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Funkin/source/Main.hx
2022-09-08 01:09:22 -04:00

122 lines
3.2 KiB
Haxe

package;
import flixel.FlxGame;
import flixel.FlxState;
import funkin.InitState;
import funkin.MemoryCounter;
import haxe.ui.Toolkit;
import openfl.Lib;
import openfl.display.FPS;
import openfl.display.Sprite;
import openfl.events.Event;
import openfl.media.Video;
import openfl.net.NetStream;
class Main extends Sprite
{
var gameWidth:Int = 1280; // Width of the game in pixels (might be less / more in actual pixels depending on your zoom).
var gameHeight:Int = 720; // Height of the game in pixels (might be less / more in actual pixels depending on your zoom).
var initialState:Class<FlxState> = InitState; // The FlxState the game starts with.
var zoom:Float = -1; // If -1, zoom is automatically calculated to fit the window dimensions.
#if web
var framerate:Int = 60; // How many frames per second the game should run at.
#else
// TODO: This should probably be in the options menu?
var framerate:Int = 144; // How many frames per second the game should run at.
#end
var skipSplash:Bool = true; // Whether to skip the flixel splash screen that appears in release mode.
var startFullscreen:Bool = false; // Whether to start the game in fullscreen on desktop targets
// You can pretty much ignore everything from here on - your code should go in your states.
public static function main():Void
{
Lib.current.addChild(new Main());
}
public function new()
{
super();
// TODO: Replace this with loadEnabledMods().
funkin.modding.PolymodHandler.loadAllMods();
if (stage != null)
{
init();
}
else
{
addEventListener(Event.ADDED_TO_STAGE, init);
}
}
private function init(?E:Event):Void
{
if (hasEventListener(Event.ADDED_TO_STAGE))
{
removeEventListener(Event.ADDED_TO_STAGE, init);
}
setupGame();
}
var video:Video;
var netStream:NetStream;
private var overlay:Sprite;
public static var fpsCounter:FPS;
public static var memoryCounter:MemoryCounter;
private function setupGame():Void
{
// Lib.current.stage.color = null;
var stageWidth:Int = Lib.current.stage.stageWidth;
var stageHeight:Int = Lib.current.stage.stageHeight;
// if (zoom == -1)
// {
// var ratioX:Float = stageWidth / gameWidth;
// var ratioY:Float = stageHeight / gameHeight;
// zoom = Math.min(ratioX, ratioY);
// gameWidth = Math.ceil(stageWidth / zoom);
// gameHeight = Math.ceil(stageHeight / zoom);
// }
/**
* The `zoom` argument of FlxGame was removed in the dev branch of Flixel,
* since it was considered confusing and unintuitive.
* If you want to change how the game scales when you resize the window,
* you can use `FlxG.scaleMode`.
* -Eric
*/
#if !debug
initialState = TitleState;
#end
initHaxeUI();
addChild(new FlxGame(gameWidth, gameHeight, initialState, framerate, framerate, skipSplash, startFullscreen));
#if debug
fpsCounter = new FPS(10, 3, 0xFFFFFF);
addChild(fpsCounter);
#if !html5
memoryCounter = new MemoryCounter(10, 13, 0xFFFFFF);
addChild(memoryCounter);
#end
#end
}
function initHaxeUI()
{
// Calling this before any HaxeUI components get used is important:
// - It initializes the theme styles.
// - It scans the class path and registers any HaxeUI components.
Toolkit.init();
Toolkit.theme = "dark"; // don't be cringe
}
}