mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-15 19:33:36 +00:00
223 lines
5.8 KiB
Haxe
223 lines
5.8 KiB
Haxe
package funkin.ui.charSelect;
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import funkin.graphics.adobeanimate.FlxAtlasSprite;
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import flixel.tweens.FlxTween;
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import flixel.tweens.FlxEase;
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import flixel.math.FlxMath;
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import funkin.util.FramesJSFLParser;
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import funkin.util.FramesJSFLParser.FramesJSFLInfo;
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import funkin.util.FramesJSFLParser.FramesJSFLFrame;
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import funkin.modding.IScriptedClass.IBPMSyncedScriptedClass;
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import flixel.math.FlxMath;
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import funkin.modding.events.ScriptEvent;
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import funkin.vis.dsp.SpectralAnalyzer;
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import funkin.data.freeplay.player.PlayerRegistry;
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class CharSelectGF extends FlxAtlasSprite implements IBPMSyncedScriptedClass
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{
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var fadeTimer:Float = 0;
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var fadingStatus:FadeStatus = OFF;
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var fadeAnimIndex:Int = 0;
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var animInInfo:FramesJSFLInfo;
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var animOutInfo:FramesJSFLInfo;
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var intendedYPos:Float = 0;
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var intendedAlpha:Float = 0;
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var list:Array<String> = [];
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var analyzer:SpectralAnalyzer;
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var currentGFPath:Null<String>;
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var enableVisualizer:Bool = false;
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public function new()
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{
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super(0, 0, Paths.animateAtlas("charSelect/gfChill"));
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list = anim.curSymbol.getFrameLabelNames();
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switchGF("bf");
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}
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override public function update(elapsed:Float):Void
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{
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super.update(elapsed);
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switch (fadingStatus)
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{
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case OFF:
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// do nothing if it's off!
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// or maybe force position to be 0,0?
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// maybe reset timers?
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resetFadeAnimParams();
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case FADE_OUT:
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doFade(animOutInfo);
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case FADE_IN:
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doFade(animInInfo);
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default:
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}
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#if FEATURE_DEBUG_FUNCTIONS
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if (FlxG.keys.justPressed.J)
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{
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alpha = 1;
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x = y = 0;
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fadingStatus = FADE_OUT;
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}
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if (FlxG.keys.justPressed.K)
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{
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alpha = 0;
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fadingStatus = FADE_IN;
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}
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#end
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}
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public function onStepHit(event:SongTimeScriptEvent):Void {}
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var danceEvery:Int = 2;
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public function onBeatHit(event:SongTimeScriptEvent):Void
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{
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// TODO: There's a minor visual bug where there's a little stutter.
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// This happens because the animation is getting restarted while it's already playing.
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// I tried make this not interrupt an existing idle,
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// but isAnimationFinished() and isLoopComplete() both don't work! What the hell?
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// danceEvery isn't necessary if that gets fixed.
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if (getCurrentAnimation() == "idle" && (event.beat % danceEvery == 0))
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{
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trace('GF beat hit');
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playAnimation("idle", true, false, false);
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}
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};
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override public function draw()
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{
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if (analyzer != null) drawFFT();
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super.draw();
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}
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function drawFFT()
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{
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if (enableVisualizer)
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{
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var levels = analyzer.getLevels();
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var frame = anim.curSymbol.timeline.get("VIZ_bars").get(anim.curFrame);
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var elements = frame.getList();
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var len:Int = cast Math.min(elements.length, 7);
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for (i in 0...len)
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{
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var animFrame:Int = Math.round(levels[i].value * 12);
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#if desktop
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// Web version scales with the Flixel volume level.
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// This line brings platform parity but looks worse.
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// animFrame = Math.round(animFrame * FlxG.sound.volume);
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#end
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animFrame = Math.floor(Math.min(12, animFrame));
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animFrame = Math.floor(Math.max(0, animFrame));
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animFrame = Std.int(Math.abs(animFrame - 12)); // shitty dumbass flip, cuz dave got da shit backwards lol!
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elements[i].symbol.firstFrame = animFrame;
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}
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}
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}
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/**
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* @param animInfo Should not be confused with animInInfo!
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* This is merely a local var for the function!
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*/
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function doFade(animInfo:FramesJSFLInfo):Void
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{
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fadeTimer += FlxG.elapsed;
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if (fadeTimer >= 1 / 24)
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{
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fadeTimer -= FlxG.elapsed;
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// only inc the index for the first frame, used for reference of where to "start"
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if (fadeAnimIndex == 0)
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{
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fadeAnimIndex++;
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return;
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}
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var curFrame:FramesJSFLFrame = animInfo.frames[fadeAnimIndex];
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var prevFrame:FramesJSFLFrame = animInfo.frames[fadeAnimIndex - 1];
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var xDiff:Float = curFrame.x - prevFrame.x;
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var yDiff:Float = curFrame.y - prevFrame.y;
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var alphaDiff:Float = curFrame.alpha - prevFrame.alpha;
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alphaDiff /= 100; // flash exports alpha as a whole number
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alpha += alphaDiff;
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alpha = FlxMath.bound(alpha, 0, 1);
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x += xDiff;
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y += yDiff;
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fadeAnimIndex++;
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}
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if (fadeAnimIndex >= animInfo.frames.length) fadingStatus = OFF;
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}
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function resetFadeAnimParams()
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{
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fadeTimer = 0;
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fadeAnimIndex = 0;
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}
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/**
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* For switching between "GFs" such as gf, nene, etc
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* @param bf Which BF we are selecting, so that we know the accompyaning GF
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*/
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public function switchGF(bf:String):Void
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{
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var previousGFPath = currentGFPath;
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var bfObj = PlayerRegistry.instance.fetchEntry(bf);
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var gfData = bfObj?.getCharSelectData()?.gf;
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currentGFPath = gfData?.assetPath != null ? Paths.animateAtlas(gfData?.assetPath) : null;
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// We don't need to update any anims if we didn't change GF
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trace('currentGFPath(${currentGFPath})');
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if (currentGFPath == null)
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{
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this.visible = false;
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return;
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}
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else if (previousGFPath != currentGFPath)
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{
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this.visible = true;
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loadAtlas(currentGFPath);
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enableVisualizer = gfData?.visualizer ?? false;
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var animInfoPath = Paths.file('images/${gfData?.animInfoPath}');
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animInInfo = FramesJSFLParser.parse(animInfoPath + '/In.txt');
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animOutInfo = FramesJSFLParser.parse(animInfoPath + '/Out.txt');
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}
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playAnimation("idle", true, false, false);
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updateHitbox();
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}
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public function onScriptEvent(event:ScriptEvent):Void {};
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public function onCreate(event:ScriptEvent):Void {};
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public function onDestroy(event:ScriptEvent):Void {};
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public function onUpdate(event:UpdateScriptEvent):Void {};
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}
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enum FadeStatus
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{
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OFF;
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FADE_OUT;
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FADE_IN;
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}
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