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https://github.com/ninjamuffin99/Funkin.git
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326 lines
10 KiB
Haxe
326 lines
10 KiB
Haxe
package funkin.play.notes;
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import funkin.play.notes.notestyle.NoteStyle;
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import funkin.play.notes.NoteDirection;
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import funkin.data.song.SongData.SongNoteData;
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import flixel.util.FlxDirectionFlags;
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import flixel.FlxSprite;
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import flixel.graphics.FlxGraphic;
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import flixel.graphics.tile.FlxDrawTrianglesItem;
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import flixel.math.FlxMath;
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import funkin.ui.options.PreferencesMenu;
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/**
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* This is based heavily on the `FlxStrip` class. It uses `drawTriangles()` to clip a sustain note
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* trail at a certain time.
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* The whole `FlxGraphic` is used as a texture map. See the `NOTE_hold_assets.fla` file for specifics
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* on how it should be constructed.
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*
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* @author MtH
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*/
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class SustainTrail extends FlxSprite
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{
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/**
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* The triangles corresponding to the hold, followed by the endcap.
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* `top left, top right, bottom left`
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* `top left, bottom left, bottom right`
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*/
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static final TRIANGLE_VERTEX_INDICES:Array<Int> = [0, 1, 2, 1, 2, 3, 4, 5, 6, 5, 6, 7];
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public var strumTime:Float = 0; // millis
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public var noteDirection:NoteDirection = 0;
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public var sustainLength(default, set):Float = 0; // millis
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public var fullSustainLength:Float = 0;
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public var noteData:Null<SongNoteData>;
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public var cover:NoteHoldCover = null;
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/**
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* Set to `true` if the user hit the note and is currently holding the sustain.
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* Should display associated effects.
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*/
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public var hitNote:Bool = false;
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/**
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* Set to `true` if the user missed the note or released the sustain.
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* Should make the trail transparent.
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*/
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public var missedNote:Bool = false;
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// maybe BlendMode.MULTIPLY if missed somehow, drawTriangles does not support!
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/**
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* A `Vector` of floats where each pair of numbers is treated as a coordinate location (an x, y pair).
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*/
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public var vertices:DrawData<Float> = new DrawData<Float>();
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/**
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* A `Vector` of integers or indexes, where every three indexes define a triangle.
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*/
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public var indices:DrawData<Int> = new DrawData<Int>();
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/**
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* A `Vector` of normalized coordinates used to apply texture mapping.
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*/
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public var uvtData:DrawData<Float> = new DrawData<Float>();
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private var processedGraphic:FlxGraphic;
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private var zoom:Float = 1;
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/**
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* What part of the trail's end actually represents the end of the note.
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* This can be used to have a little bit sticking out.
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*/
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public var endOffset:Float = 0.5; // 0.73 is roughly the bottom of the sprite in the normal graphic!
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/**
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* At what point the bottom for the trail's end should be clipped off.
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* Used in cases where there's an extra bit of the graphic on the bottom to avoid antialiasing issues with overflow.
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*/
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public var bottomClip:Float = 0.9;
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public var isPixel:Bool;
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/**
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* Normally you would take strumTime:Float, noteData:Int, sustainLength:Float, parentNote:Note (?)
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* @param NoteData
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* @param SustainLength Length in milliseconds.
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* @param fileName
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*/
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public function new(noteDirection:NoteDirection, sustainLength:Float, noteStyle:NoteStyle)
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{
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super(0, 0, noteStyle.getHoldNoteAssetPath());
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antialiasing = true;
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this.isPixel = noteStyle.isHoldNotePixel();
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if (isPixel)
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{
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endOffset = bottomClip = 1;
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antialiasing = false;
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}
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zoom *= noteStyle.fetchHoldNoteScale();
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// BASIC SETUP
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this.sustainLength = sustainLength;
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this.fullSustainLength = sustainLength;
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this.noteDirection = noteDirection;
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zoom *= 0.7;
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// CALCULATE SIZE
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width = graphic.width / 8 * zoom; // amount of notes * 2
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height = sustainHeight(sustainLength, getScrollSpeed());
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// instead of scrollSpeed, PlayState.SONG.speed
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flipY = Preferences.downscroll;
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// alpha = 0.6;
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alpha = 1.0;
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// calls updateColorTransform(), which initializes processedGraphic!
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updateColorTransform();
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updateClipping();
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indices = new DrawData<Int>(12, true, TRIANGLE_VERTEX_INDICES);
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this.active = true; // This NEEDS to be true for the note to be drawn!
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}
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function getScrollSpeed():Float
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{
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return PlayState?.instance?.currentChart?.scrollSpeed ?? 1.0;
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}
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/**
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* Calculates height of a sustain note for a given length (milliseconds) and scroll speed.
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* @param susLength The length of the sustain note in milliseconds.
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* @param scroll The current scroll speed.
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*/
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public static inline function sustainHeight(susLength:Float, scroll:Float)
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{
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return (susLength * 0.45 * scroll);
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}
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function set_sustainLength(s:Float):Float
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{
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if (s < 0.0) s = 0.0;
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if (sustainLength == s) return s;
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height = sustainHeight(s, getScrollSpeed());
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// updateColorTransform();
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updateClipping();
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return sustainLength = s;
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}
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/**
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* Sets up new vertex and UV data to clip the trail.
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* If flipY is true, top and bottom bounds swap places.
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* @param songTime The time to clip the note at, in milliseconds.
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*/
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public function updateClipping(songTime:Float = 0):Void
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{
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var clipHeight:Float = FlxMath.bound(sustainHeight(sustainLength - (songTime - strumTime), getScrollSpeed()), 0, height);
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if (clipHeight == 0)
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{
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visible = false;
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return;
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}
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else
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visible = true;
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var bottomHeight:Float = graphic.height * zoom * endOffset;
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var partHeight:Float = clipHeight - bottomHeight;
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// ===HOLD VERTICES==
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// Top left
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vertices[0 * 2] = 0.0; // Inline with left side
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vertices[0 * 2 + 1] = flipY ? clipHeight : height - clipHeight;
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// Top right
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vertices[1 * 2] = width;
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vertices[1 * 2 + 1] = vertices[0 * 2 + 1]; // Inline with top left vertex
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// Bottom left
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vertices[2 * 2] = 0.0; // Inline with left side
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vertices[2 * 2 + 1] = if (partHeight > 0)
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{
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// flipY makes the sustain render upside down.
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flipY ? 0.0 + bottomHeight : vertices[1] + partHeight;
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}
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else
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{
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vertices[0 * 2 + 1]; // Inline with top left vertex (no partHeight available)
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}
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// Bottom right
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vertices[3 * 2] = width;
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vertices[3 * 2 + 1] = vertices[2 * 2 + 1]; // Inline with bottom left vertex
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// ===HOLD UVs===
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// The UVs are a bit more complicated.
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// UV coordinates are normalized, so they range from 0 to 1.
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// We are expecting an image containing 8 horizontal segments, each representing a different colored hold note followed by its end cap.
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uvtData[0 * 2] = 1 / 4 * (noteDirection % 4); // 0%/25%/50%/75% of the way through the image
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uvtData[0 * 2 + 1] = (-partHeight) / graphic.height / zoom; // top bound
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// Top left
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// Top right
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uvtData[1 * 2] = uvtData[0 * 2] + 1 / 8; // 12.5%/37.5%/62.5%/87.5% of the way through the image (1/8th past the top left)
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uvtData[1 * 2 + 1] = uvtData[0 * 2 + 1]; // top bound
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// Bottom left
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uvtData[2 * 2] = uvtData[0 * 2]; // 0%/25%/50%/75% of the way through the image
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uvtData[2 * 2 + 1] = 0.0; // bottom bound
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// Bottom right
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uvtData[3 * 2] = uvtData[1 * 2]; // 12.5%/37.5%/62.5%/87.5% of the way through the image (1/8th past the top left)
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uvtData[3 * 2 + 1] = uvtData[2 * 2 + 1]; // bottom bound
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// === END CAP VERTICES ===
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// Top left
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vertices[4 * 2] = vertices[2 * 2]; // Inline with bottom left vertex of hold
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vertices[4 * 2 + 1] = vertices[2 * 2 + 1]; // Inline with bottom left vertex of hold
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// Top right
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vertices[5 * 2] = vertices[3 * 2]; // Inline with bottom right vertex of hold
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vertices[5 * 2 + 1] = vertices[3 * 2 + 1]; // Inline with bottom right vertex of hold
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// Bottom left
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vertices[6 * 2] = vertices[2 * 2]; // Inline with left side
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vertices[6 * 2 + 1] = flipY ? (graphic.height * (-bottomClip + endOffset) * zoom) : (height + graphic.height * (bottomClip - endOffset) * zoom);
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// Bottom right
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vertices[7 * 2] = vertices[3 * 2]; // Inline with right side
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vertices[7 * 2 + 1] = vertices[6 * 2 + 1]; // Inline with bottom of end cap
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// === END CAP UVs ===
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// Top left
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uvtData[4 * 2] = uvtData[2 * 2] + 1 / 8; // 12.5%/37.5%/62.5%/87.5% of the way through the image (1/8th past the top left of hold)
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uvtData[4 * 2 + 1] = if (partHeight > 0)
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{
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0;
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}
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else
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{
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(bottomHeight - clipHeight) / zoom / graphic.height;
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};
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// Top right
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uvtData[5 * 2] = uvtData[4 * 2] + 1 / 8; // 25%/50%/75%/100% of the way through the image (1/8th past the top left of cap)
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uvtData[5 * 2 + 1] = uvtData[4 * 2 + 1]; // top bound
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// Bottom left
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uvtData[6 * 2] = uvtData[4 * 2]; // 12.5%/37.5%/62.5%/87.5% of the way through the image (1/8th past the top left of hold)
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uvtData[6 * 2 + 1] = bottomClip; // bottom bound
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// Bottom right
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uvtData[7 * 2] = uvtData[5 * 2]; // 25%/50%/75%/100% of the way through the image (1/8th past the top left of cap)
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uvtData[7 * 2 + 1] = uvtData[6 * 2 + 1]; // bottom bound
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}
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@:access(flixel.FlxCamera)
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override public function draw():Void
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{
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if (alpha == 0 || graphic == null || vertices == null) return;
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for (camera in cameras)
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{
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if (!camera.visible || !camera.exists) continue;
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// if (!isOnScreen(camera)) continue; // TODO: Update this code to make it work properly.
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getScreenPosition(_point, camera).subtractPoint(offset);
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camera.drawTriangles(processedGraphic, vertices, indices, uvtData, null, _point, blend, true, antialiasing);
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}
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}
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public override function kill():Void
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{
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super.kill();
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strumTime = 0;
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noteDirection = 0;
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sustainLength = 0;
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fullSustainLength = 0;
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noteData = null;
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hitNote = false;
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missedNote = false;
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}
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public override function revive():Void
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{
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super.revive();
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strumTime = 0;
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noteDirection = 0;
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sustainLength = 0;
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fullSustainLength = 0;
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noteData = null;
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hitNote = false;
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missedNote = false;
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}
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override public function destroy():Void
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{
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vertices = null;
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indices = null;
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uvtData = null;
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processedGraphic.destroy();
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super.destroy();
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}
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override function updateColorTransform():Void
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{
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super.updateColorTransform();
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if (processedGraphic != null) processedGraphic.destroy();
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processedGraphic = FlxGraphic.fromGraphic(graphic, true);
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processedGraphic.bitmap.colorTransform(processedGraphic.bitmap.rect, colorTransform);
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}
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}
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