mirror of
https://github.com/ninjamuffin99/Funkin.git
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f8481a0efe
* fixed pico game over loop from playing a duplicate track that persists in menus * assets submod --------- Co-authored-by: Cameron Taylor <cameron.taylor.ninja@gmail.com>
429 lines
12 KiB
Haxe
429 lines
12 KiB
Haxe
package funkin.play;
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import flixel.FlxG;
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import flixel.FlxObject;
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import flixel.FlxSprite;
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import flixel.sound.FlxSound;
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import funkin.audio.FunkinSound;
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import flixel.util.FlxColor;
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import flixel.util.FlxTimer;
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import funkin.graphics.FunkinSprite;
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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.character.BaseCharacter;
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import funkin.play.PlayState;
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import funkin.ui.freeplay.FreeplayState;
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import funkin.ui.MusicBeatSubState;
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import funkin.ui.story.StoryMenuState;
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import openfl.utils.Assets;
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/**
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* A substate which renders over the PlayState when the player dies.
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* Displays the player death animation, plays the music, and handles restarting the song.
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*
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* The newest implementation uses a substate, which prevents having to reload the song and stage each reset.
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*/
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class GameOverSubState extends MusicBeatSubState
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{
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/**
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* The currently active GameOverSubState.
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* There should be only one GameOverSubState in existance at a time, we can use a singleton.
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*/
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public static var instance:GameOverSubState = null;
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/**
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* Which alternate animation on the character to use.
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* You can set this via script.
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* For example, playing a different animation when BF dies in Week 4
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* or Pico dies in Weekend 1.
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*/
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public static var animationSuffix:String = "";
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/**
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* Which alternate game over music to use.
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* You can set this via script.
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* For example, the bf-pixel script sets this to `-pixel`
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* and the pico-playable script sets this to `Pico`.
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*/
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public static var musicSuffix:String = "";
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/**
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* Which alternate "blue ball" sound effect to use.
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*/
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public static var blueBallSuffix:String = "";
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/**
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* The boyfriend character.
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*/
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var boyfriend:BaseCharacter;
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/**
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* The invisible object in the scene which the camera focuses on.
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*/
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var cameraFollowPoint:FlxObject;
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/**
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* The music playing in the background of the state.
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*/
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var gameOverMusic:Null<FunkinSound> = null;
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/**
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* Whether the player has confirmed and prepared to restart the level.
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* This means the animation and transition have already started.
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*/
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var isEnding:Bool = false;
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/**
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* Whether the death music is on its first loop.
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*/
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var isStarting:Bool = true;
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var isChartingMode:Bool = false;
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var transparent:Bool;
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public function new(params:GameOverParams)
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{
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super();
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this.isChartingMode = params?.isChartingMode ?? false;
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transparent = params.transparent;
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}
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/**
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* Reset the game over configuration to the default.
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*/
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public static function reset()
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{
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animationSuffix = "";
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musicSuffix = "";
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blueBallSuffix = "";
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}
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override public function create()
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{
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if (instance != null)
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{
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// TODO: Do something in this case? IDK.
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trace('WARNING: GameOverSubState instance already exists. This should not happen.');
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}
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instance = this;
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super.create();
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//
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// Set up the visuals
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//
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// Add a black background to the screen.
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var bg = new FunkinSprite().makeSolidColor(FlxG.width * 2, FlxG.height * 2, FlxColor.BLACK);
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// We make this transparent so that we can see the stage underneath during debugging,
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// but it's normally opaque.
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bg.alpha = transparent ? 0.25 : 1.0;
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bg.scrollFactor.set();
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bg.screenCenter();
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add(bg);
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// Pluck Boyfriend from the PlayState and place him (in the same position) in the GameOverSubState.
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// We can then play the character's `firstDeath` animation.
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boyfriend = PlayState.instance.currentStage.getBoyfriend(true);
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boyfriend.isDead = true;
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add(boyfriend);
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boyfriend.resetCharacter();
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// Assign a camera follow point to the boyfriend's position.
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cameraFollowPoint = new FlxObject(PlayState.instance.cameraFollowPoint.x, PlayState.instance.cameraFollowPoint.y, 1, 1);
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cameraFollowPoint.x = boyfriend.getGraphicMidpoint().x;
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cameraFollowPoint.y = boyfriend.getGraphicMidpoint().y;
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var offsets:Array<Float> = boyfriend.getDeathCameraOffsets();
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cameraFollowPoint.x += offsets[0];
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cameraFollowPoint.y += offsets[1];
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add(cameraFollowPoint);
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FlxG.camera.target = null;
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FlxG.camera.follow(cameraFollowPoint, LOCKON, 0.01);
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//
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// Set up the audio
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//
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// The conductor now represents the BPM of the game over music.
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Conductor.instance.update(0);
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}
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public function resetCameraZoom():Void
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{
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// Apply camera zoom level from stage data.
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FlxG.camera.zoom = PlayState?.instance?.currentStage?.camZoom ?? 1.0;
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}
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var hasStartedAnimation:Bool = false;
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override function update(elapsed:Float)
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{
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if (!hasStartedAnimation)
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{
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hasStartedAnimation = true;
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if (boyfriend.hasAnimation('fakeoutDeath') && FlxG.random.bool((1 / 4096) * 100))
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{
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boyfriend.playAnimation('fakeoutDeath', true, false);
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}
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else
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{
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boyfriend.playAnimation('firstDeath', true, false); // ignoreOther is set to FALSE since you WANT to be able to mash and confirm game over!
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// Play the "blue balled" sound. May play a variant if one has been assigned.
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playBlueBalledSFX();
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}
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}
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//
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// Handle user inputs.
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//
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// MOBILE ONLY: Restart the level when tapping Boyfriend.
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if (FlxG.onMobile)
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{
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var touch = FlxG.touches.getFirst();
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if (touch != null)
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{
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if (touch.overlaps(boyfriend))
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{
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confirmDeath();
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}
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}
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}
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// KEYBOARD ONLY: Restart the level when pressing the assigned key.
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if (controls.ACCEPT && blueballed)
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{
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blueballed = false;
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confirmDeath();
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}
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// KEYBOARD ONLY: Return to the menu when pressing the assigned key.
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if (controls.BACK)
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{
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blueballed = false;
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PlayState.instance.deathCounter = 0;
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// PlayState.seenCutscene = false; // old thing...
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gameOverMusic.stop();
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if (isChartingMode)
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{
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this.close();
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if (FlxG.sound.music != null) FlxG.sound.music.pause(); // Don't reset song position!
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PlayState.instance.close(); // This only works because PlayState is a substate!
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}
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else if (PlayStatePlaylist.isStoryMode)
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{
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FlxG.switchState(() -> new StoryMenuState());
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}
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else
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{
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FlxG.switchState(() -> new FreeplayState());
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}
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}
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if (gameOverMusic != null && gameOverMusic.playing)
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{
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// Match the conductor to the music.
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// This enables the stepHit and beatHit events.
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Conductor.instance.update(gameOverMusic.time);
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}
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else
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{
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// Music hasn't started yet.
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switch (PlayStatePlaylist.campaignId)
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{
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// TODO: Make the behavior for playing Jeff's voicelines generic or un-hardcoded.
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// This will simplify the class and make it easier for mods to add death quotes.
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case "week7":
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if (boyfriend.getCurrentAnimation().startsWith('firstDeath') && boyfriend.isAnimationFinished() && !playingJeffQuote)
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{
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playingJeffQuote = true;
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playJeffQuote();
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// Start music at lower volume
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startDeathMusic(0.2, false);
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boyfriend.playAnimation('deathLoop' + animationSuffix);
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}
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default:
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// Start music at normal volume once the initial death animation finishes.
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if (boyfriend.getCurrentAnimation().startsWith('firstDeath') && boyfriend.isAnimationFinished())
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{
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startDeathMusic(1.0, false);
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boyfriend.playAnimation('deathLoop' + animationSuffix);
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}
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}
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}
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// Start death music before firstDeath gets replaced
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super.update(elapsed);
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}
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/**
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* Do behavior which occurs when you confirm and move to restart the level.
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*/
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function confirmDeath():Void
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{
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if (!isEnding)
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{
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isEnding = true;
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startDeathMusic(1.0, true); // isEnding changes this function's behavior.
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boyfriend.playAnimation('deathConfirm' + animationSuffix, true);
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// After the animation finishes...
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new FlxTimer().start(0.7, function(tmr:FlxTimer) {
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// ...fade out the graphics. Then after that happens...
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FlxG.camera.fade(FlxColor.BLACK, 2, false, function() {
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// ...close the GameOverSubState.
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FlxG.camera.fade(FlxColor.BLACK, 1, true, null, true);
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PlayState.instance.needsReset = true;
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// Readd Boyfriend to the stage.
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boyfriend.isDead = false;
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remove(boyfriend);
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PlayState.instance.currentStage.addCharacter(boyfriend, BF);
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// Close the substate.
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close();
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});
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});
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}
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}
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public override function dispatchEvent(event:ScriptEvent)
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{
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super.dispatchEvent(event);
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ScriptEventDispatcher.callEvent(boyfriend, event);
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}
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/**
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* Rather than hardcoding stuff, we look for the presence of a music file
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* with the given suffix, and strip it down until we find one that's valid.
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*/
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function resolveMusicPath(suffix:String, starting:Bool = false, ending:Bool = false):Null<String>
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{
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var basePath = 'gameplay/gameover/gameOver';
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if (starting) basePath += 'Start';
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else if (ending) basePath += 'End';
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var musicPath = Paths.music(basePath + suffix);
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while (!Assets.exists(musicPath) && suffix.length > 0)
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{
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suffix = suffix.split('-').slice(0, -1).join('-');
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musicPath = Paths.music(basePath + suffix);
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}
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if (!Assets.exists(musicPath)) return null;
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trace('Resolved music path: ' + musicPath);
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return musicPath;
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}
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/**
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* Starts the death music at the appropriate volume.
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* @param startingVolume
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*/
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public function startDeathMusic(startingVolume:Float = 1, force:Bool = false):Void
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{
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var musicPath = resolveMusicPath(musicSuffix, isStarting, isEnding);
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var onComplete = null;
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if (isStarting)
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{
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if (musicPath == null)
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{
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isStarting = false;
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musicPath = resolveMusicPath(musicSuffix, isStarting, isEnding);
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}
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else
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{
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onComplete = function() {
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isStarting = false;
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// We need to force to ensure that the non-starting music plays.
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startDeathMusic(1.0, true);
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};
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}
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}
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if (musicPath == null)
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{
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trace('Could not find game over music!');
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return;
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}
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else if (gameOverMusic == null || !gameOverMusic.playing || force)
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{
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if (gameOverMusic != null) gameOverMusic.stop();
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gameOverMusic = FunkinSound.load(musicPath);
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gameOverMusic.volume = startingVolume;
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gameOverMusic.looped = !(isEnding || isStarting);
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gameOverMusic.onComplete = onComplete;
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gameOverMusic.play();
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}
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else
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{
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@:privateAccess
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trace('Music already playing! ${gameOverMusic?._label}');
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}
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}
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static var blueballed:Bool = false;
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/**
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* Play the sound effect that occurs when
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* boyfriend's testicles get utterly annihilated.
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*/
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public static function playBlueBalledSFX()
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{
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blueballed = true;
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if (Assets.exists(Paths.sound('gameplay/gameover/fnf_loss_sfx' + blueBallSuffix)))
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{
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FlxG.sound.play(Paths.sound('gameplay/gameover/fnf_loss_sfx' + blueBallSuffix));
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}
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else
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{
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FlxG.log.error('Missing blue ball sound effect: ' + Paths.sound('gameplay/gameover/fnf_loss_sfx' + blueBallSuffix));
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}
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}
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var playingJeffQuote:Bool = false;
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/**
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* Week 7-specific hardcoded behavior, to play a custom death quote.
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* TODO: Make this a module somehow.
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*/
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function playJeffQuote()
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{
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var randomCensor:Array<Int> = [];
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if (!Preferences.naughtyness) randomCensor = [1, 3, 8, 13, 17, 21];
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FlxG.sound.play(Paths.sound('jeffGameover/jeffGameover-' + FlxG.random.int(1, 25, randomCensor)), 1, false, null, true, function() {
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// Once the quote ends, fade in the game over music.
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if (!isEnding && gameOverMusic != null)
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{
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gameOverMusic.fadeIn(4, 0.2, 1);
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}
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});
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}
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public override function destroy()
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{
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super.destroy();
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if (gameOverMusic != null) gameOverMusic.stop();
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gameOverMusic = null;
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instance = null;
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}
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public override function toString():String
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{
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return "GameOverSubState";
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}
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}
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typedef GameOverParams =
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{
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var isChartingMode:Bool;
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var transparent:Bool;
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}
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