanillaCutscenes will call startCountdown later.
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// TODO: Alternatively: make a song script that allows startCountdown to be called,
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// then cancels the countdown, hides the strumline, plays the cutscene,
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// then calls Countdown.performCountdown()
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startCountdown();
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}
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}
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else
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{
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startCountdown();
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}
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#if debug
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this.rightWatermarkText.text = Constants.VERSION;
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#end
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}
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/**
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* Initializes the game and HUD cameras.
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*/
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function initCameras()
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{
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// Configure the default camera zoom level.
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defaultCameraZoom = FlxCamera.defaultZoom * 1.05;
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camGame = new SwagCamera();
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camHUD = new FlxCamera();
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camHUD.bgColor.alpha = 0;
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FlxG.cameras.reset(camGame);
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FlxG.cameras.add(camHUD, false);
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}
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function initStage()
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{
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// TODO: Move stageId to the song file.
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switch (currentSong.song.toLowerCase())
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{
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case 'spookeez' | 'monster' | 'south':
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currentStageId = "spookyMansion";
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case 'pico' | 'blammed' | 'philly':
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currentStageId = 'phillyTrain';
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case "milf" | 'satin-panties' | 'high':
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currentStageId = 'limoRide';
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case "cocoa" | 'eggnog':
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currentStageId = 'mallXmas';
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case 'winter-horrorland':
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currentStageId = 'mallEvil';
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case 'pyro':
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currentStageId = 'pyro';
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case 'senpai' | 'roses':
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currentStageId = 'school';
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case "darnell":
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currentStageId = 'phillyStreets';
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case 'thorns':
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currentStageId = 'schoolEvil';
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case 'guns' | 'stress' | 'ugh':
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currentStageId = 'tankmanBattlefield';
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case 'experimental-phase' | 'perfection':
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// SERIOUSLY REVAMP THE CHART FORMAT ALREADY
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currentStageId = "breakout";
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default:
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currentStageId = "mainStage";
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}
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// Loads the relevant stage based on its ID.
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loadStage(currentStageId);
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}
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function initCharacters()
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{
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iconP1 = new HealthIcon(currentSong.player1, 0);
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iconP1.y = healthBar.y - (iconP1.height / 2);
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add(iconP1);
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iconP2 = new HealthIcon(currentSong.player2, 1);
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iconP2.y = healthBar.y - (iconP2.height / 2);
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add(iconP2);
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//
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// GIRLFRIEND
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//
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// TODO: Tie the GF version to the song data, not the stage ID or the current player.
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var gfVersion:String = 'gf';
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switch (currentStageId)
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{
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case 'limoRide':
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gfVersion = 'gf-car';
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case 'mallXmas' | 'mallEvil':
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gfVersion = 'gf-christmas';
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case 'school' | 'schoolEvil':
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gfVersion = 'gf-pixel';
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case 'tankmanBattlefield':
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gfVersion = 'gf-tankmen';
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case 'breakout':
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// SERIOUSLY PUT THIS SHIT IN THE CHART
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gfVersion = '';
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}
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if (currentSong.player1 == "pico")
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gfVersion = "nene";
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if (currentSong.song.toLowerCase() == 'stress')
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gfVersion = 'pico-speaker';
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if (currentSong.song.toLowerCase() == 'tutorial')
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gfVersion = '';
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//
|
|
// GIRLFRIEND
|
|
//
|
|
var girlfriend:BaseCharacter = CharacterDataParser.fetchCharacter(gfVersion);
|
|
|
|
if (girlfriend != null)
|
|
{
|
|
girlfriend.characterType = CharacterType.GF;
|
|
girlfriend.scrollFactor.set(0.95, 0.95);
|
|
if (gfVersion == 'pico-speaker')
|
|
{
|
|
girlfriend.x -= 50;
|
|
girlfriend.y -= 200;
|
|
}
|
|
}
|
|
else if (gfVersion != '')
|
|
{
|
|
trace('WARNING: Could not load girlfriend character with ID ${gfVersion}, skipping...');
|
|
}
|
|
|
|
//
|
|
// DAD
|
|
//
|
|
var dad:BaseCharacter = CharacterDataParser.fetchCharacter(currentSong.player2);
|
|
|
|
if (dad != null)
|
|
{
|
|
dad.characterType = CharacterType.DAD;
|
|
}
|
|
|
|
switch (currentSong.player2)
|
|
{
|
|
case 'gf':
|
|
if (isStoryMode)
|
|
{
|
|
cameraFollowPoint.x += 600;
|
|
tweenCamIn();
|
|
}
|
|
}
|
|
|
|
//
|
|
// BOYFRIEND
|
|
//
|
|
var boyfriend:BaseCharacter = CharacterDataParser.fetchCharacter(currentSong.player1);
|
|
|
|
if (boyfriend != null)
|
|
{
|
|
boyfriend.characterType = CharacterType.BF;
|
|
}
|
|
|
|
if (currentStage != null)
|
|
{
|
|
// We're using Eric's stage handler.
|
|
// Characters get added to the stage, not the main scene.
|
|
currentStage.addCharacter(girlfriend, GF);
|
|
currentStage.addCharacter(boyfriend, BF);
|
|
currentStage.addCharacter(dad, DAD);
|
|
|
|
// Camera starts at dad.
|
|
cameraFollowPoint.setPosition(dad.cameraFocusPoint.x, dad.cameraFocusPoint.y);
|
|
|
|
// Redo z-indexes.
|
|
currentStage.refresh();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Removes any references to the current stage, then clears the stage cache,
|
|
* then reloads all the stages.
|
|
*
|
|
* This is useful for when you want to edit a stage without reloading the whole game.
|
|
* Reloading works on both the JSON and the HXC, if applicable.
|
|
*
|
|
* Call this by pressing F5 on a debug build.
|
|
*/
|
|
override function debug_refreshModules()
|
|
{
|
|
// Remove the current stage. If the stage gets deleted while it's still in use,
|
|
// it'll probably crash the game or something.
|
|
if (this.currentStage != null)
|
|
{
|
|
remove(currentStage);
|
|
var event:ScriptEvent = new ScriptEvent(ScriptEvent.DESTROY, false);
|
|
ScriptEventDispatcher.callEvent(currentStage, event);
|
|
currentStage = null;
|
|
}
|
|
|
|
super.debug_refreshModules();
|
|
}
|
|
|
|
/**
|
|
* Pauses music and vocals easily.
|
|
*/
|
|
public function pauseMusic()
|
|
{
|
|
FlxG.sound.music.pause();
|
|
vocals.pause();
|
|
}
|
|
|
|
/**
|
|
* Loads stage data from cache, assembles the props,
|
|
* and adds it to the state.
|
|
* @param id
|
|
*/
|
|
function loadStage(id:String)
|
|
{
|
|
currentStage = StageDataParser.fetchStage(id);
|
|
|
|
if (currentStage != null)
|
|
{
|
|
// Actually create and position the sprites.
|
|
var event:ScriptEvent = new ScriptEvent(ScriptEvent.CREATE, false);
|
|
ScriptEventDispatcher.callEvent(currentStage, event);
|
|
|
|
// Apply camera zoom.
|
|
defaultCameraZoom = currentStage.camZoom;
|
|
|
|
// Add the stage to the scene.
|
|
this.add(currentStage);
|
|
}
|
|
}
|
|
|
|
function initDiscord():Void
|
|
{
|
|
#if discord_rpc
|
|
storyDifficultyText = difficultyString();
|
|
iconRPC = currentSong.player2;
|
|
|
|
// To avoid having duplicate images in Discord assets
|
|
switch (iconRPC)
|
|
{
|
|
case 'senpai-angry':
|
|
iconRPC = 'senpai';
|
|
case 'monster-christmas':
|
|
iconRPC = 'monster';
|
|
case 'mom-car':
|
|
iconRPC = 'mom';
|
|
}
|
|
|
|
// String that contains the mode defined here so it isn't necessary to call changePresence for each mode
|
|
detailsText = isStoryMode ? "Story Mode: Week " + storyWeek : "Freeplay";
|
|
detailsPausedText = "Paused - " + detailsText;
|
|
|
|
// Updating Discord Rich Presence.
|
|
DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC);
|
|
#end
|
|
}
|
|
|
|
function schoolIntro(?dialogueBox:DialogueBox):Void
|
|
{
|
|
var black:FlxSprite = new FlxSprite(-100, -100).makeGraphic(FlxG.width * 2, FlxG.height * 2, FlxColor.BLACK);
|
|
black.scrollFactor.set();
|
|
add(black);
|
|
|
|
var red:FlxSprite = new FlxSprite(-100, -100).makeGraphic(FlxG.width * 2, FlxG.height * 2, 0xFFff1b31);
|
|
red.scrollFactor.set();
|
|
|
|
var senpaiEvil:FlxSprite = new FlxSprite();
|
|
senpaiEvil.frames = Paths.getSparrowAtlas('weeb/senpaiCrazy');
|
|
senpaiEvil.animation.addByPrefix('idle', 'Senpai Pre Explosion', 24, false);
|
|
senpaiEvil.setGraphicSize(Std.int(senpaiEvil.width * Constants.PIXEL_ART_SCALE));
|
|
senpaiEvil.scrollFactor.set();
|
|
senpaiEvil.updateHitbox();
|
|
senpaiEvil.screenCenter();
|
|
senpaiEvil.x += senpaiEvil.width / 5;
|
|
|
|
if (currentSong.song.toLowerCase() == 'roses' || currentSong.song.toLowerCase() == 'thorns')
|
|
{
|
|
remove(black);
|
|
|
|
if (currentSong.song.toLowerCase() == 'thorns')
|
|
{
|
|
add(red);
|
|
camHUD.visible = false;
|
|
}
|
|
else
|
|
FlxG.sound.play(Paths.sound('ANGRY'));
|
|
// moved senpai angry noise in here to clean up cutscene switch case lol
|
|
}
|
|
|
|
new FlxTimer().start(0.3, function(tmr:FlxTimer)
|
|
{
|
|
black.alpha -= 0.15;
|
|
|
|
if (black.alpha > 0)
|
|
tmr.reset(0.3);
|
|
else
|
|
{
|
|
if (dialogueBox != null)
|
|
{
|
|
isInCutscene = true;
|
|
|
|
if (currentSong.song.toLowerCase() == 'thorns')
|
|
{
|
|
add(senpaiEvil);
|
|
senpaiEvil.alpha = 0;
|
|
new FlxTimer().start(0.3, function(swagTimer:FlxTimer)
|
|
{
|
|
senpaiEvil.alpha += 0.15;
|
|
if (senpaiEvil.alpha < 1)
|
|
swagTimer.reset();
|
|
else
|
|
{
|
|
senpaiEvil.animation.play('idle');
|
|
FlxG.sound.play(Paths.sound('Senpai_Dies'), 1, false, null, true, function()
|
|
{
|
|
remove(senpaiEvil);
|
|
remove(red);
|
|
FlxG.camera.fade(FlxColor.WHITE, 0.01, true, function()
|
|
{
|
|
add(dialogueBox);
|
|
camHUD.visible = true;
|
|
}, true);
|
|
});
|
|
new FlxTimer().start(3.2, function(deadTime:FlxTimer)
|
|
{
|
|
FlxG.camera.fade(FlxColor.WHITE, 1.6, false);
|
|
});
|
|
}
|
|
});
|
|
}
|
|
else
|
|
add(dialogueBox);
|
|
}
|
|
else
|
|
startCountdown();
|
|
|
|
remove(black);
|
|
}
|
|
});
|
|
}
|
|
|
|
function startSong():Void
|
|
{
|
|
startingSong = false;
|
|
|
|
previousFrameTime = FlxG.game.ticks;
|
|
|
|
if (!isGamePaused)
|
|
{
|
|
// if (FlxG.sound.music != null)
|
|
// FlxG.sound.music.play(true);
|
|
// else
|
|
FlxG.sound.playMusic(Paths.inst(currentSong.song), 1, false);
|
|
}
|
|
|
|
FlxG.sound.music.onComplete = endSong;
|
|
vocals.play();
|
|
|
|
#if discord_rpc
|
|
// Song duration in a float, useful for the time left feature
|
|
songLength = FlxG.sound.music.length;
|
|
|
|
// Updating Discord Rich Presence (with Time Left)
|
|
DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC, true, songLength);
|
|
#end
|
|
}
|
|
|
|
private function generateSong():Void
|
|
{
|
|
// FlxG.log.add(ChartParser.parse());
|
|
|
|
Conductor.bpm = currentSong.bpm;
|
|
|
|
currentSong.song = currentSong.song;
|
|
|
|
if (currentSong.needsVoices)
|
|
vocals = new VoicesGroup(currentSong.song, currentSong.voiceList);
|
|
else
|
|
vocals = new VoicesGroup(currentSong.song, null, false);
|
|
|
|
vocals.members[0].onComplete = function()
|
|
{
|
|
vocalsFinished = true;
|
|
};
|
|
|
|
activeNotes = new FlxTypedGroup<Note>();
|
|
activeNotes.zIndex = 1000;
|
|
add(activeNotes);
|
|
|
|
regenNoteData();
|
|
|
|
generatedMusic = true;
|
|
}
|
|
|
|
function regenNoteData():Void
|
|
{
|
|
// make unspawn notes shit def empty
|
|
inactiveNotes = [];
|
|
|
|
activeNotes.forEach(function(nt)
|
|
{
|
|
nt.followsTime = false;
|
|
FlxTween.tween(nt, {y: FlxG.height + nt.y}, 0.5, {
|
|
ease: FlxEase.expoIn,
|
|
onComplete: function(twn)
|
|
{
|
|
nt.kill();
|
|
activeNotes.remove(nt, true);
|
|
nt.destroy();
|
|
}
|
|
});
|
|
});
|
|
|
|
var noteData:Array<SwagSection>;
|
|
|
|
// NEW SHIT
|
|
noteData = SongLoad.getSong();
|
|
|
|
for (section in noteData)
|
|
{
|
|
for (songNotes in section.sectionNotes)
|
|
{
|
|
var daStrumTime:Float = songNotes.strumTime;
|
|
var daNoteData:Int = Std.int(songNotes.noteData % 4);
|
|
|
|
var gottaHitNote:Bool = section.mustHitSection;
|
|
|
|
if (songNotes.highStakes) // noteData > 3
|
|
gottaHitNote = !section.mustHitSection;
|
|
|
|
var oldNote:Note;
|
|
if (inactiveNotes.length > 0)
|
|
oldNote = inactiveNotes[Std.int(inactiveNotes.length - 1)];
|
|
else
|
|
oldNote = null;
|
|
|
|
var strumlineStyle:StrumlineStyle = NORMAL;
|
|
|
|
// TODO: Put this in the chart or something?
|
|
switch (currentStageId)
|
|
{
|
|
case 'school':
|
|
strumlineStyle = PIXEL;
|
|
case 'schoolEvil':
|
|
strumlineStyle = PIXEL;
|
|
}
|
|
|
|
var swagNote:Note = new Note(daStrumTime, daNoteData, oldNote, false, strumlineStyle);
|
|
// swagNote.data = songNotes;
|
|
swagNote.data.sustainLength = songNotes.sustainLength;
|
|
swagNote.data.altNote = songNotes.altNote;
|
|
swagNote.scrollFactor.set(0, 0);
|
|
|
|
var susLength:Float = swagNote.data.sustainLength;
|
|
|
|
susLength = susLength / Conductor.stepCrochet;
|
|
inactiveNotes.push(swagNote);
|
|
|
|
for (susNote in 0...Math.round(susLength))
|
|
{
|
|
oldNote = inactiveNotes[Std.int(inactiveNotes.length - 1)];
|
|
|
|
var sustainNote:Note = new Note(daStrumTime + (Conductor.stepCrochet * susNote) + Conductor.stepCrochet, daNoteData, oldNote, true,
|
|
strumlineStyle);
|
|
sustainNote.scrollFactor.set();
|
|
inactiveNotes.push(sustainNote);
|
|
|
|
sustainNote.mustPress = gottaHitNote;
|
|
|
|
if (sustainNote.mustPress)
|
|
sustainNote.x += FlxG.width / 2; // general offset
|
|
}
|
|
|
|
swagNote.mustPress = gottaHitNote;
|
|
|
|
if (swagNote.mustPress)
|
|
swagNote.x += FlxG.width / 2; // general offset
|
|
}
|
|
}
|
|
|
|
inactiveNotes.sort(function(a:Note, b:Note):Int
|
|
{
|
|
return SortUtil.byStrumtime(FlxSort.ASCENDING, a, b);
|
|
});
|
|
}
|
|
|
|
function tweenCamIn():Void
|
|
{
|
|
FlxTween.tween(FlxG.camera, {zoom: 1.3 * FlxCamera.defaultZoom}, (Conductor.stepCrochet * 4 / 1000), {ease: FlxEase.elasticInOut});
|
|
}
|
|
|
|
#if discord_rpc
|
|
override public function onFocus():Void
|
|
{
|
|
if (health > 0 && !paused && FlxG.autoPause)
|
|
{
|
|
if (Conductor.songPosition > 0.0)
|
|
DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC, true,
|
|
songLength - Conductor.songPosition);
|
|
else
|
|
DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC);
|
|
}
|
|
|
|
super.onFocus();
|
|
}
|
|
|
|
override public function onFocusLost():Void
|
|
{
|
|
if (health > 0 && !paused && FlxG.autoPause)
|
|
DiscordClient.changePresence(detailsPausedText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC);
|
|
|
|
super.onFocusLost();
|
|
}
|
|
#end
|
|
|
|
function resyncVocals():Void
|
|
{
|
|
if (_exiting)
|
|
return;
|
|
|
|
vocals.pause();
|
|
FlxG.sound.music.play();
|
|
Conductor.songPosition = FlxG.sound.music.time + Conductor.offset;
|
|
|
|
if (vocalsFinished)
|
|
return;
|
|
|
|
vocals.time = FlxG.sound.music.time;
|
|
vocals.play();
|
|
}
|
|
|
|
override public function update(elapsed:Float)
|
|
{
|
|
super.update(elapsed);
|
|
|
|
if (FlxG.keys.justPressed.U)
|
|
{
|
|
openSubState(new StageOffsetSubstate());
|
|
}
|
|
|
|
updateHealthBar();
|
|
updateScoreText();
|
|
|
|
if (needsReset)
|
|
{
|
|
dispatchEvent(new ScriptEvent(ScriptEvent.SONG_RETRY));
|
|
|
|
resetCamera();
|
|
|
|
persistentUpdate = true;
|
|
persistentDraw = true;
|
|
|
|
startingSong = true;
|
|
|
|
FlxG.sound.music.pause();
|
|
vocals.pause();
|
|
|
|
FlxG.sound.music.time = 0;
|
|
|
|
regenNoteData(); // loads the note data from start
|
|
health = 1;
|
|
songScore = 0;
|
|
combo = 0;
|
|
Countdown.performCountdown(currentStageId.startsWith('school'));
|
|
|
|
needsReset = false;
|
|
}
|
|
|
|
#if !debug
|
|
perfectMode = false;
|
|
#else
|
|
if (FlxG.keys.justPressed.H)
|
|
camHUD.visible = !camHUD.visible;
|
|
#end
|
|
|
|
// do this BEFORE super.update() so songPosition is accurate
|
|
if (startingSong)
|
|
{
|
|
if (isInCountdown)
|
|
{
|
|
Conductor.songPosition += elapsed * 1000;
|
|
if (Conductor.songPosition >= 0)
|
|
startSong();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (Paths.SOUND_EXT == 'mp3')
|
|
Conductor.offset = -13; // DO NOT FORGET TO REMOVE THE HARDCODE! WHEN I MAKE BETTER OFFSET SYSTEM!
|
|
|
|
Conductor.songPosition = FlxG.sound.music.time + Conductor.offset; // 20 is THE MILLISECONDS??
|
|
|
|
if (!isGamePaused)
|
|
{
|
|
songTime += FlxG.game.ticks - previousFrameTime;
|
|
previousFrameTime = FlxG.game.ticks;
|
|
|
|
// Interpolation type beat
|
|
if (Conductor.lastSongPos != Conductor.songPosition)
|
|
{
|
|
songTime = (songTime + Conductor.songPosition) / 2;
|
|
Conductor.lastSongPos = Conductor.songPosition;
|
|
}
|
|
}
|
|
}
|
|
|
|
var androidPause:Bool = false;
|
|
|
|
#if android
|
|
androidPause = FlxG.android.justPressed.BACK;
|
|
#end
|
|
|
|
if ((controls.PAUSE || androidPause) && isInCountdown && mayPauseGame)
|
|
{
|
|
var event = new PauseScriptEvent(FlxG.random.bool(1 / 1000));
|
|
|
|
dispatchEvent(event);
|
|
|
|
if (!event.eventCanceled)
|
|
{
|
|
persistentUpdate = false;
|
|
persistentDraw = true;
|
|
|
|
// There is a 1/1000 change to use a special pause menu.
|
|
// This prevents the player from resuming, but that's the point.
|
|
// It's a reference to Gitaroo Man, which doesn't let you pause the game.
|
|
if (event.gitaroo)
|
|
{
|
|
FlxG.switchState(new GitarooPause());
|
|
}
|
|
else
|
|
{
|
|
var boyfriendPos = currentStage.getBoyfriend().getScreenPosition();
|
|
var pauseSubState = new PauseSubState(boyfriendPos.x, boyfriendPos.y);
|
|
openSubState(pauseSubState);
|
|
pauseSubState.camera = camHUD;
|
|
boyfriendPos.put();
|
|
}
|
|
|
|
#if discord_rpc
|
|
DiscordClient.changePresence(detailsPausedText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC);
|
|
#end
|
|
}
|
|
}
|
|
|
|
if (FlxG.keys.justPressed.SEVEN)
|
|
{
|
|
FlxG.switchState(new ChartingState());
|
|
|
|
#if discord_rpc
|
|
DiscordClient.changePresence("Chart Editor", null, null, true);
|
|
#end
|
|
}
|
|
|
|
if (FlxG.keys.justPressed.EIGHT)
|
|
FlxG.switchState(new funkin.ui.animDebugShit.DebugBoundingState());
|
|
|
|
if (FlxG.keys.justPressed.NINE)
|
|
iconP1.toggleOldIcon();
|
|
|
|
if (health > 2)
|
|
health = 2;
|
|
|
|
#if debug
|
|
if (FlxG.keys.justPressed.ONE)
|
|
endSong();
|
|
|
|
if (FlxG.keys.justPressed.PAGEUP)
|
|
changeSection(1);
|
|
if (FlxG.keys.justPressed.PAGEDOWN)
|
|
changeSection(-1);
|
|
#end
|
|
|
|
if (camZooming && subState == null)
|
|
{
|
|
FlxG.camera.zoom = FlxMath.lerp(defaultCameraZoom, FlxG.camera.zoom, 0.95);
|
|
camHUD.zoom = FlxMath.lerp(1 * FlxCamera.defaultZoom, camHUD.zoom, 0.95);
|
|
}
|
|
|
|
FlxG.watch.addQuick("beatShit", curBeat);
|
|
FlxG.watch.addQuick("stepShit", curStep);
|
|
if (currentStage != null)
|
|
{
|
|
FlxG.watch.addQuick("bfAnim", currentStage.getBoyfriend().getCurrentAnimation());
|
|
}
|
|
FlxG.watch.addQuick("songPos", Conductor.songPosition);
|
|
|
|
if (currentSong.song == 'Fresh')
|
|
{
|
|
switch (curBeat)
|
|
{
|
|
case 16:
|
|
camZooming = true;
|
|
gfSpeed = 2;
|
|
case 48:
|
|
gfSpeed = 1;
|
|
case 80:
|
|
gfSpeed = 2;
|
|
case 112:
|
|
gfSpeed = 1;
|
|
}
|
|
}
|
|
|
|
if (!isInCutscene && !_exiting)
|
|
{
|
|
// RESET = Quick Game Over Screen
|
|
if (controls.RESET)
|
|
{
|
|
health = 0;
|
|
trace("RESET = True");
|
|
}
|
|
|
|
#if CAN_CHEAT // brandon's a pussy
|
|
if (controls.CHEAT)
|
|
{
|
|
health += 1;
|
|
trace("User is cheating!");
|
|
}
|
|
#end
|
|
|
|
if (health <= 0 && !isPracticeMode)
|
|
{
|
|
persistentUpdate = false;
|
|
persistentDraw = false;
|
|
|
|
vocals.pause();
|
|
FlxG.sound.music.pause();
|
|
|
|
deathCounter += 1;
|
|
|
|
dispatchEvent(new ScriptEvent(ScriptEvent.GAME_OVER));
|
|
|
|
openSubState(new GameOverSubstate());
|
|
|
|
#if discord_rpc
|
|
// Game Over doesn't get his own variable because it's only used here
|
|
DiscordClient.changePresence("Game Over - " + detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC);
|
|
#end
|
|
}
|
|
}
|
|
|
|
while (inactiveNotes[0] != null && inactiveNotes[0].data.strumTime - Conductor.songPosition < 1800 / SongLoad.getSpeed())
|
|
{
|
|
var dunceNote:Note = inactiveNotes[0];
|
|
activeNotes.add(dunceNote);
|
|
|
|
inactiveNotes.shift();
|
|
}
|
|
|
|
if (generatedMusic && playerStrumline != null)
|
|
{
|
|
activeNotes.forEachAlive(function(daNote:Note)
|
|
{
|
|
if ((PreferencesMenu.getPref('downscroll') && daNote.y < -daNote.height)
|
|
|| (!PreferencesMenu.getPref('downscroll') && daNote.y > FlxG.height))
|
|
{
|
|
daNote.active = false;
|
|
daNote.visible = false;
|
|
}
|
|
else
|
|
{
|
|
daNote.visible = true;
|
|
daNote.active = true;
|
|
}
|
|
|
|
var strumLineMid = playerStrumline.y + Note.swagWidth / 2;
|
|
|
|
if (daNote.followsTime)
|
|
daNote.y = (Conductor.songPosition - daNote.data.strumTime) * (0.45 * FlxMath.roundDecimal(SongLoad.getSpeed(),
|
|
2) * daNote.noteSpeedMulti);
|
|
|
|
if (PreferencesMenu.getPref('downscroll'))
|
|
{
|
|
daNote.y += playerStrumline.y;
|
|
if (daNote.isSustainNote)
|
|
{
|
|
if (daNote.animation.curAnim.name.endsWith("end") && daNote.prevNote != null)
|
|
daNote.y += daNote.prevNote.height;
|
|
else
|
|
daNote.y += daNote.height / 2;
|
|
|
|
if ((!daNote.mustPress || (daNote.wasGoodHit || (daNote.prevNote.wasGoodHit && !daNote.canBeHit)))
|
|
&& daNote.y - daNote.offset.y * daNote.scale.y + daNote.height >= strumLineMid)
|
|
{
|
|
applyClipRect(daNote);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (daNote.followsTime)
|
|
daNote.y = playerStrumline.y - daNote.y;
|
|
if (daNote.isSustainNote
|
|
&& (!daNote.mustPress || (daNote.wasGoodHit || (daNote.prevNote.wasGoodHit && !daNote.canBeHit)))
|
|
&& daNote.y + daNote.offset.y * daNote.scale.y <= strumLineMid)
|
|
{
|
|
applyClipRect(daNote);
|
|
}
|
|
}
|
|
|
|
if (!daNote.mustPress && daNote.wasGoodHit && !daNote.tooLate)
|
|
{
|
|
if (currentSong.song != 'Tutorial')
|
|
camZooming = true;
|
|
|
|
var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, daNote, combo, true);
|
|
dispatchEvent(event);
|
|
|
|
// Calling event.cancelEvent() in a module should force the CPU to miss the note.
|
|
// This is useful for cool shit, including but not limited to:
|
|
// - Making the AI ignore notes which are hazardous.
|
|
// - Making the AI miss notes on purpose for aesthetic reasons.
|
|
if (event.eventCanceled)
|
|
{
|
|
daNote.tooLate = true;
|
|
}
|
|
else
|
|
{
|
|
// Volume of DAD.
|
|
if (currentSong.needsVoices)
|
|
vocals.volume = 1;
|
|
}
|
|
}
|
|
|
|
// WIP interpolation shit? Need to fix the pause issue
|
|
// daNote.y = (strumLine.y - (songTime - daNote.strumTime) * (0.45 * SONG.speed[SongLoad.curDiff]));
|
|
|
|
// removing this so whether the note misses or not is entirely up to Note class
|
|
// var noteMiss:Bool = daNote.y < -daNote.height;
|
|
|
|
// if (PreferencesMenu.getPref('downscroll'))
|
|
// noteMiss = daNote.y > FlxG.height;
|
|
|
|
if (daNote.isSustainNote && daNote.wasGoodHit)
|
|
{
|
|
if ((!PreferencesMenu.getPref('downscroll') && daNote.y < -daNote.height)
|
|
|| (PreferencesMenu.getPref('downscroll') && daNote.y > FlxG.height))
|
|
{
|
|
daNote.active = false;
|
|
daNote.visible = false;
|
|
|
|
daNote.kill();
|
|
activeNotes.remove(daNote, true);
|
|
daNote.destroy();
|
|
}
|
|
}
|
|
if (daNote.wasGoodHit)
|
|
{
|
|
daNote.active = false;
|
|
daNote.visible = false;
|
|
|
|
daNote.kill();
|
|
activeNotes.remove(daNote, true);
|
|
daNote.destroy();
|
|
}
|
|
|
|
if (daNote.tooLate)
|
|
{
|
|
noteMiss(daNote);
|
|
}
|
|
});
|
|
}
|
|
|
|
if (!isInCutscene)
|
|
keyShit(true);
|
|
|
|
dispatchEvent(new UpdateScriptEvent(elapsed));
|
|
}
|
|
|
|
function applyClipRect(daNote:Note):Void
|
|
{
|
|
// clipRect is applied to graphic itself so use frame Heights
|
|
var swagRect:FlxRect = new FlxRect(0, 0, daNote.frameWidth, daNote.frameHeight);
|
|
var strumLineMid = playerStrumline.y + Note.swagWidth / 2;
|
|
|
|
if (PreferencesMenu.getPref('downscroll'))
|
|
{
|
|
swagRect.height = (strumLineMid - daNote.y) / daNote.scale.y;
|
|
swagRect.y = daNote.frameHeight - swagRect.height;
|
|
}
|
|
else
|
|
{
|
|
swagRect.y = (strumLineMid - daNote.y) / daNote.scale.y;
|
|
swagRect.height -= swagRect.y;
|
|
}
|
|
|
|
daNote.clipRect = swagRect;
|
|
}
|
|
|
|
#if debug
|
|
function changeSection(sec:Int):Void
|
|
{
|
|
FlxG.sound.music.pause();
|
|
|
|
var daBPM:Float = currentSong.bpm;
|
|
var daPos:Float = 0;
|
|
for (i in 0...(Std.int(curStep / 16 + sec)))
|
|
{
|
|
if (SongLoad.getSong()[i].changeBPM)
|
|
{
|
|
daBPM = SongLoad.getSong()[i].bpm;
|
|
}
|
|
daPos += 4 * (1000 * 60 / daBPM);
|
|
}
|
|
Conductor.songPosition = FlxG.sound.music.time = daPos;
|
|
Conductor.songPosition += Conductor.offset;
|
|
updateCurStep();
|
|
resyncVocals();
|
|
}
|
|
#end
|
|
|
|
function endSong():Void
|
|
{
|
|
seenCutscene = false;
|
|
deathCounter = 0;
|
|
mayPauseGame = false;
|
|
FlxG.sound.music.volume = 0;
|
|
vocals.volume = 0;
|
|
if (currentSong.validScore)
|
|
{
|
|
Highscore.saveScore(currentSong.song, songScore, storyDifficulty);
|
|
}
|
|
|
|
if (isStoryMode)
|
|
{
|
|
campaignScore += songScore;
|
|
|
|
storyPlaylist.remove(storyPlaylist[0]);
|
|
|
|
if (storyPlaylist.length <= 0)
|
|
{
|
|
FlxG.sound.playMusic(Paths.music('freakyMenu'));
|
|
|
|
transIn = FlxTransitionableState.defaultTransIn;
|
|
transOut = FlxTransitionableState.defaultTransOut;
|
|
|
|
switch (storyWeek)
|
|
{
|
|
case 7:
|
|
FlxG.switchState(new VideoState());
|
|
default:
|
|
FlxG.switchState(new StoryMenuState());
|
|
}
|
|
|
|
// if ()
|
|
StoryMenuState.weekUnlocked[Std.int(Math.min(storyWeek + 1, StoryMenuState.weekUnlocked.length - 1))] = true;
|
|
|
|
if (currentSong.validScore)
|
|
{
|
|
NGio.unlockMedal(60961);
|
|
Highscore.saveWeekScore(storyWeek, campaignScore, storyDifficulty);
|
|
}
|
|
|
|
FlxG.save.data.weekUnlocked = StoryMenuState.weekUnlocked;
|
|
FlxG.save.flush();
|
|
}
|
|
else
|
|
{
|
|
var difficulty:String = "";
|
|
|
|
if (storyDifficulty == 0)
|
|
difficulty = '-easy';
|
|
|
|
if (storyDifficulty == 2)
|
|
difficulty = '-hard';
|
|
|
|
trace('LOADING NEXT SONG');
|
|
trace(storyPlaylist[0].toLowerCase() + difficulty);
|
|
|
|
FlxTransitionableState.skipNextTransIn = true;
|
|
FlxTransitionableState.skipNextTransOut = true;
|
|
|
|
FlxG.sound.music.stop();
|
|
vocals.stop();
|
|
|
|
if (currentSong.song.toLowerCase() == 'eggnog')
|
|
{
|
|
var blackShit:FlxSprite = new FlxSprite(-FlxG.width * FlxG.camera.zoom,
|
|
-FlxG.height * FlxG.camera.zoom).makeGraphic(FlxG.width * 3, FlxG.height * 3, FlxColor.BLACK);
|
|
blackShit.scrollFactor.set();
|
|
add(blackShit);
|
|
camHUD.visible = false;
|
|
isInCutscene = true;
|
|
|
|
FlxG.sound.play(Paths.sound('Lights_Shut_off'), function()
|
|
{
|
|
// no camFollow so it centers on horror tree
|
|
currentSong = SongLoad.loadFromJson(storyPlaylist[0].toLowerCase() + difficulty, storyPlaylist[0]);
|
|
LoadingState.loadAndSwitchState(new PlayState());
|
|
});
|
|
}
|
|
else
|
|
{
|
|
previousCameraFollowPoint = cameraFollowPoint;
|
|
|
|
currentSong = SongLoad.loadFromJson(storyPlaylist[0].toLowerCase() + difficulty, storyPlaylist[0]);
|
|
LoadingState.loadAndSwitchState(new PlayState());
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
trace('WENT BACK TO FREEPLAY??');
|
|
// unloadAssets();
|
|
FlxG.switchState(new FreeplayState());
|
|
}
|
|
}
|
|
|
|
// gives score and pops up rating
|
|
private function popUpScore(strumtime:Float, daNote:Note):Void
|
|
{
|
|
var noteDiff:Float = Math.abs(strumtime - Conductor.songPosition);
|
|
// boyfriend.playAnimation('hey');
|
|
vocals.volume = 1;
|
|
|
|
var score:Int = 350;
|
|
var daRating:String = "sick";
|
|
var isSick:Bool = false;
|
|
var healthMulti:Float = 1;
|
|
|
|
healthMulti *= daNote.lowStakes ? 0.002 : 0.033;
|
|
|
|
if (noteDiff > Note.HIT_WINDOW * Note.BAD_THRESHOLD)
|
|
{
|
|
healthMulti *= 0; // no health on shit note
|
|
daRating = 'shit';
|
|
score = 50;
|
|
}
|
|
else if (noteDiff > Note.HIT_WINDOW * Note.GOOD_THRESHOLD)
|
|
{
|
|
healthMulti *= 0.2;
|
|
daRating = 'bad';
|
|
score = 100;
|
|
}
|
|
else if (noteDiff > Note.HIT_WINDOW * Note.SICK_THRESHOLD)
|
|
{
|
|
healthMulti *= 0.78;
|
|
daRating = 'good';
|
|
score = 200;
|
|
}
|
|
else
|
|
isSick = true;
|
|
|
|
health += healthMulti;
|
|
|
|
if (isSick)
|
|
{
|
|
var noteSplash:NoteSplash = grpNoteSplashes.recycle(NoteSplash);
|
|
noteSplash.setupNoteSplash(daNote.x, daNote.y, daNote.data.noteData);
|
|
// new NoteSplash(daNote.x, daNote.y, daNote.noteData);
|
|
grpNoteSplashes.add(noteSplash);
|
|
}
|
|
|
|
// Only add the score if you're not on practice mode
|
|
if (!isPracticeMode)
|
|
songScore += score;
|
|
|
|
comboPopUps.displayRating(daRating);
|
|
|
|
if (combo >= 10 || combo == 0)
|
|
comboPopUps.displayCombo(combo);
|
|
}
|
|
|
|
function controlCamera()
|
|
{
|
|
if (currentStage == null)
|
|
return;
|
|
|
|
var isFocusedOnDad = cameraFollowPoint.x == currentStage.getDad().cameraFocusPoint.x;
|
|
var isFocusedOnBF = cameraFollowPoint.x == currentStage.getBoyfriend().cameraFocusPoint.x;
|
|
|
|
if (cameraRightSide && !isFocusedOnBF)
|
|
{
|
|
// Focus the camera on the player.
|
|
cameraFollowPoint.setPosition(currentStage.getBoyfriend().cameraFocusPoint.x, currentStage.getBoyfriend().cameraFocusPoint.y);
|
|
|
|
// TODO: Un-hardcode this.
|
|
if (currentSong.song.toLowerCase() == 'tutorial')
|
|
FlxTween.tween(FlxG.camera, {zoom: 1 * FlxCamera.defaultZoom}, (Conductor.stepCrochet * 4 / 1000), {ease: FlxEase.elasticInOut});
|
|
}
|
|
else if (!cameraRightSide && !isFocusedOnDad)
|
|
{
|
|
// Focus the camera on the opponent.
|
|
cameraFollowPoint.setPosition(currentStage.getDad().cameraFocusPoint.x, currentStage.getDad().cameraFocusPoint.y);
|
|
|
|
// TODO: Un-hardcode this stuff.
|
|
if (currentStage.getDad().characterId == 'mom')
|
|
{
|
|
vocals.volume = 1;
|
|
}
|
|
|
|
if (currentSong.song.toLowerCase() == 'tutorial')
|
|
tweenCamIn();
|
|
}
|
|
}
|
|
|
|
public function keyShit(test:Bool):Void
|
|
{
|
|
if (PlayState.instance == null)
|
|
return;
|
|
|
|
// control arrays, order L D R U
|
|
var holdArray:Array<Bool> = [controls.NOTE_LEFT, controls.NOTE_DOWN, controls.NOTE_UP, controls.NOTE_RIGHT];
|
|
var pressArray:Array<Bool> = [
|
|
controls.NOTE_LEFT_P,
|
|
controls.NOTE_DOWN_P,
|
|
controls.NOTE_UP_P,
|
|
controls.NOTE_RIGHT_P
|
|
];
|
|
var releaseArray:Array<Bool> = [
|
|
controls.NOTE_LEFT_R,
|
|
controls.NOTE_DOWN_R,
|
|
controls.NOTE_UP_R,
|
|
controls.NOTE_RIGHT_R
|
|
];
|
|
// HOLDS, check for sustain notes
|
|
if (holdArray.contains(true) && PlayState.instance.generatedMusic)
|
|
{
|
|
PlayState.instance.activeNotes.forEachAlive(function(daNote:Note)
|
|
{
|
|
if (daNote.isSustainNote && daNote.canBeHit && daNote.mustPress && holdArray[daNote.data.noteData])
|
|
PlayState.instance.goodNoteHit(daNote);
|
|
});
|
|
}
|
|
|
|
// PRESSES, check for note hits
|
|
if (pressArray.contains(true) && PlayState.instance.generatedMusic)
|
|
{
|
|
Haptic.vibrate(100, 100);
|
|
|
|
PlayState.instance.currentStage.getBoyfriend().holdTimer = 0;
|
|
|
|
var possibleNotes:Array<Note> = []; // notes that can be hit
|
|
var directionList:Array<Int> = []; // directions that can be hit
|
|
var dumbNotes:Array<Note> = []; // notes to kill later
|
|
|
|
PlayState.instance.activeNotes.forEachAlive(function(daNote:Note)
|
|
{
|
|
if (daNote.canBeHit && daNote.mustPress && !daNote.tooLate && !daNote.wasGoodHit)
|
|
{
|
|
if (directionList.contains(daNote.data.noteData))
|
|
{
|
|
for (coolNote in possibleNotes)
|
|
{
|
|
if (coolNote.data.noteData == daNote.data.noteData
|
|
&& Math.abs(daNote.data.strumTime - coolNote.data.strumTime) < 10)
|
|
{ // if it's the same note twice at < 10ms distance, just delete it
|
|
// EXCEPT u cant delete it in this loop cuz it fucks with the collection lol
|
|
dumbNotes.push(daNote);
|
|
break;
|
|
}
|
|
else if (coolNote.data.noteData == daNote.data.noteData && daNote.data.strumTime < coolNote.data.strumTime)
|
|
{ // if daNote is earlier than existing note (coolNote), replace
|
|
possibleNotes.remove(coolNote);
|
|
possibleNotes.push(daNote);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
possibleNotes.push(daNote);
|
|
directionList.push(daNote.data.noteData);
|
|
}
|
|
}
|
|
});
|
|
|
|
for (note in dumbNotes)
|
|
{
|
|
FlxG.log.add("killing dumb ass note at " + note.data.strumTime);
|
|
note.kill();
|
|
PlayState.instance.activeNotes.remove(note, true);
|
|
note.destroy();
|
|
}
|
|
|
|
possibleNotes.sort((a, b) -> Std.int(a.data.strumTime - b.data.strumTime));
|
|
|
|
if (PlayState.instance.perfectMode)
|
|
PlayState.instance.goodNoteHit(possibleNotes[0]);
|
|
else if (possibleNotes.length > 0)
|
|
{
|
|
for (shit in 0...pressArray.length)
|
|
{ // if a direction is hit that shouldn't be
|
|
if (pressArray[shit] && !directionList.contains(shit))
|
|
PlayState.instance.ghostNoteMiss(shit);
|
|
}
|
|
for (coolNote in possibleNotes)
|
|
{
|
|
if (pressArray[coolNote.data.noteData])
|
|
PlayState.instance.goodNoteHit(coolNote);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// HNGGG I really want to add an option for ghost tapping
|
|
for (shit in 0...pressArray.length)
|
|
if (pressArray[shit])
|
|
PlayState.instance.ghostNoteMiss(shit, false);
|
|
}
|
|
}
|
|
|
|
if (PlayState.instance == null || PlayState.instance.currentStage == null)
|
|
return;
|
|
|
|
for (keyId => isPressed in pressArray)
|
|
{
|
|
if (playerStrumline == null)
|
|
continue;
|
|
var arrow:StrumlineArrow = PlayState.instance.playerStrumline.getArrow(keyId);
|
|
|
|
if (isPressed && arrow.animation.curAnim.name != 'confirm')
|
|
{
|
|
arrow.playAnimation('pressed');
|
|
}
|
|
if (!holdArray[keyId])
|
|
{
|
|
arrow.playAnimation('static');
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Called when a player presses a key with no note present.
|
|
* Scripts can modify the amount of health/score lost, whether player animations or sounds are used,
|
|
* or even cancel the event entirely.
|
|
*
|
|
* @param direction
|
|
* @param hasPossibleNotes
|
|
*/
|
|
function ghostNoteMiss(direction:NoteType = 1, hasPossibleNotes:Bool = true):Void
|
|
{
|
|
var event:GhostMissNoteScriptEvent = new GhostMissNoteScriptEvent(direction, // Direction missed in.
|
|
hasPossibleNotes, // Whether there was a note you could have hit.
|
|
- 0.035 * 2, // How much health to add (negative).
|
|
- 10 // Amount of score to add (negative).
|
|
);
|
|
dispatchEvent(event);
|
|
|
|
// Calling event.cancelEvent() skips animations and penalties. Neat!
|
|
if (event.eventCanceled)
|
|
return;
|
|
|
|
health += event.healthChange;
|
|
|
|
if (!isPracticeMode)
|
|
songScore += event.scoreChange;
|
|
|
|
if (event.playSound)
|
|
{
|
|
vocals.volume = 0;
|
|
FlxG.sound.play(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.1, 0.2));
|
|
}
|
|
}
|
|
|
|
function noteMiss(note:Note):Void
|
|
{
|
|
var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_MISS, note, combo, true);
|
|
dispatchEvent(event);
|
|
// Calling event.cancelEvent() skips all the other logic! Neat!
|
|
if (event.eventCanceled)
|
|
return;
|
|
|
|
health -= 0.0775;
|
|
if (!isPracticeMode)
|
|
songScore -= 10;
|
|
vocals.volume = 0;
|
|
|
|
if (combo != 0)
|
|
{
|
|
combo = comboPopUps.displayCombo(0);
|
|
}
|
|
|
|
note.active = false;
|
|
note.visible = false;
|
|
|
|
note.kill();
|
|
activeNotes.remove(note, true);
|
|
note.destroy();
|
|
}
|
|
|
|
function goodNoteHit(note:Note):Void
|
|
{
|
|
if (!note.wasGoodHit)
|
|
{
|
|
var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, note, combo + 1, true);
|
|
dispatchEvent(event);
|
|
|
|
// Calling event.cancelEvent() skips all the other logic! Neat!
|
|
if (event.eventCanceled)
|
|
return;
|
|
|
|
if (!note.isSustainNote)
|
|
{
|
|
combo += 1;
|
|
popUpScore(note.data.strumTime, note);
|
|
}
|
|
|
|
playerStrumline.getArrow(note.data.noteData).playAnimation('confirm', true);
|
|
|
|
note.wasGoodHit = true;
|
|
vocals.volume = 1;
|
|
|
|
if (!note.isSustainNote)
|
|
{
|
|
note.kill();
|
|
activeNotes.remove(note, true);
|
|
note.destroy();
|
|
}
|
|
}
|
|
}
|
|
|
|
override function stepHit():Bool
|
|
{
|
|
// super.stepHit() returns false if a module cancelled the event.
|
|
if (!super.stepHit())
|
|
return false;
|
|
|
|
if (Math.abs(FlxG.sound.music.time - (Conductor.songPosition - Conductor.offset)) > 20
|
|
|| Math.abs(vocals.checkSyncError(Conductor.songPosition - Conductor.offset)) > 20)
|
|
{
|
|
resyncVocals();
|
|
}
|
|
|
|
iconP1.onStepHit(curStep);
|
|
iconP2.onStepHit(curStep);
|
|
|
|
return true;
|
|
}
|
|
|
|
override function beatHit():Bool
|
|
{
|
|
// super.beatHit() returns false if a module cancelled the event.
|
|
if (!super.beatHit())
|
|
return false;
|
|
|
|
if (generatedMusic)
|
|
{
|
|
activeNotes.sort(SortUtil.byStrumtime, FlxSort.DESCENDING);
|
|
}
|
|
|
|
// Moving this code into the `beatHit` function allows for scripts and modules to control the camera better.
|
|
if (generatedMusic && SongLoad.getSong()[Std.int(curStep / 16)] != null)
|
|
{
|
|
cameraRightSide = SongLoad.getSong()[Std.int(curStep / 16)].mustHitSection;
|
|
controlCamera();
|
|
}
|
|
|
|
if (SongLoad.getSong()[Math.floor(curStep / 16)] != null)
|
|
{
|
|
if (SongLoad.getSong()[Math.floor(curStep / 16)].changeBPM)
|
|
{
|
|
Conductor.bpm = SongLoad.getSong()[Math.floor(curStep / 16)].bpm;
|
|
FlxG.log.add('CHANGED BPM!');
|
|
}
|
|
}
|
|
|
|
// HARDCODING FOR MILF ZOOMS!
|
|
|
|
if (PreferencesMenu.getPref('camera-zoom'))
|
|
{
|
|
if (currentSong.song.toLowerCase() == 'milf' && curBeat >= 168 && curBeat < 200 && camZooming && FlxG.camera.zoom < 1.35)
|
|
{
|
|
FlxG.camera.zoom += 0.015 * FlxCamera.defaultZoom;
|
|
camHUD.zoom += 0.03;
|
|
}
|
|
|
|
if (camZooming && FlxG.camera.zoom < (1.35 * FlxCamera.defaultZoom) && curBeat % 4 == 0)
|
|
{
|
|
FlxG.camera.zoom += 0.015 * FlxCamera.defaultZoom;
|
|
camHUD.zoom += 0.03;
|
|
}
|
|
}
|
|
|
|
// That combo counter that got spoiled that one time.
|
|
// Comes with NEAT visual and audio effects.
|
|
|
|
// bruh this var is bonkers i thot it was a function lmfaooo
|
|
|
|
var shouldShowComboText:Bool = (curBeat % 8 == 7) // End of measure. TODO: Is this always the correct time?
|
|
&& (SongLoad.getSong()[Std.int(curStep / 16)].mustHitSection) // Current section is BF's.
|
|
&& (combo > 5) // Don't want to show on small combos.
|
|
&& ((SongLoad.getSong().length < Std.int(curStep / 16)) // Show at the end of the song.
|
|
|| (!SongLoad.getSong()[Std.int(curStep / 16) + 1].mustHitSection) // Or when the next section is Dad's.
|
|
);
|
|
|
|
if (shouldShowComboText)
|
|
{
|
|
var animShit:ComboCounter = new ComboCounter(-100, 300, combo);
|
|
animShit.scrollFactor.set(0.6, 0.6);
|
|
add(animShit);
|
|
|
|
var frameShit:Float = (1 / 24) * 2; // equals 2 frames in the animation
|
|
|
|
new FlxTimer().start(((Conductor.crochet / 1000) * 1.25) - frameShit, function(tmr)
|
|
{
|
|
animShit.forceFinish();
|
|
});
|
|
}
|
|
|
|
// Make the characters dance on the beat
|
|
danceOnBeat();
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Handles characters dancing to the beat of the current song.
|
|
*
|
|
* TODO: Move some of this logic into `Bopper.hx`
|
|
*/
|
|
public function danceOnBeat()
|
|
{
|
|
if (currentStage == null)
|
|
return;
|
|
|
|
if (curBeat % 8 == 7 && currentSong.song == 'Bopeebo')
|
|
{
|
|
currentStage.getBoyfriend().playAnimation('hey', true);
|
|
}
|
|
|
|
if (curBeat % 16 == 15
|
|
&& currentSong.song == 'Tutorial'
|
|
&& currentStage.getDad().characterId == 'gf'
|
|
&& curBeat > 16
|
|
&& curBeat < 48)
|
|
{
|
|
currentStage.getBoyfriend().playAnimation('hey', true);
|
|
currentStage.getDad().playAnimation('cheer', true);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Constructs the strumlines for each player.
|
|
*/
|
|
function buildStrumlines():Void
|
|
{
|
|
var strumlineStyle:StrumlineStyle = NORMAL;
|
|
|
|
// TODO: Put this in the chart or something?
|
|
switch (currentStageId)
|
|
{
|
|
case 'school':
|
|
strumlineStyle = PIXEL;
|
|
case 'schoolEvil':
|
|
strumlineStyle = PIXEL;
|
|
}
|
|
|
|
var strumlineYPos = Strumline.getYPos();
|
|
|
|
playerStrumline = new Strumline(0, strumlineStyle, 4);
|
|
playerStrumline.x = 50 + FlxG.width / 2;
|
|
playerStrumline.y = strumlineYPos;
|
|
// Set the z-index so they don't appear in front of notes.
|
|
playerStrumline.zIndex = 100;
|
|
add(playerStrumline);
|
|
playerStrumline.cameras = [camHUD];
|
|
|
|
if (!isStoryMode)
|
|
{
|
|
playerStrumline.fadeInArrows();
|
|
}
|
|
|
|
enemyStrumline = new Strumline(1, strumlineStyle, 4);
|
|
enemyStrumline.x = 50;
|
|
enemyStrumline.y = strumlineYPos;
|
|
// Set the z-index so they don't appear in front of notes.
|
|
enemyStrumline.zIndex = 100;
|
|
add(enemyStrumline);
|
|
enemyStrumline.cameras = [camHUD];
|
|
|
|
if (!isStoryMode)
|
|
{
|
|
enemyStrumline.fadeInArrows();
|
|
}
|
|
|
|
this.refresh();
|
|
}
|
|
|
|
/**
|
|
* Function called before opening a new substate.
|
|
* @param subState The substate to open.
|
|
*/
|
|
override function openSubState(subState:FlxSubState)
|
|
{
|
|
// If there is a substate which requires the game to continue,
|
|
// then make this a condition.
|
|
var shouldPause = true;
|
|
|
|
if (shouldPause)
|
|
{
|
|
// Pause the music.
|
|
if (FlxG.sound.music != null)
|
|
{
|
|
FlxG.sound.music.pause();
|
|
if (vocals != null)
|
|
vocals.pause();
|
|
}
|
|
|
|
// Pause the countdown.
|
|
Countdown.pauseCountdown();
|
|
}
|
|
|
|
super.openSubState(subState);
|
|
}
|
|
|
|
/**
|
|
* Function called before closing the current substate.
|
|
* @param subState
|
|
*/
|
|
override function closeSubState()
|
|
{
|
|
if (isGamePaused)
|
|
{
|
|
var event:ScriptEvent = new ScriptEvent(ScriptEvent.RESUME, true);
|
|
|
|
dispatchEvent(event);
|
|
|
|
if (event.eventCanceled)
|
|
return;
|
|
|
|
if (FlxG.sound.music != null && !startingSong && !isInCutscene)
|
|
resyncVocals();
|
|
|
|
// Resume the countdown.
|
|
Countdown.resumeCountdown();
|
|
|
|
#if discord_rpc
|
|
if (startTimer.finished)
|
|
DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC, true,
|
|
songLength - Conductor.songPosition);
|
|
else
|
|
DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC);
|
|
#end
|
|
}
|
|
|
|
super.closeSubState();
|
|
}
|
|
|
|
/**
|
|
* Prepares to start the countdown.
|
|
* Ends any running cutscenes, creates the strumlines, and starts the countdown.
|
|
*/
|
|
function startCountdown():Void
|
|
{
|
|
var result = Countdown.performCountdown(currentStageId.startsWith('school'));
|
|
if (!result)
|
|
return;
|
|
|
|
isInCutscene = false;
|
|
camHUD.visible = true;
|
|
talking = false;
|
|
|
|
buildStrumlines();
|
|
}
|
|
|
|
override function dispatchEvent(event:ScriptEvent):Void
|
|
{
|
|
// ORDER: Module, Stage, Character, Song, Note
|
|
// Modules should get the first chance to cancel the event.
|
|
|
|
// super.dispatchEvent(event) dispatches event to module scripts.
|
|
super.dispatchEvent(event);
|
|
|
|
// Dispatch event to stage script.
|
|
ScriptEventDispatcher.callEvent(currentStage, event);
|
|
|
|
// Dispatch event to character script(s).
|
|
if (currentStage != null)
|
|
currentStage.dispatchToCharacters(event);
|
|
|
|
// TODO: Dispatch event to song script
|
|
}
|
|
|
|
/**
|
|
* Updates the position and contents of the score display.
|
|
*/
|
|
function updateScoreText():Void
|
|
{
|
|
// TODO: Add functionality for modules to update the score text.
|
|
scoreText.text = "Score:" + songScore;
|
|
}
|
|
|
|
/**
|
|
* Updates the values of the health bar.
|
|
*/
|
|
function updateHealthBar():Void
|
|
{
|
|
healthLerp = FlxMath.lerp(healthLerp, health, 0.15);
|
|
}
|
|
|
|
/**
|
|
* Resets the camera's zoom level and focus point.
|
|
*/
|
|
public function resetCamera():Void
|
|
{
|
|
FlxG.camera.follow(cameraFollowPoint, LOCKON, 0.04);
|
|
FlxG.camera.targetOffset.set();
|
|
FlxG.camera.zoom = defaultCameraZoom;
|
|
FlxG.camera.focusOn(cameraFollowPoint.getPosition());
|
|
}
|
|
|
|
/**
|
|
* Perform necessary cleanup before leaving the PlayState.
|
|
*/
|
|
function performCleanup()
|
|
{
|
|
// Uncache the song.
|
|
openfl.utils.Assets.cache.clear(Paths.inst(currentSong.song));
|
|
openfl.utils.Assets.cache.clear(Paths.voices(currentSong.song));
|
|
|
|
// Remove reference to stage and remove sprites from it to save memory.
|
|
if (currentStage != null)
|
|
{
|
|
remove(currentStage);
|
|
currentStage.kill();
|
|
dispatchEvent(new ScriptEvent(ScriptEvent.DESTROY, false));
|
|
currentStage = null;
|
|
}
|
|
|
|
// Clear the static reference to this state.
|
|
instance = null;
|
|
}
|
|
|
|
/**
|
|
* This function is called whenever Flixel switches switching to a new FlxState.
|
|
* @return Whether to actually switch to the new state.
|
|
*/
|
|
override function switchTo(nextState:FlxState):Bool
|
|
{
|
|
var result = super.switchTo(nextState);
|
|
|
|
if (result)
|
|
{
|
|
performCleanup();
|
|
}
|
|
|
|
return result;
|
|
}
|
|
}
|