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Funkin/source/funkin/ui/debug/charting/components/ChartEditorNoteSprite.hx

260 lines
8.1 KiB
Haxe

package funkin.ui.debug.charting.components;
import flixel.FlxObject;
import flixel.FlxSprite;
import flixel.graphics.frames.FlxFramesCollection;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.graphics.frames.FlxFrame;
import flixel.graphics.frames.FlxTileFrames;
import flixel.math.FlxPoint;
import funkin.data.song.SongData.SongNoteData;
/**
* A sprite that can be used to display a note in a chart.
* Designed to be used and reused efficiently. Has no gameplay functionality.
*/
@:nullSafety
@:access(funkin.ui.debug.charting.ChartEditorState)
class ChartEditorNoteSprite extends FlxSprite
{
/**
* The list of available note skin to validate against.
*/
public static final NOTE_STYLES:Array<String> = ['funkin', 'pixel'];
/**
* The ChartEditorState this note belongs to.
*/
public var parentState:ChartEditorState;
/**
* The note data that this sprite represents.
* You can set this to null to kill the sprite and flag it for recycling.
*/
public var noteData(default, set):Null<SongNoteData>;
/**
* The name of the note style currently in use.
*/
public var noteStyle(get, never):String;
public var overrideStepTime(default, set):Null<Float> = null;
function set_overrideStepTime(value:Null<Float>):Null<Float>
{
if (overrideStepTime == value) return overrideStepTime;
overrideStepTime = value;
updateNotePosition();
return overrideStepTime;
}
public var overrideData(default, set):Null<Int> = null;
function set_overrideData(value:Null<Int>):Null<Int>
{
if (overrideData == value) return overrideData;
overrideData = value;
playNoteAnimation();
return overrideData;
}
public function new(parent:ChartEditorState)
{
super();
this.parentState = parent;
if (noteFrameCollection == null)
{
initFrameCollection();
}
if (noteFrameCollection == null) throw 'ERROR: Could not initialize note sprite animations.';
this.frames = noteFrameCollection;
// Initialize all the animations, not just the one we're going to use immediately,
// so that later we can reuse the sprite without having to initialize more animations during scrolling.
this.animation.addByPrefix('tapLeftFunkin', 'purple instance');
this.animation.addByPrefix('tapDownFunkin', 'blue instance');
this.animation.addByPrefix('tapUpFunkin', 'green instance');
this.animation.addByPrefix('tapRightFunkin', 'red instance');
this.animation.addByPrefix('holdLeftFunkin', 'LeftHoldPiece');
this.animation.addByPrefix('holdDownFunkin', 'DownHoldPiece');
this.animation.addByPrefix('holdUpFunkin', 'UpHoldPiece');
this.animation.addByPrefix('holdRightFunkin', 'RightHoldPiece');
this.animation.addByPrefix('holdEndLeftFunkin', 'LeftHoldEnd');
this.animation.addByPrefix('holdEndDownFunkin', 'DownHoldEnd');
this.animation.addByPrefix('holdEndUpFunkin', 'UpHoldEnd');
this.animation.addByPrefix('holdEndRightFunkin', 'RightHoldEnd');
this.animation.addByPrefix('tapLeftPixel', 'pixel4');
this.animation.addByPrefix('tapDownPixel', 'pixel5');
this.animation.addByPrefix('tapUpPixel', 'pixel6');
this.animation.addByPrefix('tapRightPixel', 'pixel7');
}
static var noteFrameCollection:Null<FlxFramesCollection> = null;
/**
* We load all the note frames once, then reuse them.
*/
static function initFrameCollection():Void
{
buildEmptyFrameCollection();
if (noteFrameCollection == null) return;
// TODO: Automatically iterate over the list of note skins.
// Normal notes
var frameCollectionNormal:FlxAtlasFrames = Paths.getSparrowAtlas('NOTE_assets');
for (frame in frameCollectionNormal.frames)
{
noteFrameCollection.pushFrame(frame);
}
var frameCollectionNormal2:FlxAtlasFrames = Paths.getSparrowAtlas('NoteHoldNormal');
for (frame in frameCollectionNormal2.frames)
{
noteFrameCollection.pushFrame(frame);
}
// Pixel notes
var graphicPixel = FlxG.bitmap.add(Paths.image('weeb/pixelUI/arrows-pixels', 'week6'), false, null);
if (graphicPixel == null) trace('ERROR: Could not load graphic: ' + Paths.image('weeb/pixelUI/arrows-pixels', 'week6'));
var frameCollectionPixel = FlxTileFrames.fromGraphic(graphicPixel, new FlxPoint(17, 17));
for (i in 0...frameCollectionPixel.frames.length)
{
var frame:Null<FlxFrame> = frameCollectionPixel.frames[i];
if (frame == null) continue;
frame.name = 'pixel' + i;
noteFrameCollection.pushFrame(frame);
}
}
@:nullSafety(Off)
static function buildEmptyFrameCollection():Void
{
noteFrameCollection = new FlxFramesCollection(null, ATLAS, null);
}
function set_noteData(value:Null<SongNoteData>):Null<SongNoteData>
{
this.noteData = value;
if (this.noteData == null)
{
this.kill();
return this.noteData;
}
this.visible = true;
// Update the animation to match the note data.
// Animation is updated first so size is correct before updating position.
playNoteAnimation();
// Update the position to match the note data.
updateNotePosition();
return this.noteData;
}
public function updateNotePosition(?origin:FlxObject):Void
{
if (this.noteData == null) return;
var cursorColumn:Int = (overrideData != null) ? overrideData : this.noteData.data;
cursorColumn = ChartEditorState.noteDataToGridColumn(cursorColumn);
this.x = cursorColumn * ChartEditorState.GRID_SIZE;
// Notes far in the song will start far down, but the group they belong to will have a high negative offset.
// noteData.getStepTime() returns a calculated value which accounts for BPM changes
var stepTime:Float = (overrideStepTime != null) ? overrideStepTime : noteData.getStepTime();
if (stepTime >= 0)
{
this.y = stepTime * ChartEditorState.GRID_SIZE;
}
if (origin != null)
{
this.x += origin.x;
this.y += origin.y;
}
}
function get_noteStyle():String
{
// Fall back to Funkin' if it's not a valid note style.
return if (NOTE_STYLES.contains(this.parentState.currentSongNoteStyle)) this.parentState.currentSongNoteStyle else 'funkin';
}
public function playNoteAnimation():Void
{
if (this.noteData == null) return;
// Decide whether to display a note or a sustain.
var baseAnimationName:String = 'tap';
// Play the appropriate animation for the type, direction, and skin.
var dirName:String = overrideData != null ? SongNoteData.buildDirectionName(overrideData) : this.noteData.getDirectionName();
var animationName:String = '${baseAnimationName}${dirName}${this.noteStyle.toTitleCase()}';
this.animation.play(animationName);
// Resize note.
switch (baseAnimationName)
{
case 'tap':
this.setGraphicSize(0, ChartEditorState.GRID_SIZE);
}
this.updateHitbox();
// TODO: Make this an attribute of the note skin.
this.antialiasing = (this.parentState.currentSongNoteStyle != 'Pixel');
}
/**
* Return whether this note (or its parent) is currently visible.
*/
public function isNoteVisible(viewAreaBottom:Float, viewAreaTop:Float):Bool
{
// True if the note is above the view area.
var aboveViewArea = (this.y + this.height < viewAreaTop);
// True if the note is below the view area.
var belowViewArea = (this.y > viewAreaBottom);
return !aboveViewArea && !belowViewArea;
}
/**
* Return whether a note, if placed in the scene, would be visible.
* This function should be made HYPER EFFICIENT because it's called a lot.
*/
public static function wouldNoteBeVisible(viewAreaBottom:Float, viewAreaTop:Float, noteData:SongNoteData, ?origin:FlxObject):Bool
{
var noteHeight:Float = ChartEditorState.GRID_SIZE;
var stepTime:Float = inline noteData.getStepTime();
var notePosY:Float = stepTime * ChartEditorState.GRID_SIZE;
if (origin != null) notePosY += origin.y;
// True if the note is above the view area.
var aboveViewArea = (notePosY + noteHeight < viewAreaTop);
// True if the note is below the view area.
var belowViewArea = (notePosY > viewAreaBottom);
return !aboveViewArea && !belowViewArea;
}
}