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Funkin/source/funkin/play/HealthIcon.hx
2022-04-29 21:45:56 -04:00

442 lines
12 KiB
Haxe

package funkin.play;
import flixel.FlxSprite;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import funkin.play.character.CharacterData.CharacterDataParser;
import openfl.utils.Assets;
/**
* This is a rework of the health icon with the following changes:
* - The health icon now owns its own state logic. It queries health and updates the sprite itself,
* rather than relying on PlayState to command it.
* - The health icon now supports animations.
* - The health icon will now search for a SparrowV2 (XML) spritesheet, and use that for rendering if it can.
* - If it can't find a spritesheet, it will the old format; a two-frame 300x150 image.
* - If the spritesheet is found, the health icon will attempt to load and use the following animations as appropriate:
* - `idle`, `winning`, `losing`, `toWinning`, `fromWinning`, `toLosing`, `fromLosing`
* - The health icon is now easier to control via scripts.
* - Set `autoUpdate` to false to prevent the health icon from changing its own animations.
* - Once `autoUpdate` is false, you can manually call `playAnimation()` to play a specific animation.
* - i.e. `PlayState.instance.iconP1.playAnimation("losing")`
* - Scripts can also utilize all functionality that a normal FlxSprite would have access to, such as adding supplimental animations.
* - i.e. `PlayState.instance.iconP1.animation.addByPrefix("jumpscare", "jumpscare", 24, false);`
* @author MasterEric
*/
class HealthIcon extends FlxSprite
{
/**
* The character this icon is representing.
* Setting this variable will automatically update the graphic.
*/
public var characterId(default, set):String;
/**
* Whether this health icon should automatically update its state based on the character's health.
* Note that turning this off means you have to manually do the following:
* - Bumping the icon on the beat.
* - Switching between winning/losing/idle animations.
* - Repositioning the icon as health changes.
*/
public var autoUpdate:Bool = true;
/**
* Since the `scale` of the sprite dynamically changes over time,
* this value allows you to set a relative scale for the icon.
* @default 1x scale
*/
public var size:FlxPoint = new FlxPoint(1, 1);
/**
* Apply the "bump" animation once every X steps.
*/
public var bumpEvery:Int = 4;
/**
* The player the health icon is attached to.
*/
var playerId:Int = 0;
/**
* Whether the sprite is pixel art or not.
* Calculated when loading an icon.
*/
var isPixel:Bool = false;
/**
* Whether this is a legacy icon or not.
*/
var isLegacyStyle:Bool = false;
/**
* At this amount of health, play the Winning animation instead of the idle.
*/
static final WINNING_THRESHOLD = 0.8 * 2;
/**
* At this amount of health, play the Losing animation instead of the idle.
*/
static final LOSING_THRESHOLD = 0.2 * 2;
/**
* The maximum health of the player.
*/
static final MAXIMUM_HEALTH = 2;
/**
* The size of a non-pixel icon when using the legacy format.
* Remember, modern icons can be any size.
*/
static final LEGACY_ICON_SIZE = 150;
/**
* The size of a pixel icon when using the legacy format.
* Remember, modern icons can be any size.
*/
static final LEGACY_PIXEL_SIZE = 32;
/**
* shitty hardcoded value for a specific positioning!!!
*/
static final POSITION_OFFSET = 26;
public function new(char:String = 'bf', playerId:Int = 0)
{
super(0, 0);
this.playerId = playerId;
this.scrollFactor.set();
this.characterId = char;
this.antialiasing = !isPixel;
this.flipX = playerId == 0;
initTargetSize();
}
function set_characterId(value:String):String
{
if (value == characterId)
return value;
characterId = value;
loadCharacter(characterId);
return value;
}
/**
* Easter egg; press 9 in the PlayState to use the old player icon.
*/
public function toggleOldIcon():Void
{
if (characterId == 'bf-old')
{
characterId = PlayState.currentSong.player1;
}
else
{
characterId = 'bf-old';
}
}
/**
* Called by Flixel every frame. Includes logic to manage the currently playing animation.
*/
override function update(elapsed:Float):Void
{
super.update(elapsed);
if (PlayState.instance == null)
return;
// Auto-update the state of the icon based on the player's health.
if (autoUpdate)
{
switch (playerId)
{
case 0: // Boyfriend
// Update the animation based on the current state.
updateHealthIcon(PlayState.instance.health);
// Update the position to match the health bar.
this.x = PlayState.instance.healthBar.x
+ (PlayState.instance.healthBar.width * (FlxMath.remapToRange(PlayState.instance.healthBar.value, 0, 2, 100, 0) * 0.01)
- POSITION_OFFSET);
case 1: // Dad
// Update the animation based on the current state.
updateHealthIcon(MAXIMUM_HEALTH - PlayState.instance.health);
// Update the position to match the health bar.
this.x = PlayState.instance.healthBar.x
+ (PlayState.instance.healthBar.width * (FlxMath.remapToRange(PlayState.instance.healthBar.value, 0, 2, 100, 0) * 0.01))
- (this.width - POSITION_OFFSET);
}
// Lerp the health icon back to its normal size,
// while maintaining aspect ratio.
if (this.width > this.height)
{
// Apply linear interpolation while accounting for frame rate.
var targetSize = Std.int(CoolUtil.coolLerp(this.width, 150 * this.size.x, 0.15));
setGraphicSize(targetSize, 0);
}
else
{
var targetSize = Std.int(CoolUtil.coolLerp(this.height, 150 * this.size.y, 0.15));
setGraphicSize(0, targetSize);
}
this.updateHitbox();
}
}
public function onStepHit(curStep:Int)
{
if (curStep % bumpEvery == 0 && isLegacyStyle)
{
// Make the health icons bump (the update function causes them to lerp back down).
if (this.width > this.height)
{
var targetSize = Std.int(CoolUtil.coolLerp(this.width + 30, 150, 0.15));
setGraphicSize(targetSize, 0);
}
else
{
var targetSize = Std.int(CoolUtil.coolLerp(this.height + 30, 150, 0.15));
setGraphicSize(0, targetSize);
}
this.updateHitbox();
}
}
inline function initTargetSize()
{
setGraphicSize(150);
updateHitbox();
}
function updateHealthIcon(health:Float)
{
// We want to efficiently handle animation playback
// Here, we use the current animation name to track the current state
// of a simple state machine. Neat!
switch (getCurrentAnimation())
{
case IDLE:
if (health < LOSING_THRESHOLD)
playAnimation(TO_LOSING, LOSING);
else if (health > WINNING_THRESHOLD)
playAnimation(TO_WINNING, WINNING);
else
playAnimation(IDLE);
case WINNING:
if (health < WINNING_THRESHOLD)
playAnimation(FROM_WINNING, IDLE);
else
playAnimation(WINNING, IDLE);
case LOSING:
if (health > LOSING_THRESHOLD)
playAnimation(FROM_LOSING, IDLE);
else
playAnimation(LOSING, IDLE);
case TO_LOSING:
if (isAnimationFinished())
playAnimation(LOSING, IDLE);
case TO_WINNING:
if (isAnimationFinished())
playAnimation(WINNING, IDLE);
case FROM_LOSING | FROM_WINNING:
if (isAnimationFinished())
playAnimation(IDLE);
case "":
playAnimation(IDLE);
default:
playAnimation(IDLE);
}
}
/**
* Load
* @param charId
*/
function loadAnimationNew(charId:String):Void
{
this.animation.addByPrefix(IDLE, IDLE, 24, true);
this.animation.addByPrefix(WINNING, WINNING, 24, true);
this.animation.addByPrefix(LOSING, LOSING, 24, true);
this.animation.addByPrefix(TO_WINNING, TO_WINNING, 24, true);
this.animation.addByPrefix(TO_LOSING, TO_LOSING, 24, true);
this.animation.addByPrefix(FROM_WINNING, FROM_WINNING, 24, true);
this.animation.addByPrefix(FROM_LOSING, FROM_LOSING, 24, true);
}
/**
* Load health icon animations using the legacy format.
* Simply assumes two icons, one on
* @param charId
*/
function loadAnimationOld(charId:String):Void
{
this.animation.add(IDLE, [0], 0, false, this.playerId == 0);
this.animation.add(LOSING, [1], 0, false, this.playerId == 0);
}
function correctCharacterId(charId:String):String
{
if (!Assets.exists(Paths.image('icons/icon-$charId')))
{
FlxG.log.warn('No icon for character: $charId : using default placeholder face instead!');
return "face";
}
return charId;
}
function isNewSpritesheet(charId:String):Bool
{
return Assets.exists(Paths.file('images/icons/icon-$characterId.xml'));
}
function fetchIsPixel(charId:String):Bool
{
var charData = CharacterDataParser.fetchCharacterData(charId);
if (charData == null)
{
FlxG.log.warn('No character data found for character: $charId');
return false;
}
return charData.isPixel;
}
function loadCharacter(charId:String):Void
{
if (correctCharacterId(charId) != charId)
{
characterId = correctCharacterId(charId);
return;
}
isPixel = fetchIsPixel(charId);
isLegacyStyle = !isNewSpritesheet(charId);
if (!isLegacyStyle)
{
frames = Paths.getSparrowAtlas('icons/icon-$charId');
loadAnimationNew(charId);
}
else
{
loadGraphic(Paths.image('icons/icon-$charId'), true, isPixel ? LEGACY_PIXEL_SIZE : LEGACY_ICON_SIZE,
isPixel ? LEGACY_PIXEL_SIZE : LEGACY_ICON_SIZE);
loadAnimationOld(charId);
}
}
/**
* @return Name of the current animation being played by this health icon.
*/
public function getCurrentAnimation():String
{
if (this.animation == null || this.animation.curAnim == null)
return "";
return this.animation.curAnim.name;
}
/**
* @return Whether this sprite posesses the given animation.
* Only true if the animation was successfully loaded from the XML.
*/
public function hasAnimation(id:String):Bool
{
if (this.animation == null)
return false;
return this.animation.getByName(id) != null;
}
/**
* @return Whether the current animation is in the finished state.
*/
public function isAnimationFinished():Bool
{
return this.animation.finished;
}
/**
* Plays the animation with the given name.
* @param name The name of the animation to play.
* @param fallback The fallback animation to play if the given animation is not found.
* @param restart Whether to forcibly restart the animation if it is already playing.
*/
public function playAnimation(name:String, fallback:String = null, restart = false):Void
{
// Attempt to play the animation
if (hasAnimation(name))
{
this.animation.play(name, restart, false, 0);
return;
}
// Play the fallback animation if the requested animation was not found
if (fallback != null && hasAnimation(fallback))
{
this.animation.play(fallback, restart, false, 0);
return;
}
// If we don't have an animation, we're done.
}
}
enum abstract HealthIconState(String) to String from String
{
/**
* Indicates the health icon is in the default animation.
* Plays as long as health is between 20% and 80%.
*/
var IDLE = "idle";
/**
* Indicates the health icon is playing the Winning animation.
* Plays as long as health is above 80%.
*/
var WINNING = "winning";
/**
* Indicates the health icon is playing the Losing animation.
* Plays as long as health is below 20%.
*/
var LOSING = "losing";
/**
* Indicates that the health icon is transitioning between `idle` and `winning`.
* The next animation will play once the current animation finishes.
*/
var TO_WINNING = "toWinning";
/**
* Indicates that the health icon is transitioning between `idle` and `losing`.
* The next animation will play once the current animation finishes.
*/
var TO_LOSING = "toLosing";
/**
* Indicates that the health icon is transitioning between `winning` and `idle`.
* The next animation will play once the current animation finishes.
*/
var FROM_WINNING = "fromWinning";
/**
* Indicates that the health icon is transitioning between `losing` and `idle`.
* The next animation will play once the current animation finishes.
*/
var FROM_LOSING = "fromLosing";
}