mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-12-29 16:26:48 +00:00
308 lines
7.7 KiB
Haxe
308 lines
7.7 KiB
Haxe
package funkin.play;
|
|
|
|
import funkin.util.Constants;
|
|
import flixel.tweens.FlxEase;
|
|
import flixel.tweens.FlxTween;
|
|
import flixel.FlxSprite;
|
|
import funkin.modding.events.ScriptEventDispatcher;
|
|
import funkin.modding.module.ModuleHandler;
|
|
import funkin.modding.events.ScriptEvent;
|
|
import funkin.modding.events.ScriptEvent.CountdownScriptEvent;
|
|
import flixel.util.FlxTimer;
|
|
|
|
class Countdown
|
|
{
|
|
/**
|
|
* The current step of the countdown.
|
|
*/
|
|
public static var countdownStep(default, null):CountdownStep = BEFORE;
|
|
|
|
/**
|
|
* The currently running countdown. This will be null if there is no countdown running.
|
|
*/
|
|
static var countdownTimer:FlxTimer = null;
|
|
|
|
/**
|
|
* Performs the countdown.
|
|
* Pauses the song, plays the countdown graphics/sound, and then starts the song.
|
|
* This will automatically stop and restart the countdown if it is already running.
|
|
* @returns `false` if the countdown was cancelled by a script.
|
|
*/
|
|
public static function performCountdown(isPixelStyle:Bool):Bool
|
|
{
|
|
countdownStep = BEFORE;
|
|
var cancelled:Bool = propagateCountdownEvent(countdownStep);
|
|
if (cancelled) return false;
|
|
|
|
// Stop any existing countdown.
|
|
stopCountdown();
|
|
|
|
PlayState.instance.isInCountdown = true;
|
|
Conductor.songPosition = Conductor.beatLengthMs * -5;
|
|
// Handle onBeatHit events manually
|
|
@:privateAccess
|
|
PlayState.instance.dispatchEvent(new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, 0, 0));
|
|
|
|
// The timer function gets called based on the beat of the song.
|
|
countdownTimer = new FlxTimer();
|
|
|
|
countdownTimer.start(Conductor.beatLengthMs / 1000, function(tmr:FlxTimer) {
|
|
countdownStep = decrement(countdownStep);
|
|
|
|
// Handle onBeatHit events manually
|
|
@:privateAccess
|
|
PlayState.instance.dispatchEvent(new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, 0, 0));
|
|
|
|
// Countdown graphic.
|
|
showCountdownGraphic(countdownStep, isPixelStyle);
|
|
|
|
// Countdown sound.
|
|
playCountdownSound(countdownStep, isPixelStyle);
|
|
|
|
// Event handling bullshit.
|
|
var cancelled:Bool = propagateCountdownEvent(countdownStep);
|
|
|
|
if (cancelled) pauseCountdown();
|
|
|
|
if (countdownStep == AFTER)
|
|
{
|
|
stopCountdown();
|
|
}
|
|
}, 5); // Before, 3, 2, 1, GO!, After
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* @return TRUE if the event was cancelled.
|
|
*/
|
|
static function propagateCountdownEvent(index:CountdownStep):Bool
|
|
{
|
|
var event:ScriptEvent;
|
|
|
|
switch (index)
|
|
{
|
|
case BEFORE:
|
|
event = new CountdownScriptEvent(ScriptEvent.COUNTDOWN_START, index);
|
|
case THREE | TWO | ONE | GO: // I didn't know you could use `|` in a switch/case block!
|
|
event = new CountdownScriptEvent(ScriptEvent.COUNTDOWN_STEP, index);
|
|
case AFTER:
|
|
event = new CountdownScriptEvent(ScriptEvent.COUNTDOWN_END, index, false);
|
|
default:
|
|
return true;
|
|
}
|
|
|
|
// Modules, stages, characters.
|
|
@:privateAccess
|
|
PlayState.instance.dispatchEvent(event);
|
|
|
|
return event.eventCanceled;
|
|
}
|
|
|
|
/**
|
|
* Pauses the countdown at the current step. You can start it up again later by calling resumeCountdown().
|
|
*
|
|
* If you want to call this from a module, it's better to use the event system and cancel the onCountdownStep event.
|
|
*/
|
|
public static function pauseCountdown()
|
|
{
|
|
if (countdownTimer != null && !countdownTimer.finished)
|
|
{
|
|
countdownTimer.active = false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Resumes the countdown at the current step. Only makes sense if you called pauseCountdown() first.
|
|
*
|
|
* If you want to call this from a module, it's better to use the event system and cancel the onCountdownStep event.
|
|
*/
|
|
public static function resumeCountdown()
|
|
{
|
|
if (countdownTimer != null && !countdownTimer.finished)
|
|
{
|
|
countdownTimer.active = true;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Stops the countdown at the current step. You will have to restart it again later.
|
|
*
|
|
* If you want to call this from a module, it's better to use the event system and cancel the onCountdownStart event.
|
|
*/
|
|
public static function stopCountdown()
|
|
{
|
|
if (countdownTimer != null)
|
|
{
|
|
countdownTimer.cancel();
|
|
countdownTimer.destroy();
|
|
countdownTimer = null;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Stops the current countdown, then starts the song for you.
|
|
*/
|
|
public static function skipCountdown()
|
|
{
|
|
stopCountdown();
|
|
// This will trigger PlayState.startSong()
|
|
Conductor.songPosition = 0;
|
|
// PlayState.isInCountdown = false;
|
|
}
|
|
|
|
/**
|
|
* Resets the countdown. Only works if it's already running.
|
|
*/
|
|
public static function resetCountdown()
|
|
{
|
|
if (countdownTimer != null)
|
|
{
|
|
countdownTimer.reset();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Retrieves the graphic to use for this step of the countdown.
|
|
* TODO: Make this less dumb. Unhardcode it? Use modules? Use notestyles?
|
|
*
|
|
* This is public so modules can do lol funny shit.
|
|
*/
|
|
public static function showCountdownGraphic(index:CountdownStep, isPixelStyle:Bool):Void
|
|
{
|
|
var spritePath:String = null;
|
|
|
|
if (isPixelStyle)
|
|
{
|
|
switch (index)
|
|
{
|
|
case TWO:
|
|
spritePath = 'weeb/pixelUI/ready-pixel';
|
|
case ONE:
|
|
spritePath = 'weeb/pixelUI/set-pixel';
|
|
case GO:
|
|
spritePath = 'weeb/pixelUI/date-pixel';
|
|
default:
|
|
// null
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (index)
|
|
{
|
|
case TWO:
|
|
spritePath = 'ready';
|
|
case ONE:
|
|
spritePath = 'set';
|
|
case GO:
|
|
spritePath = 'go';
|
|
default:
|
|
// null
|
|
}
|
|
}
|
|
|
|
if (spritePath == null) return;
|
|
|
|
var countdownSprite:FlxSprite = new FlxSprite(0, 0).loadGraphic(Paths.image(spritePath));
|
|
countdownSprite.scrollFactor.set(0, 0);
|
|
|
|
if (isPixelStyle) countdownSprite.setGraphicSize(Std.int(countdownSprite.width * Constants.PIXEL_ART_SCALE));
|
|
|
|
countdownSprite.updateHitbox();
|
|
countdownSprite.screenCenter();
|
|
|
|
// Fade sprite in, then out, then destroy it.
|
|
FlxTween.tween(countdownSprite, {y: countdownSprite.y += 100, alpha: 0}, Conductor.beatLengthMs / 1000,
|
|
{
|
|
ease: FlxEase.cubeInOut,
|
|
onComplete: function(twn:FlxTween) {
|
|
countdownSprite.destroy();
|
|
}
|
|
});
|
|
|
|
PlayState.instance.add(countdownSprite);
|
|
}
|
|
|
|
/**
|
|
* Retrieves the sound file to use for this step of the countdown.
|
|
* TODO: Make this less dumb. Unhardcode it? Use modules? Use notestyles?
|
|
*
|
|
* This is public so modules can do lol funny shit.
|
|
*/
|
|
public static function playCountdownSound(index:CountdownStep, isPixelStyle:Bool):Void
|
|
{
|
|
var soundPath:String = null;
|
|
|
|
if (isPixelStyle)
|
|
{
|
|
switch (index)
|
|
{
|
|
case THREE:
|
|
soundPath = 'intro3-pixel';
|
|
case TWO:
|
|
soundPath = 'intro2-pixel';
|
|
case ONE:
|
|
soundPath = 'intro1-pixel';
|
|
case GO:
|
|
soundPath = 'introGo-pixel';
|
|
default:
|
|
// null
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (index)
|
|
{
|
|
case THREE:
|
|
soundPath = 'intro3';
|
|
case TWO:
|
|
soundPath = 'intro2';
|
|
case ONE:
|
|
soundPath = 'intro1';
|
|
case GO:
|
|
soundPath = 'introGo';
|
|
default:
|
|
// null
|
|
}
|
|
}
|
|
|
|
if (soundPath == null) return;
|
|
|
|
FlxG.sound.play(Paths.sound(soundPath), Constants.COUNTDOWN_VOLUME);
|
|
}
|
|
|
|
public static function decrement(step:CountdownStep):CountdownStep
|
|
{
|
|
switch (step)
|
|
{
|
|
case BEFORE:
|
|
return THREE;
|
|
case THREE:
|
|
return TWO;
|
|
case TWO:
|
|
return ONE;
|
|
case ONE:
|
|
return GO;
|
|
case GO:
|
|
return AFTER;
|
|
|
|
default:
|
|
return AFTER;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* The countdown step.
|
|
* This can't be an enum abstract because scripts may need it.
|
|
*/
|
|
enum CountdownStep
|
|
{
|
|
BEFORE;
|
|
THREE;
|
|
TWO;
|
|
ONE;
|
|
GO;
|
|
AFTER;
|
|
}
|