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608 lines
20 KiB
Haxe
608 lines
20 KiB
Haxe
package funkin.play.character;
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import flixel.math.FlxPoint;
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import funkin.modding.events.ScriptEvent;
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import funkin.noteStuff.NoteBasic.NoteDir;
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import funkin.play.character.CharacterData.CharacterDataParser;
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import funkin.play.character.CharacterData.CharacterRenderType;
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import funkin.play.stage.Bopper;
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/**
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* A Character is a stage prop which bops to the music as well as controlled by the strumlines.
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*
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* Remember: The character's origin is at its FEET. (horizontal center, vertical bottom)
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*/
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class BaseCharacter extends Bopper
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{
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// Metadata about a character.
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public var characterId(default, null):String;
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public var characterName(default, null):String;
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/**
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* Whether the player is an active character (Boyfriend) or not.
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*/
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public var characterType:CharacterType = OTHER;
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/**
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* Tracks how long, in seconds, the character has been playing the current `sing` animation.
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* This is used to ensure that characters play the `sing` animations for at least one beat,
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* preventing them from reverting to the `idle` animation between notes.
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*/
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public var holdTimer:Float = 0;
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public var isDead:Bool = false;
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public var debugMode:Bool = false;
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/**
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* This character plays a given animation when hitting these specific combo numbers.
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*/
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public var comboNoteCounts(default, null):Array<Int>;
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/**
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* This character plays a given animation when dropping combos larger than these numbers.
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*/
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public var dropNoteCounts(default, null):Array<Int>;
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final _data:CharacterData;
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final singTimeCrochet:Float;
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/**
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* The offset between the corner of the sprite and the origin of the sprite (at the character's feet).
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* cornerPosition = stageData - characterOrigin
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*/
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public var characterOrigin(get, null):FlxPoint;
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function get_characterOrigin():FlxPoint
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{
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var xPos = (width / 2); // Horizontal center
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var yPos = (height); // Vertical bottom
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return new FlxPoint(xPos, yPos);
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}
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/**
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* The absolute position of the top-left of the character.
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* @return
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*/
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public var cornerPosition(get, set):FlxPoint;
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function get_cornerPosition():FlxPoint
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{
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return new FlxPoint(x, y);
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}
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function set_cornerPosition(value:FlxPoint):FlxPoint
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{
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var xDiff:Float = value.x - this.x;
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var yDiff:Float = value.y - this.y;
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this.cameraFocusPoint.x += xDiff;
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this.cameraFocusPoint.y += yDiff;
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super.set_x(value.x);
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super.set_y(value.y);
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return value;
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}
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/**
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* The absolute position of the character's feet, at the bottom-center of the sprite.
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*/
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public var feetPosition(get, null):FlxPoint;
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function get_feetPosition():FlxPoint
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{
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return new FlxPoint(x + characterOrigin.x, y + characterOrigin.y);
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}
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/**
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* Returns the point the camera should focus on.
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* Should be approximately centered on the character, and should not move based on the current animation.
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*
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* Set the position of this rather than reassigning it, so that anything referencing it will not be affected.
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*/
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public var cameraFocusPoint(default, null):FlxPoint = new FlxPoint(0, 0);
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override function set_animOffsets(value:Array<Float>)
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{
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if (animOffsets == null) value = [0, 0];
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if (animOffsets == value) return value;
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// Make sure animOffets are halved when scale is 0.5.
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var xDiff = (animOffsets[0] * this.scale.x) - value[0];
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var yDiff = (animOffsets[1] * this.scale.y) - value[1];
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// Call the super function so that camera focus point is not affected.
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super.set_x(this.x + xDiff);
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super.set_y(this.y + yDiff);
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return animOffsets = value;
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}
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/**
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* If the x position changes, other than via changing the animation offset,
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* then we need to update the camera focus point.
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*/
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override function set_x(value:Float):Float
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{
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if (value == this.x) return value;
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var xDiff = value - this.x;
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this.cameraFocusPoint.x += xDiff;
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return super.set_x(value);
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}
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/**
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* If the y position changes, other than via changing the animation offset,
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* then we need to update the camera focus point.
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*/
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override function set_y(value:Float):Float
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{
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if (value == this.y) return value;
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var yDiff = value - this.y;
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this.cameraFocusPoint.y += yDiff;
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return super.set_y(value);
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}
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public function new(id:String, renderType:CharacterRenderType)
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{
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super();
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this.characterId = id;
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_data = CharacterDataParser.fetchCharacterData(this.characterId);
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if (_data == null)
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{
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throw 'Could not find character data for characterId: $characterId';
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}
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else if (_data.renderType != renderType)
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{
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throw 'Render type mismatch for character ($characterId): expected ${renderType}, got ${_data.renderType}';
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}
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else
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{
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this.characterName = _data.name;
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this.name = _data.name;
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this.singTimeCrochet = _data.singTime;
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this.globalOffsets = _data.offsets;
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this.flipX = _data.flipX;
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}
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shouldBop = false;
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}
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/**
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* Gets the value of flipX from the character data.
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* `!getFlipX()` is the direction Boyfriend should face.
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*/
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public function getDataFlipX():Bool
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{
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return _data.flipX;
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}
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function findCountAnimations(prefix:String):Array<Int>
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{
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var animNames:Array<String> = this.animation.getNameList();
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var result:Array<Int> = [];
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for (anim in animNames)
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{
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if (anim.startsWith(prefix))
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{
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var comboNum:Null<Int> = Std.parseInt(anim.substring(prefix.length));
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if (comboNum != null)
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{
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result.push(comboNum);
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}
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}
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}
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// Sort numerically.
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result.sort((a, b) -> a - b);
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return result;
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}
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/**
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* Reset the character so it can be used at the start of the level.
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* Call this when restarting the level.
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*/
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public function resetCharacter(resetCamera:Bool = true):Void
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{
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// Reset the animation offsets. This will modify x and y to be the absolute position of the character.
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this.animOffsets = [0, 0];
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// Now we can set the x and y to be their original values without having to account for animOffsets.
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this.resetPosition();
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// Make sure we are playing the idle animation (to reapply animOffsets)...
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this.dance(true); // Force to avoid the old animation playing with the wrong offset at the start of the song.
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// ...then update the hitbox so that this.width and this.height are correct.
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this.updateHitbox();
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// Reset the camera focus point while we're at it.
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if (resetCamera) this.resetCameraFocusPoint();
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}
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/**
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* Set the sprite scale to the appropriate value.
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* @param scale
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*/
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function setScale(scale:Null<Float>):Void
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{
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if (scale == null) scale = 1.0;
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var feetPos:FlxPoint = feetPosition;
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this.scale.x = scale;
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this.scale.y = scale;
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this.updateHitbox();
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// Reposition with newly scaled sprite.
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this.x = feetPos.x - characterOrigin.x + globalOffsets[0];
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this.y = feetPos.y - characterOrigin.y + globalOffsets[1];
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}
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/**
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* The per-character camera offset.
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*/
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var characterCameraOffsets(get, null):Array<Float>;
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function get_characterCameraOffsets():Array<Float>
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{
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return _data.cameraOffsets;
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}
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override function onCreate(event:ScriptEvent):Void
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{
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super.onCreate(event);
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// Make sure we are playing the idle animation...
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this.dance();
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// ...then update the hitbox so that this.width and this.height are correct.
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this.updateHitbox();
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// Without the above code, width and height (and therefore character position)
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// will be based on the first animation in the sheet rather than the default animation.
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this.resetCameraFocusPoint();
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// Child class should have created animations by now,
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// so we can query which ones are available.
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this.comboNoteCounts = findCountAnimations('combo'); // example: combo50
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this.dropNoteCounts = findCountAnimations('drop'); // example: drop50
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// trace('${this.animation.getNameList()}');
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// trace('Combo note counts: ' + this.comboNoteCounts);
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// trace('Drop note counts: ' + this.dropNoteCounts);
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super.onCreate(event);
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}
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function resetCameraFocusPoint():Void
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{
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// Calculate the camera focus point
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var charCenterX = this.x + this.width / 2;
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var charCenterY = this.y + this.height / 2;
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this.cameraFocusPoint = new FlxPoint(charCenterX + _data.cameraOffsets[0], charCenterY + _data.cameraOffsets[1]);
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}
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public function initHealthIcon(isOpponent:Bool):Void
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{
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if (!isOpponent)
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{
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if (PlayState.instance.iconP1 == null)
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{
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trace('[WARN] Player 1 health icon not found!');
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}
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PlayState.instance.iconP1.characterId = _data.healthIcon.id;
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PlayState.instance.iconP1.size.set(_data.healthIcon.scale, _data.healthIcon.scale);
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PlayState.instance.iconP1.offset.x = _data.healthIcon.offsets[0];
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PlayState.instance.iconP1.offset.y = _data.healthIcon.offsets[1];
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PlayState.instance.iconP1.flipX = !_data.healthIcon.flipX;
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}
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else
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{
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if (PlayState.instance.iconP2 == null)
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{
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trace('[WARN] Player 2 health icon not found!');
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}
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PlayState.instance.iconP2.characterId = _data.healthIcon.id;
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PlayState.instance.iconP2.size.set(_data.healthIcon.scale, _data.healthIcon.scale);
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PlayState.instance.iconP2.offset.x = _data.healthIcon.offsets[0];
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PlayState.instance.iconP2.offset.y = _data.healthIcon.offsets[1];
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PlayState.instance.iconP1.flipX = _data.healthIcon.flipX;
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}
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}
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public override function onUpdate(event:UpdateScriptEvent):Void
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{
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super.onUpdate(event);
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// Reset hold timer for each note pressed.
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if (justPressedNote() && this.characterType == BF)
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{
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holdTimer = 0;
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}
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if (isDead)
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{
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playDeathAnimation();
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return;
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}
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// This logic turns the idle animation into a "lead-in" animation.
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if (hasAnimation('idle-hold') && getCurrentAnimation() == 'idle' && isAnimationFinished()) playAnimation('idle-hold');
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if (hasAnimation('singLEFT-hold') && getCurrentAnimation() == 'singLEFT' && isAnimationFinished()) playAnimation('singLEFT-hold');
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if (hasAnimation('singDOWN-hold') && getCurrentAnimation() == 'singDOWN' && isAnimationFinished()) playAnimation('singDOWN-hold');
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if (hasAnimation('singUP-hold') && getCurrentAnimation() == 'singUP' && isAnimationFinished()) playAnimation('singUP-hold');
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if (hasAnimation('singRIGHT-hold') && getCurrentAnimation() == 'singRIGHT' && isAnimationFinished()) playAnimation('singRIGHT-hold');
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// Handle character note hold time.
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if (getCurrentAnimation().startsWith('sing'))
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{
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// TODO: Rework this code (and all character animations ugh)
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// such that the hold time is handled by padding frames,
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// and reverting to the idle animation is done when `isAnimationFinished()`.
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// This lets you add frames to the end of the sing animation to ease back into the idle!
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holdTimer += event.elapsed;
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var singTimeMs:Float = singTimeCrochet * (Conductor.crochet * 0.001); // x beats, to ms.
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if (getCurrentAnimation().endsWith('miss')) singTimeMs *= 2; // makes it feel more awkward when you miss
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// Without this check here, the player character would only play the `sing` animation
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// for one beat, as opposed to holding it as long as the player is holding the button.
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var shouldStopSinging:Bool = (this.characterType == BF) ? !isHoldingNote() : true;
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FlxG.watch.addQuick('singTimeMs-${characterId}', singTimeMs);
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if (holdTimer > singTimeMs && shouldStopSinging)
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{
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// trace('holdTimer reached ${holdTimer}sec (> ${singTimeMs}), stopping sing animation');
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holdTimer = 0;
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dance(true);
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}
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}
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else
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{
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holdTimer = 0;
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// super.onBeatHit handles the regular `dance()` calls.
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}
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FlxG.watch.addQuick('holdTimer-${characterId}', holdTimer);
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}
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/**
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* Since no `onBeatHit` or `dance` calls happen in GameOverSubstate,
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* this regularly gets called instead.
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*
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* @param force Force the deathLoop animation to play, even if `firstDeath` is still playing.
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*/
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public function playDeathAnimation(force:Bool = false):Void
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{
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if (force || (getCurrentAnimation().startsWith('firstDeath') && isAnimationFinished()))
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{
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playAnimation('deathLoop' + GameOverSubstate.animationSuffix);
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}
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}
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override function dance(force:Bool = false):Void
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{
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// Prevent default dancing behavior.
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if (debugMode || isDead) return;
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if (!force)
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{
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if (getCurrentAnimation().startsWith('sing')) return;
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if (['hey', 'cheer'].contains(getCurrentAnimation()) && !isAnimationFinished()) return;
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}
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// Prevent dancing while another animation is playing.
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if (!force && getCurrentAnimation().startsWith('sing')) return;
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// Otherwise, fallback to the super dance() method, which handles playing the idle animation.
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super.dance();
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}
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/**
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* Returns true if the player just pressed a note.
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* Used when determing whether a the player character should revert to the `idle` animation.
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* On non-player characters, this should be ignored.
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*/
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function justPressedNote(player:Int = 1):Bool
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{
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// Returns true if at least one of LEFT, DOWN, UP, or RIGHT is being held.
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switch (player)
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{
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case 1:
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return [
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PlayerSettings.player1.controls.NOTE_LEFT_P,
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PlayerSettings.player1.controls.NOTE_DOWN_P,
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PlayerSettings.player1.controls.NOTE_UP_P,
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PlayerSettings.player1.controls.NOTE_RIGHT_P,
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].contains(true);
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case 2:
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return [
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PlayerSettings.player2.controls.NOTE_LEFT_P,
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PlayerSettings.player2.controls.NOTE_DOWN_P,
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PlayerSettings.player2.controls.NOTE_UP_P,
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PlayerSettings.player2.controls.NOTE_RIGHT_P,
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].contains(true);
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}
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return false;
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}
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/**
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* Returns true if the player is holding a note.
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* Used when determing whether a the player character should revert to the `idle` animation.
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* On non-player characters, this should be ignored.
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*/
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function isHoldingNote(player:Int = 1):Bool
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{
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// Returns true if at least one of LEFT, DOWN, UP, or RIGHT is being held.
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switch (player)
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{
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case 1:
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return [
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PlayerSettings.player1.controls.NOTE_LEFT,
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PlayerSettings.player1.controls.NOTE_DOWN,
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PlayerSettings.player1.controls.NOTE_UP,
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PlayerSettings.player1.controls.NOTE_RIGHT,
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].contains(true);
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case 2:
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return [
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PlayerSettings.player2.controls.NOTE_LEFT,
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PlayerSettings.player2.controls.NOTE_DOWN,
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PlayerSettings.player2.controls.NOTE_UP,
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PlayerSettings.player2.controls.NOTE_RIGHT,
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].contains(true);
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}
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return false;
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}
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/**
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* Every time a note is hit, check if the note is from the same strumline.
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* If it is, then play the sing animation.
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*/
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public override function onNoteHit(event:NoteScriptEvent)
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{
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super.onNoteHit(event);
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if (event.note.mustPress && characterType == BF)
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{
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// If the note is from the same strumline, play the sing animation.
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this.playSingAnimation(event.note.data.dir, false);
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holdTimer = 0;
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}
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else if (!event.note.mustPress && characterType == DAD)
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{
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// If the note is from the same strumline, play the sing animation.
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this.playSingAnimation(event.note.data.dir, false);
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holdTimer = 0;
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}
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}
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/**
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* Every time a note is missed, check if the note is from the same strumline.
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* If it is, then play the sing animation.
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*/
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public override function onNoteMiss(event:NoteScriptEvent)
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{
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super.onNoteMiss(event);
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if (event.note.mustPress && characterType == BF)
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{
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// If the note is from the same strumline, play the sing animation.
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this.playSingAnimation(event.note.data.dir, true);
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}
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else if (!event.note.mustPress && characterType == DAD)
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{
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// If the note is from the same strumline, play the sing animation.
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this.playSingAnimation(event.note.data.dir, true);
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}
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else if (event.note.mustPress && characterType == GF)
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{
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var dropAnim = '';
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// Choose the combo drop anim to play.
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// If there are several (for example, drop10 and drop50) the highest one will be used.
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// If the combo count is too low, no animation will be played.
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for (count in dropNoteCounts)
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{
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if (event.comboCount >= count)
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{
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dropAnim = 'drop${count}';
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}
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}
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if (dropAnim != '')
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{
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trace('Playing GF combo drop animation: ${dropAnim}');
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this.playAnimation(dropAnim, true, true);
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}
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}
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}
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/**
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* Every time a wrong key is pressed, play the miss animation if we are Boyfriend.
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|
*/
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|
public override function onNoteGhostMiss(event:GhostMissNoteScriptEvent)
|
|
{
|
|
super.onNoteGhostMiss(event);
|
|
|
|
if (event.eventCanceled || !event.playAnim)
|
|
{
|
|
// Skipping...
|
|
return;
|
|
}
|
|
|
|
if (characterType == BF)
|
|
{
|
|
// If the note is from the same strumline, play the sing animation.
|
|
// trace('Playing ghost miss animation...');
|
|
this.playSingAnimation(event.dir, true);
|
|
}
|
|
}
|
|
|
|
public override function onDestroy(event:ScriptEvent):Void
|
|
{
|
|
this.characterType = OTHER;
|
|
}
|
|
|
|
/**
|
|
* Play the appropriate singing animation, for the given note direction.
|
|
* @param dir The direction of the note.
|
|
* @param miss If true, play the miss animation instead of the sing animation.
|
|
* @param suffix A suffix to append to the animation name, like `alt`.
|
|
*/
|
|
public function playSingAnimation(dir:NoteDir, ?miss:Bool = false, ?suffix:String = ''):Void
|
|
{
|
|
var anim:String = 'sing${dir.nameUpper}${miss ? 'miss' : ''}${suffix != '' ? '-${suffix}' : ''}';
|
|
|
|
// restart even if already playing, because the character might sing the same note twice.
|
|
playAnimation(anim, true);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* The type of a given character sprite. Defines its default behaviors.
|
|
*/
|
|
enum CharacterType
|
|
{
|
|
/**
|
|
* The BF character has the following behaviors.
|
|
* - At idle, dances with `danceLeft` and `danceRight` if available, or `idle` if not.
|
|
* - When the player hits a note, plays the appropriate `singDIR` animation until BF is done singing.
|
|
* - If there is a `singDIR-end` animation, the `singDIR` animation will play once before looping the `singDIR-end` animation until BF is done singing.
|
|
* - If the player misses or hits a ghost note, plays the appropriate `singDIR-miss` animation until BF is done singing.
|
|
*/
|
|
BF;
|
|
|
|
/**
|
|
* The DAD character has the following behaviors.
|
|
* - At idle, dances with `danceLeft` and `danceRight` if available, or `idle` if not.
|
|
* - When the CPU hits a note, plays the appropriate `singDIR` animation until DAD is done singing.
|
|
* - If there is a `singDIR-end` animation, the `singDIR` animation will play once before looping the `singDIR-end` animation until DAD is done singing.
|
|
* - When the CPU misses a note (NOTE: This only happens via script, not by default),
|
|
* plays the appropriate `singDIR-miss` animation until DAD is done singing.
|
|
*/
|
|
DAD;
|
|
|
|
/**
|
|
* The GF character has the following behaviors.
|
|
* - At idle, dances with `danceLeft` and `danceRight` if available, or `idle` if not.
|
|
* - If available, `combo###` animations will play when certain combo counts are reached.
|
|
* - For example, `combo50` will play when the player hits 50 notes in a row.
|
|
* - Multiple combo animations can be provided for different thresholds.
|
|
* - If available, `drop###` animations will play when combos are dropped above certain thresholds.
|
|
* - For example, `drop10` will play when the player drops a combo larger than 10.
|
|
* - Multiple drop animations can be provided for different thresholds (i.e. dropping larger combos).
|
|
* - No drop animation will play if one isn't applicable (i.e. if the combo count is too low).
|
|
*/
|
|
GF;
|
|
|
|
/**
|
|
* The OTHER character will only perform the `danceLeft`/`danceRight` or `idle` animation by default, depending on what's available.
|
|
* Additional behaviors can be performed via scripts.
|
|
*/
|
|
OTHER;
|
|
}
|