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Funkin/source/funkin/play/event/FocusCameraSongEvent.hx

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6.2 KiB
Haxe

package funkin.play.event;
import flixel.tweens.FlxEase;
// Data from the chart
import funkin.data.song.SongData;
import funkin.data.song.SongData.SongEventData;
// Data from the event schema
import funkin.play.event.SongEvent;
import funkin.data.event.SongEventSchema;
import funkin.data.event.SongEventSchema.SongEventFieldType;
/**
* This class represents a handler for a type of song event.
* It is used by the ScriptedSongEvent class to handle user-defined events.
*
* Example: Focus on Boyfriend:
* ```
* {
* "e": "FocusCamera",
* "v": {
* "char": 0,
* }
* }
* ```
*
* Example: Focus on 10px above Girlfriend:
* ```
* {
* "e": "FocusCamera",
* "v": {
* "char": 2,
* "y": -10,
* }
* }
* ```
*
* Example: Focus on (100, 100):
* ```
* {
* "e": "FocusCamera",
* "v": {
* "char": -1,
* "x": 100,
* "y": 100,
* }
* }
* ```
*/
class FocusCameraSongEvent extends SongEvent
{
public function new()
{
super('FocusCamera');
}
public override function handleEvent(data:SongEventData):Void
{
// Does nothing if there is no PlayState camera or stage.
if (PlayState.instance == null || PlayState.instance.currentStage == null) return;
// Does nothing if we are minimal mode.
if (PlayState.instance.isMinimalMode) return;
var posX:Null<Float> = data.getFloat('x');
if (posX == null) posX = 0.0;
var posY:Null<Float> = data.getFloat('y');
if (posY == null) posY = 0.0;
var char:Null<Int> = data.getInt('char');
if (char == null) char = cast data.value;
var duration:Null<Float> = data.getFloat('duration');
if (duration == null) duration = 4.0;
var ease:Null<String> = data.getString('ease');
if (ease == null) ease = 'CLASSIC';
var currentStage = PlayState.instance.currentStage;
// Get target position based on char.
var targetX:Float = posX;
var targetY:Float = posY;
switch (char)
{
case -1: // Position ("focus" on origin)
trace('Focusing camera on static position.');
case 0: // Boyfriend (focus on player)
if (currentStage.getBoyfriend() == null)
{
trace('No BF to focus on.');
return;
}
trace('Focusing camera on player.');
var bfPoint = currentStage.getBoyfriend().cameraFocusPoint;
targetX += bfPoint.x;
targetY += bfPoint.y;
case 1: // Dad (focus on opponent)
if (currentStage.getDad() == null)
{
trace('No dad to focus on.');
return;
}
trace('Focusing camera on opponent.');
var dadPoint = currentStage.getDad().cameraFocusPoint;
targetX += dadPoint.x;
targetY += dadPoint.y;
case 2: // Girlfriend (focus on girlfriend)
if (currentStage.getGirlfriend() == null)
{
trace('No GF to focus on.');
return;
}
trace('Focusing camera on girlfriend.');
var gfPoint = currentStage.getGirlfriend().cameraFocusPoint;
targetX += gfPoint.x;
targetY += gfPoint.y;
default:
trace('Unknown camera focus: ' + data);
}
// Apply tween based on ease.
switch (ease)
{
case 'CLASSIC': // Old-school. No ease. Just set follow point.
PlayState.instance.cancelCameraFollowTween();
PlayState.instance.cameraFollowPoint.setPosition(targetX, targetY);
case 'INSTANT': // Instant ease. Duration is automatically 0.
PlayState.instance.tweenCameraToPosition(targetX, targetY, 0);
default:
var durSeconds = Conductor.instance.stepLengthMs * duration / 1000;
var easeFunction:Null<Float->Float> = Reflect.field(FlxEase, ease);
if (easeFunction == null)
{
trace('Invalid ease function: $ease');
return;
}
PlayState.instance.tweenCameraToPosition(targetX, targetY, durSeconds, easeFunction);
}
}
public override function getTitle():String
{
return 'Focus Camera';
}
/**
* ```
* {
* "char": ENUM, // Which character to point to
* "x": FLOAT, // Optional x offset
* "y": FLOAT, // Optional y offset
* }
* @return SongEventSchema
*/
public override function getEventSchema():SongEventSchema
{
return new SongEventSchema([
{
name: "char",
title: "Target",
defaultValue: 0,
type: SongEventFieldType.ENUM,
keys: ["Position" => -1, "Player" => 0, "Opponent" => 1, "Girlfriend" => 2]
},
{
name: "x",
title: "X Position",
defaultValue: 0,
step: 10.0,
type: SongEventFieldType.FLOAT,
units: "px"
},
{
name: "y",
title: "Y Position",
defaultValue: 0,
step: 10.0,
type: SongEventFieldType.FLOAT,
units: "px"
},
{
name: 'duration',
title: 'Duration',
defaultValue: 4.0,
step: 0.5,
type: SongEventFieldType.FLOAT,
units: 'steps'
},
{
name: 'ease',
title: 'Easing Type',
defaultValue: 'linear',
type: SongEventFieldType.ENUM,
keys: [
'Linear' => 'linear',
'Sine In' => 'sineIn',
'Sine Out' => 'sineOut',
'Sine In/Out' => 'sineInOut',
'Quad In' => 'quadIn',
'Quad Out' => 'quadOut',
'Quad In/Out' => 'quadInOut',
'Cube In' => 'cubeIn',
'Cube Out' => 'cubeOut',
'Cube In/Out' => 'cubeInOut',
'Quart In' => 'quartIn',
'Quart Out' => 'quartOut',
'Quart In/Out' => 'quartInOut',
'Quint In' => 'quintIn',
'Quint Out' => 'quintOut',
'Quint In/Out' => 'quintInOut',
'Expo In' => 'expoIn',
'Expo Out' => 'expoOut',
'Expo In/Out' => 'expoInOut',
'Smooth Step In' => 'smoothStepIn',
'Smooth Step Out' => 'smoothStepOut',
'Smooth Step In/Out' => 'smoothStepInOut',
'Elastic In' => 'elasticIn',
'Elastic Out' => 'elasticOut',
'Elastic In/Out' => 'elasticInOut',
'Instant (Ignores duration)' => 'INSTANT',
'Classic (Ignores duration)' => 'CLASSIC'
]
}
]);
}
}