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Funkin/source/funkin/Note.hx

465 lines
10 KiB
Haxe

package funkin;
import funkin.util.Constants;
import flixel.FlxSprite;
import flixel.math.FlxMath;
import funkin.shaderslmfao.ColorSwap;
import funkin.ui.PreferencesMenu;
import funkin.play.PlayState;
using StringTools;
class Note extends FlxSprite
{
public var data = new NoteData();
/**
* code colors for.... code....
* i think goes in order of left to right
*
* left 0
* down 1
* up 2
* right 3
*/
public static var codeColors:Array<Int> = [0xFFFF22AA, 0xFF00EEFF, 0xFF00CC00, 0xFFCC1111];
public var mustPress:Bool = false;
public var followsTime:Bool = true; // used if you want the note to follow the time shit!
public var canBeHit:Bool = false;
public var tooLate:Bool = false;
public var wasGoodHit:Bool = false;
public var prevNote:Note;
private var willMiss:Bool = false;
public var invisNote:Bool = false;
public var isSustainNote:Bool = false;
public var colorSwap:ColorSwap;
/** the lowercase name of the note, for anim control, i.e. left right up down */
public var dirName(get, never):String;
inline function get_dirName()
return data.dirName;
/** the uppercase name of the note, for anim control, i.e. left right up down */
public var dirNameUpper(get, never):String;
inline function get_dirNameUpper()
return data.dirNameUpper;
/** the lowercase name of the note's color, for anim control, i.e. purple blue green red */
public var colorName(get, never):String;
inline function get_colorName()
return data.colorName;
/** the lowercase name of the note's color, for anim control, i.e. purple blue green red */
public var colorNameUpper(get, never):String;
inline function get_colorNameUpper()
return data.colorNameUpper;
public var highStakes(get, never):Bool;
inline function get_highStakes()
return data.highStakes;
public var lowStakes(get, never):Bool;
inline function get_lowStakes()
return data.lowStakes;
public static var swagWidth:Float = 160 * 0.7;
public static var PURP_NOTE:Int = 0;
public static var GREEN_NOTE:Int = 2;
public static var BLUE_NOTE:Int = 1;
public static var RED_NOTE:Int = 3;
// SCORING STUFF
public static var HIT_WINDOW:Float = (10 / 60) * 1000; // 166.67 ms hit window (10 frames at 60fps)
// thresholds are fractions of HIT_WINDOW ^^
// anything above bad threshold is shit
public static var BAD_THRESHOLD:Float = 0.8; // 125ms , 8 frames
public static var GOOD_THRESHOLD:Float = 0.55; // 91.67ms , 5.5 frames
public static var SICK_THRESHOLD:Float = 0.2; // 33.33ms , 2 frames
public var noteSpeedMulti:Float = 1;
public var pastHalfWay:Bool = false;
// anything below sick threshold is sick
public static var arrowColors:Array<Float> = [1, 1, 1, 1];
public function new(strumTime:Float = 0, noteData:NoteType, ?prevNote:Note, ?sustainNote:Bool = false)
{
super();
if (prevNote == null)
prevNote = this;
this.prevNote = prevNote;
isSustainNote = sustainNote;
x += 50;
// MAKE SURE ITS DEFINITELY OFF SCREEN?
y -= 2000;
data.strumTime = strumTime;
data.noteData = noteData;
// TODO: Make this logic more generic
switch (PlayState.instance.currentStageId)
{
case 'school' | 'schoolEvil':
loadGraphic(Paths.image('weeb/pixelUI/arrows-pixels'), true, 17, 17);
animation.add('greenScroll', [6]);
animation.add('redScroll', [7]);
animation.add('blueScroll', [5]);
animation.add('purpleScroll', [4]);
if (isSustainNote)
{
loadGraphic(Paths.image('weeb/pixelUI/arrowEnds'), true, 7, 6);
animation.add('purpleholdend', [4]);
animation.add('greenholdend', [6]);
animation.add('redholdend', [7]);
animation.add('blueholdend', [5]);
animation.add('purplehold', [0]);
animation.add('greenhold', [2]);
animation.add('redhold', [3]);
animation.add('bluehold', [1]);
}
setGraphicSize(Std.int(width * Constants.PIXEL_ART_SCALE));
updateHitbox();
default:
frames = Paths.getSparrowAtlas('NOTE_assets');
animation.addByPrefix('greenScroll', 'green instance');
animation.addByPrefix('redScroll', 'red instance');
animation.addByPrefix('blueScroll', 'blue instance');
animation.addByPrefix('purpleScroll', 'purple instance');
animation.addByPrefix('purpleholdend', 'pruple end hold');
animation.addByPrefix('greenholdend', 'green hold end');
animation.addByPrefix('redholdend', 'red hold end');
animation.addByPrefix('blueholdend', 'blue hold end');
animation.addByPrefix('purplehold', 'purple hold piece');
animation.addByPrefix('greenhold', 'green hold piece');
animation.addByPrefix('redhold', 'red hold piece');
animation.addByPrefix('bluehold', 'blue hold piece');
setGraphicSize(Std.int(width * 0.7));
updateHitbox();
antialiasing = true;
// colorSwap.colorToReplace = 0xFFF9393F;
// colorSwap.newColor = 0xFF00FF00;
// color = FlxG.random.color();
// color.saturation *= 4;
// replaceColor(0xFFC1C1C1, FlxColor.RED);
}
colorSwap = new ColorSwap();
shader = colorSwap.shader;
updateColors();
x += swagWidth * data.int;
animation.play(data.colorName + 'Scroll');
// trace(prevNote);
if (isSustainNote && prevNote != null)
{
alpha = 0.6;
if (PreferencesMenu.getPref('downscroll'))
angle = 180;
x += width / 2;
animation.play(data.colorName + 'holdend');
updateHitbox();
x -= width / 2;
if (PlayState.instance.currentStageId.startsWith('school'))
x += 30;
if (prevNote.isSustainNote)
{
prevNote.animation.play(prevNote.colorName + 'hold');
prevNote.updateHitbox();
var scaleThing:Float = Math.round((Conductor.stepCrochet) * (0.45 * FlxMath.roundDecimal(SongLoad.getSpeed(), 2)));
// get them a LIL closer together cuz the antialiasing blurs the edges
if (antialiasing)
scaleThing *= 1.0 + (1.0 / prevNote.frameHeight);
prevNote.scale.y = scaleThing / prevNote.frameHeight;
prevNote.updateHitbox();
}
}
}
override function destroy()
{
prevNote = null;
super.destroy();
}
public function updateColors():Void
{
colorSwap.update(arrowColors[data.noteData]);
}
override function update(elapsed:Float)
{
super.update(elapsed);
if (mustPress)
{
// miss on the NEXT frame so lag doesnt make u miss notes
if (willMiss && !wasGoodHit)
{
tooLate = true;
canBeHit = false;
}
else
{
if (!pastHalfWay && data.strumTime <= Conductor.songPosition)
{
pastHalfWay = true;
noteSpeedMulti *= 2;
}
if (data.strumTime > Conductor.songPosition - HIT_WINDOW)
{ // * 0.5 if sustain note, so u have to keep holding it closer to all the way thru!
if (data.strumTime < Conductor.songPosition + (HIT_WINDOW * (isSustainNote ? 0.5 : 1)))
canBeHit = true;
}
else
{
canBeHit = true;
willMiss = true;
}
}
}
else
{
canBeHit = false;
if (data.strumTime <= Conductor.songPosition)
wasGoodHit = true;
}
if (tooLate)
{
if (alpha > 0.3)
alpha = 0.3;
}
}
static public function fromData(data:NoteData, prevNote:Note, isSustainNote = false)
{
return new Note(data.strumTime, data.noteData, prevNote, isSustainNote);
}
}
typedef RawNoteData =
{
var strumTime:Float;
var noteData:NoteType;
var sustainLength:Float;
var altNote:Bool;
var noteKind:NoteKind;
}
@:forward
abstract NoteData(RawNoteData)
{
public function new(strumTime = 0.0, noteData:NoteType = 0, sustainLength = 0.0, altNote = false, noteKind = NORMAL)
{
this = {
strumTime: strumTime,
noteData: noteData,
sustainLength: sustainLength,
altNote: altNote,
noteKind: noteKind
}
}
public var note(get, never):NoteType;
inline function get_note()
return this.noteData.value;
public var int(get, never):Int;
inline function get_int()
return this.noteData.int;
public var dir(get, never):NoteDir;
inline function get_dir()
return this.noteData.value;
public var dirName(get, never):String;
inline function get_dirName()
return dir.name;
public var dirNameUpper(get, never):String;
inline function get_dirNameUpper()
return dir.nameUpper;
public var color(get, never):NoteColor;
inline function get_color()
return this.noteData.value;
public var colorName(get, never):String;
inline function get_colorName()
return color.name;
public var colorNameUpper(get, never):String;
inline function get_colorNameUpper()
return color.nameUpper;
public var highStakes(get, never):Bool;
inline function get_highStakes()
return this.noteData.highStakes;
public var lowStakes(get, never):Bool;
inline function get_lowStakes()
return this.noteData.lowStakes;
}
enum abstract NoteType(Int) from Int to Int
{
// public var raw(get, never):Int;
// inline function get_raw() return this;
public var int(get, never):Int;
inline function get_int()
return this < 0 ? -this : this % 4;
public var value(get, never):NoteType;
inline function get_value()
return int;
public var highStakes(get, never):Bool;
inline function get_highStakes()
return this > 3;
public var lowStakes(get, never):Bool;
inline function get_lowStakes()
return this < 0;
}
@:forward
enum abstract NoteDir(NoteType) from Int to Int from NoteType
{
var LEFT = 0;
var DOWN = 1;
var UP = 2;
var RIGHT = 3;
var value(get, never):NoteDir;
inline function get_value()
return this.value;
public var name(get, never):String;
function get_name()
{
return switch (value)
{
case LEFT: "left";
case DOWN: "down";
case UP: "up";
case RIGHT: "right";
}
}
public var nameUpper(get, never):String;
function get_nameUpper()
{
return switch (value)
{
case LEFT: "LEFT";
case DOWN: "DOWN";
case UP: "UP";
case RIGHT: "RIGHT";
}
}
}
@:forward
enum abstract NoteColor(NoteType) from Int to Int from NoteType
{
var PURPLE = 0;
var BLUE = 1;
var GREEN = 2;
var RED = 3;
var value(get, never):NoteColor;
inline function get_value()
return this.value;
public var name(get, never):String;
function get_name()
{
return switch (value)
{
case PURPLE: "purple";
case BLUE: "blue";
case GREEN: "green";
case RED: "red";
}
}
public var nameUpper(get, never):String;
function get_nameUpper()
{
return switch (value)
{
case PURPLE: "PURPLE";
case BLUE: "BLUE";
case GREEN: "GREEN";
case RED: "RED";
}
}
}
enum abstract NoteKind(String) from String to String
{
var NORMAL = "normal";
var PYRO_LIGHT = "pyro_light";
var PYRO_KICK = "pyro_kick";
var PYRO_TOSS = "pyro_toss";
var PYRO_COCK = "pyro_cock"; // lol
var PYRO_SHOOT = "pyro_shoot";
}