mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-12-25 06:36:43 +00:00
241 lines
6.6 KiB
Haxe
241 lines
6.6 KiB
Haxe
package funkin.effects;
|
|
|
|
import flixel.FlxObject;
|
|
import flixel.util.FlxDestroyUtil.IFlxDestroyable;
|
|
import flixel.util.FlxPool;
|
|
import flixel.util.FlxTimer;
|
|
import flixel.math.FlxPoint;
|
|
import flixel.util.FlxAxes;
|
|
import flixel.tweens.FlxEase.EaseFunction;
|
|
import flixel.math.FlxMath;
|
|
|
|
/**
|
|
* pretty much a copy of FlxFlicker geared towards making sprites
|
|
* shake around at a set interval and slow down over time.
|
|
*/
|
|
class IntervalShake implements IFlxDestroyable
|
|
{
|
|
static var _pool:FlxPool<IntervalShake> = new FlxPool<IntervalShake>(IntervalShake.new);
|
|
|
|
/**
|
|
* Internal map for looking up which objects are currently shaking and getting their shake data.
|
|
*/
|
|
static var _boundObjects:Map<FlxObject, IntervalShake> = new Map<FlxObject, IntervalShake>();
|
|
|
|
/**
|
|
* An effect that shakes the sprite on a set interval and a starting intensity that goes down over time.
|
|
*
|
|
* @param Object The object to shake.
|
|
* @param Duration How long to shake for (in seconds). `0` means "forever".
|
|
* @param Interval In what interval to update the shake position. Set to `FlxG.elapsed` if `<= 0`!
|
|
* @param StartIntensity The starting intensity of the shake.
|
|
* @param EndIntensity The ending intensity of the shake.
|
|
* @param Ease Control the easing of the intensity over the shake.
|
|
* @param CompletionCallback Callback on shake completion
|
|
* @param ProgressCallback Callback on each shake interval
|
|
* @return The `IntervalShake` object. `IntervalShake`s are pooled internally, so beware of storing references.
|
|
*/
|
|
public static function shake(Object:FlxObject, Duration:Float = 1, Interval:Float = 0.04, StartIntensity:Float = 0, EndIntensity:Float = 0,
|
|
Ease:EaseFunction, ?CompletionCallback:IntervalShake->Void, ?ProgressCallback:IntervalShake->Void):IntervalShake
|
|
{
|
|
if (isShaking(Object))
|
|
{
|
|
// if (ForceRestart)
|
|
// {
|
|
// stopShaking(Object);
|
|
// }
|
|
// else
|
|
// {
|
|
// Ignore this call if object is already flickering.
|
|
return _boundObjects[Object];
|
|
// }
|
|
}
|
|
|
|
if (Interval <= 0)
|
|
{
|
|
Interval = FlxG.elapsed;
|
|
}
|
|
|
|
var shake:IntervalShake = _pool.get();
|
|
shake.start(Object, Duration, Interval, StartIntensity, EndIntensity, Ease, CompletionCallback, ProgressCallback);
|
|
return _boundObjects[Object] = shake;
|
|
}
|
|
|
|
/**
|
|
* Returns whether the object is shaking or not.
|
|
*
|
|
* @param Object The object to test.
|
|
*/
|
|
public static function isShaking(Object:FlxObject):Bool
|
|
{
|
|
return _boundObjects.exists(Object);
|
|
}
|
|
|
|
/**
|
|
* Stops shaking the object.
|
|
*
|
|
* @param Object The object to stop shaking.
|
|
*/
|
|
public static function stopShaking(Object:FlxObject):Void
|
|
{
|
|
var boundShake:IntervalShake = _boundObjects[Object];
|
|
if (boundShake != null)
|
|
{
|
|
boundShake.stop();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* The shaking object.
|
|
*/
|
|
public var object(default, null):FlxObject;
|
|
|
|
/**
|
|
* The shaking timer. You can check how many seconds has passed since shaking started etc.
|
|
*/
|
|
public var timer(default, null):FlxTimer;
|
|
|
|
/**
|
|
* The starting intensity of the shake.
|
|
*/
|
|
public var startIntensity(default, null):Float;
|
|
|
|
/**
|
|
* The ending intensity of the shake.
|
|
*/
|
|
public var endIntensity(default, null):Float;
|
|
|
|
/**
|
|
* How long to shake for (in seconds). `0` means "forever".
|
|
*/
|
|
public var duration(default, null):Float;
|
|
|
|
/**
|
|
* The interval of the shake.
|
|
*/
|
|
public var interval(default, null):Float;
|
|
|
|
/**
|
|
* Defines on what axes to `shake()`. Default value is `XY` / both.
|
|
*/
|
|
public var axes(default, null):FlxAxes;
|
|
|
|
/**
|
|
* Defines the initial position of the object at the beginning of the shake effect.
|
|
*/
|
|
public var initialOffset(default, null):FlxPoint;
|
|
|
|
/**
|
|
* The callback that will be triggered after the shake has completed.
|
|
*/
|
|
public var completionCallback(default, null):IntervalShake->Void;
|
|
|
|
/**
|
|
* The callback that will be triggered every time the object shakes.
|
|
*/
|
|
public var progressCallback(default, null):IntervalShake->Void;
|
|
|
|
/**
|
|
* The easing of the intensity over the shake.
|
|
*/
|
|
public var ease(default, null):EaseFunction;
|
|
|
|
/**
|
|
* Nullifies the references to prepare object for reuse and avoid memory leaks.
|
|
*/
|
|
public function destroy():Void
|
|
{
|
|
object = null;
|
|
timer = null;
|
|
ease = null;
|
|
completionCallback = null;
|
|
progressCallback = null;
|
|
}
|
|
|
|
/**
|
|
* Starts shaking behavior.
|
|
*/
|
|
function start(Object:FlxObject, Duration:Float = 1, Interval:Float = 0.04, StartIntensity:Float = 0, EndIntensity:Float = 0, Ease:EaseFunction,
|
|
?CompletionCallback:IntervalShake->Void, ?ProgressCallback:IntervalShake->Void):Void
|
|
{
|
|
object = Object;
|
|
duration = Duration;
|
|
interval = Interval;
|
|
completionCallback = CompletionCallback;
|
|
startIntensity = StartIntensity;
|
|
endIntensity = EndIntensity;
|
|
initialOffset = new FlxPoint(Object.x, Object.y);
|
|
ease = Ease;
|
|
axes = FlxAxes.XY;
|
|
_secondsSinceStart = 0;
|
|
timer = new FlxTimer().start(interval, shakeProgress, Std.int(duration / interval));
|
|
}
|
|
|
|
/**
|
|
* Prematurely ends shaking.
|
|
*/
|
|
public function stop():Void
|
|
{
|
|
timer.cancel();
|
|
// object.visible = true;
|
|
object.x = initialOffset.x;
|
|
object.y = initialOffset.y;
|
|
release();
|
|
}
|
|
|
|
/**
|
|
* Unbinds the object from shaking and releases it into pool for reuse.
|
|
*/
|
|
function release():Void
|
|
{
|
|
_boundObjects.remove(object);
|
|
_pool.put(this);
|
|
}
|
|
|
|
public var _secondsSinceStart(default, null):Float = 0;
|
|
|
|
public var scale(default, null):Float = 0;
|
|
|
|
/**
|
|
* Just a helper function for shake() to update object's position.
|
|
*/
|
|
function shakeProgress(timer:FlxTimer):Void
|
|
{
|
|
_secondsSinceStart += interval;
|
|
scale = _secondsSinceStart / duration;
|
|
if (ease != null)
|
|
{
|
|
scale = 1 - ease(scale);
|
|
// trace(scale);
|
|
}
|
|
|
|
var curIntensity:Float = 0;
|
|
curIntensity = FlxMath.lerp(endIntensity, startIntensity, scale);
|
|
|
|
if (axes.x) object.x = initialOffset.x + FlxG.random.float((-curIntensity) * object.width, (curIntensity) * object.width);
|
|
if (axes.y) object.y = initialOffset.y + FlxG.random.float((-curIntensity) * object.width, (curIntensity) * object.width);
|
|
|
|
// object.visible = !object.visible;
|
|
|
|
if (progressCallback != null) progressCallback(this);
|
|
|
|
if (timer.loops > 0 && timer.loopsLeft == 0)
|
|
{
|
|
object.x = initialOffset.x;
|
|
object.y = initialOffset.y;
|
|
if (completionCallback != null)
|
|
{
|
|
completionCallback(this);
|
|
}
|
|
|
|
if (this.timer == timer) release();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Internal constructor. Use static methods.
|
|
*/
|
|
@:keep
|
|
function new() {}
|
|
}
|