mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-12-12 08:25:13 +00:00
421358e069
* Made song variations array optional (defaulting to empty) * Add support for animated difficulties in Freeplay menu * Disable funny music thing; disable flashing nightmare graphic when turned off * Update assets folder * assets update --------- Co-authored-by: Cameron Taylor <cameron.taylor.ninja@gmail.com>
662 lines
18 KiB
Haxe
662 lines
18 KiB
Haxe
package funkin.ui.story;
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import funkin.ui.mainmenu.MainMenuState;
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import funkin.save.Save;
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import funkin.save.Save.SaveScoreData;
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import openfl.utils.Assets;
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import flixel.addons.transition.FlxTransitionableState;
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import flixel.FlxSprite;
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import flixel.group.FlxGroup.FlxTypedGroup;
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import flixel.text.FlxText;
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import flixel.addons.transition.FlxTransitionableState;
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import flixel.tweens.FlxEase;
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import funkin.ui.MusicBeatState;
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import flixel.tweens.FlxTween;
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import flixel.util.FlxColor;
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import flixel.util.FlxTimer;
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import funkin.data.level.LevelRegistry;
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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.PlayState;
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import funkin.play.PlayStatePlaylist;
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import funkin.ui.mainmenu.MainMenuState;
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import funkin.play.song.Song;
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import funkin.data.song.SongData.SongMusicData;
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import funkin.data.song.SongRegistry;
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import funkin.util.MathUtil;
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import funkin.ui.transition.LoadingState;
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import funkin.ui.transition.StickerSubState;
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class StoryMenuState extends MusicBeatState
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{
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static final DEFAULT_BACKGROUND_COLOR:FlxColor = FlxColor.fromString("#F9CF51");
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static final BACKGROUND_HEIGHT:Int = 400;
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var currentDifficultyId:String = 'normal';
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var currentLevelId:String = 'tutorial';
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var currentLevel:Level;
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var isLevelUnlocked:Bool;
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var currentLevelTitle:LevelTitle;
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var highScore:Int = 42069420;
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var highScoreLerp:Int = 12345678;
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var exitingMenu:Bool = false;
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var selectedLevel:Bool = false;
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var displayingModdedLevels:Bool = false;
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//
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// RENDER OBJECTS
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//
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/**
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* The title of the level at the top.
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*/
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var levelTitleText:FlxText;
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/**
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* The score text at the top.
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*/
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var scoreText:FlxText;
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/**
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* The mode text at the top-middle.
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*/
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var modeText:FlxText;
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/**
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* The list of songs on the left.
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*/
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var tracklistText:FlxText;
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/**
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* The titles of the levels in the middle.
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*/
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var levelTitles:FlxTypedGroup<LevelTitle>;
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/**
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* The props in the center.
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*/
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var levelProps:FlxTypedGroup<LevelProp>;
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/**
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* The background behind the props.
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*/
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var levelBackground:FlxSprite;
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/**
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* The left arrow of the difficulty selector.
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*/
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var leftDifficultyArrow:FlxSprite;
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/**
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* The right arrow of the difficulty selector.
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*/
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var rightDifficultyArrow:FlxSprite;
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/**
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* The text of the difficulty selector.
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*/
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var difficultySprite:FlxSprite;
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var difficultySprites:Map<String, FlxSprite>;
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var stickerSubState:StickerSubState;
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static var rememberedLevelId:Null<String> = null;
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static var rememberedDifficulty:Null<String> = "normal";
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public function new(?stickers:StickerSubState = null)
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{
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super();
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if (stickers != null)
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{
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stickerSubState = stickers;
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}
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}
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override function create():Void
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{
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super.create();
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difficultySprites = new Map<String, FlxSprite>();
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transIn = FlxTransitionableState.defaultTransIn;
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transOut = FlxTransitionableState.defaultTransOut;
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playMenuMusic();
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if (stickerSubState != null)
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{
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this.persistentUpdate = true;
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this.persistentDraw = true;
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openSubState(stickerSubState);
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stickerSubState.degenStickers();
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}
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persistentUpdate = persistentDraw = true;
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updateData();
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rememberSelection();
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// Explicitly define the background color.
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this.bgColor = FlxColor.BLACK;
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levelTitles = new FlxTypedGroup<LevelTitle>();
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levelTitles.zIndex = 15;
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add(levelTitles);
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updateBackground();
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var black:FlxSprite = new FlxSprite(levelBackground.x, 0).makeGraphic(FlxG.width, Std.int(400 + levelBackground.y), FlxColor.BLACK);
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black.zIndex = levelBackground.zIndex - 1;
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add(black);
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levelProps = new FlxTypedGroup<LevelProp>();
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levelProps.zIndex = 1000;
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add(levelProps);
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updateProps();
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tracklistText = new FlxText(FlxG.width * 0.05, levelBackground.x + levelBackground.height + 100, 0, "Tracks", 32);
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tracklistText.setFormat("VCR OSD Mono", 32);
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tracklistText.alignment = CENTER;
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tracklistText.color = 0xFFe55777;
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add(tracklistText);
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scoreText = new FlxText(10, 10, 0, 'HIGH SCORE: 42069420');
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scoreText.setFormat("VCR OSD Mono", 32);
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scoreText.zIndex = 1000;
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add(scoreText);
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modeText = new FlxText(10, 10, 0, 'Base Game Levels [TAB to switch]');
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modeText.setFormat("VCR OSD Mono", 32);
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modeText.screenCenter(X);
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modeText.visible = hasModdedLevels();
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modeText.zIndex = 1000;
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add(modeText);
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levelTitleText = new FlxText(FlxG.width * 0.7, 10, 0, 'LEVEL 1');
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levelTitleText.setFormat("VCR OSD Mono", 32, FlxColor.WHITE, RIGHT);
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levelTitleText.alpha = 0.7;
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levelTitleText.zIndex = 1000;
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add(levelTitleText);
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buildLevelTitles();
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leftDifficultyArrow = new FlxSprite(levelTitles.members[0].x + levelTitles.members[0].width + 10, levelTitles.members[0].y + 10);
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leftDifficultyArrow.frames = Paths.getSparrowAtlas('storymenu/ui/arrows');
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leftDifficultyArrow.animation.addByPrefix('idle', 'leftIdle0');
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leftDifficultyArrow.animation.addByPrefix('press', 'leftConfirm0');
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leftDifficultyArrow.animation.play('idle');
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add(leftDifficultyArrow);
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buildDifficultySprite(Constants.DEFAULT_DIFFICULTY);
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buildDifficultySprite();
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rightDifficultyArrow = new FlxSprite(difficultySprite.x + difficultySprite.width + 10, leftDifficultyArrow.y);
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rightDifficultyArrow.frames = leftDifficultyArrow.frames;
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rightDifficultyArrow.animation.addByPrefix('idle', 'rightIdle0');
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rightDifficultyArrow.animation.addByPrefix('press', 'rightConfirm0');
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rightDifficultyArrow.animation.play('idle');
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add(rightDifficultyArrow);
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add(difficultySprite);
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updateText();
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changeDifficulty();
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changeLevel();
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refresh();
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#if discord_rpc
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// Updating Discord Rich Presence
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DiscordClient.changePresence("In the Menus", null);
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#end
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}
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function rememberSelection():Void
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{
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if (rememberedLevelId != null)
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{
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currentLevelId = rememberedLevelId;
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}
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if (rememberedDifficulty != null)
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{
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currentDifficultyId = rememberedDifficulty;
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}
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}
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function playMenuMusic():Void
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{
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if (FlxG.sound.music == null || !FlxG.sound.music.playing)
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{
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var freakyMenuMetadata:Null<SongMusicData> = SongRegistry.instance.parseMusicData('freakyMenu');
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if (freakyMenuMetadata != null)
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{
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Conductor.mapTimeChanges(freakyMenuMetadata.timeChanges);
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}
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FlxG.sound.playMusic(Paths.music('freakyMenu/freakyMenu'), 0);
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FlxG.sound.music.fadeIn(4, 0, 0.7);
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}
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}
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function updateData():Void
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{
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currentLevel = LevelRegistry.instance.fetchEntry(currentLevelId);
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isLevelUnlocked = currentLevel == null ? false : currentLevel.isUnlocked();
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}
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function buildDifficultySprite(?diff:String):Void
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{
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if (diff == null) diff = currentDifficultyId;
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remove(difficultySprite);
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difficultySprite = difficultySprites.get(diff);
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if (difficultySprite == null)
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{
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difficultySprite = new FlxSprite(leftDifficultyArrow.x + leftDifficultyArrow.width + 10, leftDifficultyArrow.y);
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if (Assets.exists(Paths.file('images/storymenu/difficulties/${diff}.xml')))
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{
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difficultySprite.frames = Paths.getSparrowAtlas('storymenu/difficulties/${diff}');
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difficultySprite.animation.addByPrefix('idle', 'idle0', 24, true);
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if (Preferences.flashingLights) difficultySprite.animation.play('idle');
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}
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else
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{
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difficultySprite.loadGraphic(Paths.image('storymenu/difficulties/${diff}'));
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}
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difficultySprites.set(diff, difficultySprite);
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difficultySprite.x += (difficultySprites.get(Constants.DEFAULT_DIFFICULTY).width - difficultySprite.width) / 2;
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}
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difficultySprite.alpha = 0;
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difficultySprite.y = leftDifficultyArrow.y - 15;
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var targetY:Float = leftDifficultyArrow.y + 10;
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targetY -= (difficultySprite.height - difficultySprites.get(Constants.DEFAULT_DIFFICULTY).height) / 2;
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FlxTween.tween(difficultySprite, {y: targetY, alpha: 1}, 0.07);
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add(difficultySprite);
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}
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function buildLevelTitles():Void
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{
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levelTitles.clear();
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var levelIds:Array<String> = displayingModdedLevels ? LevelRegistry.instance.listModdedLevelIds() : LevelRegistry.instance.listBaseGameLevelIds();
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if (levelIds.length == 0) levelIds = ['tutorial']; // Make sure there's at least one level to display.
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for (levelIndex in 0...levelIds.length)
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{
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var levelId:String = levelIds[levelIndex];
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var level:Level = LevelRegistry.instance.fetchEntry(levelId);
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if (level == null) continue;
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var levelTitleItem:LevelTitle = new LevelTitle(0, Std.int(levelBackground.y + levelBackground.height + 10), level);
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levelTitleItem.targetY = ((levelTitleItem.height + 20) * levelIndex);
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levelTitleItem.screenCenter(X);
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levelTitles.add(levelTitleItem);
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}
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}
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function switchMode(moddedLevels:Bool):Void
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{
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displayingModdedLevels = moddedLevels;
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buildLevelTitles();
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changeLevel(999999); // Jump past the end of the list to the beginning.
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changeDifficulty(0);
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}
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override function update(elapsed:Float)
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{
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Conductor.update();
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highScoreLerp = Std.int(MathUtil.coolLerp(highScoreLerp, highScore, 0.5));
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scoreText.text = 'LEVEL SCORE: ${Math.round(highScoreLerp)}';
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modeText.text = displayingModdedLevels ? 'Mods [TAB to switch]' : 'Base Game [TAB to switch]';
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modeText.screenCenter(X);
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levelTitleText.text = currentLevel.getTitle();
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levelTitleText.x = FlxG.width - (levelTitleText.width + 10); // Right align.
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handleKeyPresses();
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super.update(elapsed);
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}
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function handleKeyPresses():Void
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{
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if (!exitingMenu)
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{
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if (!selectedLevel)
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{
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if (controls.UI_UP_P)
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{
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changeLevel(-1);
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changeDifficulty(0);
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}
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if (controls.UI_DOWN_P)
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{
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changeLevel(1);
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changeDifficulty(0);
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}
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if (controls.UI_RIGHT)
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{
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rightDifficultyArrow.animation.play('press');
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}
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else
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{
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rightDifficultyArrow.animation.play('idle');
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}
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if (controls.UI_LEFT)
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{
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leftDifficultyArrow.animation.play('press');
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}
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else
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{
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leftDifficultyArrow.animation.play('idle');
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}
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if (controls.UI_RIGHT_P)
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{
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changeDifficulty(1);
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}
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if (controls.UI_LEFT_P)
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{
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changeDifficulty(-1);
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}
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if (FlxG.keys.justPressed.TAB && modeText.visible)
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{
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switchMode(!displayingModdedLevels);
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}
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}
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if (controls.ACCEPT)
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{
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selectLevel();
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}
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}
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if (controls.BACK && !exitingMenu && !selectedLevel)
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{
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FlxG.sound.play(Paths.sound('cancelMenu'));
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exitingMenu = true;
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FlxG.switchState(new MainMenuState());
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}
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}
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function hasModdedLevels():Bool
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{
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return LevelRegistry.instance.listModdedLevelIds().length > 0;
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}
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/**
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* Changes the selected level.
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* @param change +1 (down), -1 (up)
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*/
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function changeLevel(change:Int = 0):Void
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{
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var levelList:Array<String> = displayingModdedLevels ? LevelRegistry.instance.listModdedLevelIds() : LevelRegistry.instance.listBaseGameLevelIds();
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if (levelList.length == 0) levelList = ['tutorial'];
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var currentIndex:Int = levelList.indexOf(currentLevelId);
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currentIndex += change;
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// Wrap around
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if (currentIndex < 0) currentIndex = levelList.length - 1;
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if (currentIndex >= levelList.length) currentIndex = 0;
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var previousLevelId:String = currentLevelId;
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currentLevelId = levelList[currentIndex];
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rememberedLevelId = currentLevelId;
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updateData();
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for (index in 0...levelTitles.members.length)
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{
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var item:LevelTitle = levelTitles.members[index];
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item.targetY = (index - currentIndex) * 120 + 480;
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if (index == currentIndex)
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{
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currentLevelTitle = item;
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item.alpha = 1.0;
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}
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else
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{
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item.alpha = 0.6;
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}
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}
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updateText();
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updateBackground(previousLevelId);
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updateProps();
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refresh();
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}
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/**
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* Changes the selected difficulty.
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* @param change +1 (right) to increase difficulty, -1 (left) to decrease difficulty
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*/
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function changeDifficulty(change:Int = 0):Void
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{
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var difficultyList:Array<String> = currentLevel.getDifficulties();
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var currentIndex:Int = difficultyList.indexOf(currentDifficultyId);
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currentIndex += change;
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// Wrap around
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if (currentIndex < 0) currentIndex = difficultyList.length - 1;
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if (currentIndex >= difficultyList.length) currentIndex = 0;
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var hasChanged:Bool = currentDifficultyId != difficultyList[currentIndex];
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currentDifficultyId = difficultyList[currentIndex];
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rememberedDifficulty = currentDifficultyId;
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if (difficultyList.length <= 1)
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{
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leftDifficultyArrow.visible = false;
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rightDifficultyArrow.visible = false;
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}
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else
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{
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leftDifficultyArrow.visible = true;
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rightDifficultyArrow.visible = true;
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}
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if (hasChanged)
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{
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buildDifficultySprite();
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// Disable the funny music thing for now.
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// funnyMusicThing();
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}
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}
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final FADE_OUT_TIME:Float = 1.5;
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function funnyMusicThing():Void
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{
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if (currentDifficultyId == "nightmare")
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{
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FlxG.sound.music.fadeOut(FADE_OUT_TIME, 0.0);
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}
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else
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{
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FlxG.sound.music.fadeOut(FADE_OUT_TIME, 1.0);
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}
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}
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public override function dispatchEvent(event:ScriptEvent):Void
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{
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// super.dispatchEvent(event) dispatches event to module scripts.
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super.dispatchEvent(event);
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if (levelProps != null && levelProps.length > 0)
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{
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// Dispatch event to props.
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for (prop in levelProps)
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{
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ScriptEventDispatcher.callEvent(prop, event);
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}
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}
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}
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function selectLevel()
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{
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if (!currentLevel.isUnlocked())
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{
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FlxG.sound.play(Paths.sound('cancelMenu'));
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return;
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}
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if (selectedLevel) return;
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selectedLevel = true;
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FlxG.sound.play(Paths.sound('confirmMenu'));
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currentLevelTitle.isFlashing = true;
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for (prop in levelProps.members)
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{
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prop.playConfirm();
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}
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Paths.setCurrentLevel(currentLevel.id);
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PlayStatePlaylist.playlistSongIds = currentLevel.getSongs();
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PlayStatePlaylist.isStoryMode = true;
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PlayStatePlaylist.campaignScore = 0;
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var targetSongId:String = PlayStatePlaylist.playlistSongIds.shift();
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var targetSong:Song = SongRegistry.instance.fetchEntry(targetSongId);
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PlayStatePlaylist.campaignId = currentLevel.id;
|
|
PlayStatePlaylist.campaignTitle = currentLevel.getTitle();
|
|
PlayStatePlaylist.campaignDifficulty = currentDifficultyId;
|
|
|
|
if (targetSong != null)
|
|
{
|
|
// Load and cache the song's charts.
|
|
// TODO: Do this in the loading state.
|
|
targetSong.cacheCharts(true);
|
|
}
|
|
|
|
new FlxTimer().start(1, function(tmr:FlxTimer) {
|
|
FlxTransitionableState.skipNextTransIn = false;
|
|
FlxTransitionableState.skipNextTransOut = false;
|
|
|
|
LoadingState.loadAndSwitchState(new PlayState(
|
|
{
|
|
targetSong: targetSong,
|
|
targetDifficulty: PlayStatePlaylist.campaignDifficulty,
|
|
}), true);
|
|
});
|
|
}
|
|
|
|
function updateBackground(?previousLevelId:String = ''):Void
|
|
{
|
|
if (levelBackground == null || previousLevelId == '')
|
|
{
|
|
// Build a new background and display it immediately.
|
|
levelBackground = currentLevel.buildBackground();
|
|
levelBackground.x = 0;
|
|
levelBackground.y = 56;
|
|
levelBackground.zIndex = 100;
|
|
levelBackground.alpha = 1.0; // Not hidden.
|
|
add(levelBackground);
|
|
}
|
|
else
|
|
{
|
|
var previousLevel = LevelRegistry.instance.fetchEntry(previousLevelId);
|
|
|
|
if (currentLevel.isBackgroundSimple() && previousLevel.isBackgroundSimple())
|
|
{
|
|
var previousColor:FlxColor = previousLevel.getBackgroundColor();
|
|
var currentColor:FlxColor = currentLevel.getBackgroundColor();
|
|
if (previousColor != currentColor)
|
|
{
|
|
// Both the previous and current level were simple backgrounds.
|
|
// Fade between colors directly, rather than fading one background out and another in.
|
|
FlxTween.color(levelBackground, 0.4, previousColor, currentColor);
|
|
}
|
|
else
|
|
{
|
|
// Do no fade at all if the colors aren't different.
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Either the previous or current level has a complex background.
|
|
// We need to fade the old background out and the new one in.
|
|
|
|
// Reference the old background and fade it out.
|
|
var oldBackground:FlxSprite = levelBackground;
|
|
FlxTween.tween(oldBackground, {alpha: 0.0}, 0.6,
|
|
{
|
|
ease: FlxEase.linear,
|
|
onComplete: function(_) {
|
|
remove(oldBackground);
|
|
}
|
|
});
|
|
|
|
// Build a new background and fade it in.
|
|
levelBackground = currentLevel.buildBackground();
|
|
levelBackground.x = 0;
|
|
levelBackground.y = 56;
|
|
levelBackground.alpha = 0.0; // Hidden to start.
|
|
levelBackground.zIndex = 100;
|
|
add(levelBackground);
|
|
|
|
FlxTween.tween(levelBackground, {alpha: 1.0}, 0.6,
|
|
{
|
|
ease: FlxEase.linear
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
function updateProps():Void
|
|
{
|
|
levelProps.clear();
|
|
for (prop in currentLevel.buildProps())
|
|
{
|
|
prop.zIndex = 1000;
|
|
levelProps.add(prop);
|
|
}
|
|
|
|
refresh();
|
|
}
|
|
|
|
function updateText():Void
|
|
{
|
|
tracklistText.text = 'TRACKS\n\n';
|
|
tracklistText.text += currentLevel.getSongDisplayNames(currentDifficultyId).join('\n');
|
|
|
|
tracklistText.screenCenter(X);
|
|
tracklistText.x -= FlxG.width * 0.35;
|
|
|
|
var levelScore:Null<SaveScoreData> = Save.get().getLevelScore(currentLevelId, currentDifficultyId);
|
|
highScore = levelScore?.score ?? 0;
|
|
// levelScore.accuracy
|
|
}
|
|
}
|