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Funkin/source/funkin/Character.hx

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Haxe

package funkin;
import funkin.Note.NoteData;
import funkin.SongLoad.SwagSong;
import funkin.Section.SwagSection;
import flixel.FlxSprite;
import flixel.animation.FlxBaseAnimation;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.util.FlxSort;
import haxe.io.Path;
import funkin.play.PlayState;
using StringTools;
class Character extends FlxSprite
{
public var animOffsets:Map<String, Array<Dynamic>>;
public var debugMode:Bool = false;
public var isPlayer:Bool = false;
public var curCharacter:String = 'bf';
public var holdTimer:Float = 0;
public var animationNotes:Array<NoteData> = [];
public function new(x:Float, y:Float, ?character:String = "bf", ?isPlayer:Bool = false)
{
super(x, y);
animOffsets = new Map<String, Array<Dynamic>>();
curCharacter = character;
this.isPlayer = isPlayer;
var tex:FlxAtlasFrames;
antialiasing = true;
switch (curCharacter)
{
case 'gf':
// GIRLFRIEND CODE
tex = Paths.getSparrowAtlas('characters/GF_assets');
frames = tex;
quickAnimAdd('cheer', 'GF Cheer');
quickAnimAdd('singLEFT', 'GF left note');
quickAnimAdd('singRIGHT', 'GF Right Note');
quickAnimAdd('singUP', 'GF Up Note');
quickAnimAdd('singDOWN', 'GF Down Note');
animation.addByIndices('sad', 'gf sad', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], "", 24, true);
animation.addByIndices('danceLeft', 'GF Dancing Beat', [30, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14], "", 24, false);
animation.addByIndices('danceRight', 'GF Dancing Beat', [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29], "", 24, false);
animation.addByIndices('hairBlow', "GF Dancing Beat Hair blowing", [0, 1, 2, 3], "", 24);
animation.addByIndices('hairFall', "GF Dancing Beat Hair Landing", [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11], "", 24, false);
animation.addByPrefix('scared', 'GF FEAR', 24, true);
loadOffsetFile(curCharacter);
playAnim('danceRight');
case 'gf-christmas':
tex = Paths.getSparrowAtlas('characters/gfChristmas');
frames = tex;
quickAnimAdd('cheer', 'GF Cheer');
quickAnimAdd('singLEFT', 'GF left note');
quickAnimAdd('singRIGHT', 'GF Right Note');
quickAnimAdd('singUP', 'GF Up Note');
quickAnimAdd('singDOWN', 'GF Down Note');
animation.addByIndices('sad', 'gf sad', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], "", 24, false);
animation.addByIndices('danceLeft', 'GF Dancing Beat', [30, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14], "", 24, false);
animation.addByIndices('danceRight', 'GF Dancing Beat', [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29], "", 24, false);
animation.addByIndices('hairBlow', "GF Dancing Beat Hair blowing", [0, 1, 2, 3], "", 24);
animation.addByIndices('hairFall', "GF Dancing Beat Hair Landing", [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11], "", 24, false);
animation.addByPrefix('scared', 'GF FEAR', 24, true);
loadOffsetFile(curCharacter);
playAnim('danceRight');
case 'gf-tankmen':
frames = Paths.getSparrowAtlas('characters/gfTankmen');
animation.addByIndices('sad', 'GF Crying at Gunpoint', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], "", 24, true);
animation.addByIndices('danceLeft', 'GF Dancing at Gunpoint', [30, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14], "", 24, false);
animation.addByIndices('danceRight', 'GF Dancing at Gunpoint', [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29], "", 24, false);
loadOffsetFile('gf');
playAnim('danceRight');
case 'bf-holding-gf':
frames = Paths.getSparrowAtlas('characters/bfAndGF');
quickAnimAdd('idle', 'BF idle dance');
quickAnimAdd('singDOWN', 'BF NOTE DOWN0');
quickAnimAdd('singLEFT', 'BF NOTE LEFT0');
quickAnimAdd('singRIGHT', 'BF NOTE RIGHT0');
quickAnimAdd('singUP', 'BF NOTE UP0');
quickAnimAdd('singDOWNmiss', 'BF NOTE DOWN MISS');
quickAnimAdd('singLEFTmiss', 'BF NOTE LEFT MISS');
quickAnimAdd('singRIGHTmiss', 'BF NOTE RIGHT MISS');
quickAnimAdd('singUPmiss', 'BF NOTE UP MISS');
quickAnimAdd('bfCatch', 'BF catches GF');
loadOffsetFile(curCharacter);
playAnim('idle');
flipX = true;
case 'gf-car':
tex = Paths.getSparrowAtlas('characters/gfCar');
frames = tex;
animation.addByIndices('singUP', 'GF Dancing Beat Hair blowing CAR', [0], "", 24, false);
animation.addByIndices('danceLeft', 'GF Dancing Beat Hair blowing CAR', [30, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14], "", 24, false);
animation.addByIndices('danceRight', 'GF Dancing Beat Hair blowing CAR', [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29], "", 24,
false);
animation.addByIndices('idleHair', 'GF Dancing Beat Hair blowing CAR', [10, 11, 12, 25, 26, 27], "", 24, true);
loadOffsetFile(curCharacter);
playAnim('danceRight');
case 'gf-pixel':
tex = Paths.getSparrowAtlas('characters/gfPixel');
frames = tex;
animation.addByIndices('singUP', 'GF IDLE', [2], "", 24, false);
animation.addByIndices('danceLeft', 'GF IDLE', [30, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14], "", 24, false);
animation.addByIndices('danceRight', 'GF IDLE', [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29], "", 24, false);
loadOffsetFile(curCharacter);
playAnim('danceRight');
setGraphicSize(Std.int(width * PlayState.daPixelZoom));
updateHitbox();
antialiasing = false;
case 'dad':
// DAD ANIMATION LOADING CODE
tex = Paths.getSparrowAtlas('characters/DADDY_DEAREST');
frames = tex;
quickAnimAdd('idle', 'Dad idle dance');
quickAnimAdd('singUP', 'Dad Sing Note UP');
quickAnimAdd('singRIGHT', 'Dad Sing Note RIGHT');
quickAnimAdd('singDOWN', 'Dad Sing Note DOWN');
quickAnimAdd('singLEFT', 'Dad Sing Note LEFT');
loadOffsetFile(curCharacter);
playAnim('idle');
case 'spooky':
tex = Paths.getSparrowAtlas('characters/spooky_kids_assets');
frames = tex;
quickAnimAdd('singUP', 'spooky UP NOTE');
quickAnimAdd('singDOWN', 'spooky DOWN note');
quickAnimAdd('singLEFT', 'note sing left');
quickAnimAdd('singRIGHT', 'spooky sing right');
animation.addByIndices('danceLeft', 'spooky dance idle', [0, 2, 6], "", 12, false);
animation.addByIndices('danceRight', 'spooky dance idle', [8, 10, 12, 14], "", 12, false);
loadOffsetFile(curCharacter);
playAnim('danceRight');
case 'mom':
tex = Paths.getSparrowAtlas('characters/Mom_Assets');
frames = tex;
quickAnimAdd('idle', "Mom Idle");
quickAnimAdd('singUP', "Mom Up Pose");
quickAnimAdd('singDOWN', "MOM DOWN POSE");
quickAnimAdd('singLEFT', 'Mom Left Pose');
// ANIMATION IS CALLED MOM LEFT POSE BUT ITS FOR THE RIGHT
// CUZ DAVE IS DUMB!
quickAnimAdd('singRIGHT', 'Mom Pose Left');
loadOffsetFile(curCharacter);
playAnim('idle');
case 'mom-car':
tex = Paths.getSparrowAtlas('characters/momCar');
frames = tex;
quickAnimAdd('idle', "Mom Idle");
quickAnimAdd('singUP', "Mom Up Pose");
quickAnimAdd('singDOWN', "MOM DOWN POSE");
quickAnimAdd('singLEFT', 'Mom Left Pose');
// ANIMATION IS CALLED MOM LEFT POSE BUT ITS FOR THE RIGHT
// CUZ DAVE IS DUMB!
quickAnimAdd('singRIGHT', 'Mom Pose Left');
animation.addByIndices('idleHair', "Mom Idle", [10, 11, 12, 13], "", 24, true);
loadOffsetFile(curCharacter);
playAnim('idle');
case 'monster':
tex = Paths.getSparrowAtlas('characters/Monster_Assets');
frames = tex;
quickAnimAdd('idle', 'monster idle');
quickAnimAdd('singUP', 'monster up note');
quickAnimAdd('singDOWN', 'monster down');
quickAnimAdd('singLEFT', 'Monster left note');
quickAnimAdd('singRIGHT', 'Monster Right note');
loadOffsetFile(curCharacter);
playAnim('idle');
case 'monster-christmas':
tex = Paths.getSparrowAtlas('characters/monsterChristmas');
frames = tex;
quickAnimAdd('idle', 'monster idle');
quickAnimAdd('singUP', 'monster up note');
quickAnimAdd('singDOWN', 'monster down');
quickAnimAdd('singLEFT', 'Monster left note');
quickAnimAdd('singRIGHT', 'Monster Right note');
loadOffsetFile(curCharacter);
playAnim('idle');
case 'pico':
tex = Paths.getSparrowAtlas('characters/Pico_FNF_assetss');
frames = tex;
quickAnimAdd('idle', "Pico Idle Dance");
quickAnimAdd('singUP', 'pico Up note0');
quickAnimAdd('singDOWN', 'Pico Down Note0');
// isPlayer = true;
// Need to be flipped! REDO THIS LATER!
quickAnimAdd('singLEFT', 'Pico Note Right0');
quickAnimAdd('singRIGHT', 'Pico NOTE LEFT0');
quickAnimAdd('singRIGHTmiss', 'Pico NOTE LEFT miss');
quickAnimAdd('singLEFTmiss', 'Pico Note Right Miss');
quickAnimAdd('singUPmiss', 'pico Up note miss');
quickAnimAdd('singDOWNmiss', 'Pico Down Note MISS');
// right now it loads a seperate offset file for pico, would be cool if could generalize it!
var playerShit:String = "";
if (isPlayer)
playerShit += "Player";
loadOffsetFile(curCharacter + playerShit);
playAnim('idle');
flipX = true;
case 'pico-speaker':
frames = Paths.getSparrowAtlas('characters/picoSpeaker');
quickAnimAdd('shoot1', "Pico shoot 1");
quickAnimAdd('shoot2', "Pico shoot 2");
quickAnimAdd('shoot3', "Pico shoot 3");
quickAnimAdd('shoot4', "Pico shoot 4");
// here for now, will be replaced later for less copypaste
loadOffsetFile(curCharacter);
playAnim('shoot1');
loadMappedAnims();
case 'bf':
var tex = Paths.getSparrowAtlas('characters/BOYFRIEND');
frames = tex;
quickAnimAdd('idle', 'BF idle dance');
quickAnimAdd('singUP', 'BF NOTE UP0');
quickAnimAdd('singLEFT', 'BF NOTE LEFT0');
quickAnimAdd('singRIGHT', 'BF NOTE RIGHT0');
quickAnimAdd('singDOWN', 'BF NOTE DOWN0');
quickAnimAdd('singUPmiss', 'BF NOTE UP MISS');
quickAnimAdd('singLEFTmiss', 'BF NOTE LEFT MISS');
quickAnimAdd('singRIGHTmiss', 'BF NOTE RIGHT MISS');
quickAnimAdd('singDOWNmiss', 'BF NOTE DOWN MISS');
quickAnimAdd('preAttack', 'bf pre attack');
quickAnimAdd('attack', 'boyfriend attack');
quickAnimAdd('hey', 'BF HEY');
quickAnimAdd('firstDeath', "BF dies");
animation.addByPrefix('deathLoop', "BF Dead Loop", 24, true);
quickAnimAdd('deathConfirm', "BF Dead confirm");
animation.addByPrefix('scared', 'BF idle shaking', 24, true);
loadOffsetFile(curCharacter);
playAnim('idle');
flipX = true;
loadOffsetFile(curCharacter);
case 'bf-christmas':
var tex = Paths.getSparrowAtlas('characters/bfChristmas');
frames = tex;
quickAnimAdd('idle', 'BF idle dance');
quickAnimAdd('singUP', 'BF NOTE UP0');
quickAnimAdd('singLEFT', 'BF NOTE LEFT0');
quickAnimAdd('singRIGHT', 'BF NOTE RIGHT0');
quickAnimAdd('singDOWN', 'BF NOTE DOWN0');
quickAnimAdd('singUPmiss', 'BF NOTE UP MISS');
quickAnimAdd('singLEFTmiss', 'BF NOTE LEFT MISS');
quickAnimAdd('singRIGHTmiss', 'BF NOTE RIGHT MISS');
quickAnimAdd('singDOWNmiss', 'BF NOTE DOWN MISS');
quickAnimAdd('hey', 'BF HEY');
loadOffsetFile(curCharacter);
playAnim('idle');
flipX = true;
case 'bf-car':
var tex = Paths.getSparrowAtlas('characters/bfCar');
frames = tex;
quickAnimAdd('idle', 'BF idle dance');
quickAnimAdd('singUP', 'BF NOTE UP0');
quickAnimAdd('singLEFT', 'BF NOTE LEFT0');
quickAnimAdd('singRIGHT', 'BF NOTE RIGHT0');
quickAnimAdd('singDOWN', 'BF NOTE DOWN0');
quickAnimAdd('singUPmiss', 'BF NOTE UP MISS');
quickAnimAdd('singLEFTmiss', 'BF NOTE LEFT MISS');
quickAnimAdd('singRIGHTmiss', 'BF NOTE RIGHT MISS');
quickAnimAdd('singDOWNmiss', 'BF NOTE DOWN MISS');
animation.addByIndices('idleHair', 'BF idle dance', [10, 11, 12, 13], "", 24, true);
loadOffsetFile(curCharacter);
playAnim('idle');
flipX = true;
case 'bf-pixel':
frames = Paths.getSparrowAtlas('characters/bfPixel');
quickAnimAdd('idle', 'BF IDLE');
quickAnimAdd('singUP', 'BF UP NOTE');
quickAnimAdd('singLEFT', 'BF LEFT NOTE');
quickAnimAdd('singRIGHT', 'BF RIGHT NOTE');
quickAnimAdd('singDOWN', 'BF DOWN NOTE');
quickAnimAdd('singUPmiss', 'BF UP MISS');
quickAnimAdd('singLEFTmiss', 'BF LEFT MISS');
quickAnimAdd('singRIGHTmiss', 'BF RIGHT MISS');
quickAnimAdd('singDOWNmiss', 'BF DOWN MISS');
loadOffsetFile(curCharacter);
setGraphicSize(Std.int(width * 6));
updateHitbox();
playAnim('idle');
width -= 100;
height -= 100;
antialiasing = false;
flipX = true;
case 'bf-pixel-dead':
frames = Paths.getSparrowAtlas('characters/bfPixelsDEAD');
quickAnimAdd('singUP', "BF Dies pixel");
quickAnimAdd('firstDeath', "BF Dies pixel");
animation.addByPrefix('deathLoop', "Retry Loop", 24, true);
quickAnimAdd('deathConfirm', "RETRY CONFIRM");
animation.play('firstDeath');
loadOffsetFile(curCharacter);
playAnim('firstDeath');
// pixel bullshit
setGraphicSize(Std.int(width * 6));
updateHitbox();
antialiasing = false;
flipX = true;
case 'bf-holding-gf-dead':
frames = Paths.getSparrowAtlas('characters/bfHoldingGF-DEAD');
quickAnimAdd('singUP', 'BF Dead with GF Loop');
quickAnimAdd('firstDeath', 'BF Dies with GF');
animation.addByPrefix('deathLoop', 'BF Dead with GF Loop', 24, true);
quickAnimAdd('deathConfirm', 'RETRY confirm holding gf');
loadOffsetFile(curCharacter);
playAnim('firstDeath');
flipX = true;
case 'senpai':
frames = Paths.getSparrowAtlas('characters/senpai');
quickAnimAdd('idle', 'Senpai Idle');
// at framerate 16.8 animation plays over 2 beats at 144bpm,
// but if the game lags or the bpm is > 144 (mods etc.)
// he may miss his next dance
// animation.getByName('idle').frameRate = 16.8;
quickAnimAdd('singUP', 'SENPAI UP NOTE');
quickAnimAdd('singLEFT', 'SENPAI LEFT NOTE');
quickAnimAdd('singRIGHT', 'SENPAI RIGHT NOTE');
quickAnimAdd('singDOWN', 'SENPAI DOWN NOTE');
loadOffsetFile(curCharacter);
playAnim('idle');
setGraphicSize(Std.int(width * 6));
updateHitbox();
antialiasing = false;
case 'senpai-angry':
frames = Paths.getSparrowAtlas('characters/senpai');
quickAnimAdd('idle', 'Angry Senpai Idle');
quickAnimAdd('singUP', 'Angry Senpai UP NOTE');
quickAnimAdd('singLEFT', 'Angry Senpai LEFT NOTE');
quickAnimAdd('singRIGHT', 'Angry Senpai RIGHT NOTE');
quickAnimAdd('singDOWN', 'Angry Senpai DOWN NOTE');
loadOffsetFile(curCharacter);
playAnim('idle');
setGraphicSize(Std.int(width * 6));
updateHitbox();
antialiasing = false;
case 'spirit':
frames = Paths.getPackerAtlas('characters/spirit');
quickAnimAdd('idle', "idle spirit_");
quickAnimAdd('singUP', "up_");
quickAnimAdd('singRIGHT', "right_");
quickAnimAdd('singLEFT', "left_");
quickAnimAdd('singDOWN', "spirit down_");
loadOffsetFile(curCharacter);
setGraphicSize(Std.int(width * 6));
updateHitbox();
playAnim('idle');
antialiasing = false;
case 'parents-christmas':
frames = Paths.getSparrowAtlas('characters/mom_dad_christmas_assets');
quickAnimAdd('idle', 'Parent Christmas Idle');
quickAnimAdd('singUP', 'Parent Up Note Dad');
quickAnimAdd('singDOWN', 'Parent Down Note Dad');
quickAnimAdd('singLEFT', 'Parent Left Note Dad');
quickAnimAdd('singRIGHT', 'Parent Right Note Dad');
quickAnimAdd('singUP-alt', 'Parent Up Note Mom');
quickAnimAdd('singDOWN-alt', 'Parent Down Note Mom');
quickAnimAdd('singLEFT-alt', 'Parent Left Note Mom');
quickAnimAdd('singRIGHT-alt', 'Parent Right Note Mom');
loadOffsetFile(curCharacter);
playAnim('idle');
case 'tankman':
frames = Paths.getSparrowAtlas('characters/tankmanCaptain');
quickAnimAdd('idle', "Tankman Idle Dance");
if (isPlayer)
{
quickAnimAdd('singLEFT', 'Tankman Note Left ');
quickAnimAdd('singRIGHT', 'Tankman Right Note ');
quickAnimAdd('singLEFTmiss', 'Tankman Note Left MISS');
quickAnimAdd('singRIGHTmiss', 'Tankman Right Note MISS');
}
else
{
// Need to be flipped! REDO THIS LATER
quickAnimAdd('singLEFT', 'Tankman Right Note ');
quickAnimAdd('singRIGHT', 'Tankman Note Left ');
quickAnimAdd('singLEFTmiss', 'Tankman Right Note MISS');
quickAnimAdd('singRIGHTmiss', 'Tankman Note Left MISS');
}
quickAnimAdd('singUP', 'Tankman UP note ');
quickAnimAdd('singDOWN', 'Tankman DOWN note ');
quickAnimAdd('singUPmiss', 'Tankman UP note MISS');
quickAnimAdd('singDOWNmiss', 'Tankman DOWN note MISS');
// PRETTY GOOD tankman
// TANKMAN UGH instanc
quickAnimAdd('singDOWN-alt', 'PRETTY GOOD');
quickAnimAdd('singUP-alt', 'TANKMAN UGH');
loadOffsetFile(curCharacter);
playAnim('idle');
flipX = true;
case 'darnell':
frames = Paths.getSparrowAtlas('characters/darnell');
quickAnimAdd('idle', 'Darnell Idle');
quickAnimAdd('singUP', "Darnell pose up");
quickAnimAdd('singDOWN', 'Darnell Pose Down');
quickAnimAdd('singRIGHT', 'darnell pose left');
quickAnimAdd('singLEFT', 'Darnell pose right'); // naming is reversed for left/right for darnell!
quickAnimAdd('laugh', 'darnell laugh');
// temp
loadOffsetFile(curCharacter);
playAnim('idle');
animation.finishCallback = function(animShit:String)
{
if (animShit.startsWith('sing'))
{
// loop the anim
// this way is a little verbose, but basically sets it to the same animation, but 8 frames before finish
playAnim(animShit, true, false, animation.getByName(animShit).frames.length - 8);
}
}
case 'darnell-fighter':
frames = Paths.getSparrowAtlas('fightDarnell');
quickAnimAdd('idle', "fight idle darnell");
quickAnimAdd('block', 'block');
quickAnimAdd('hit high', 'hit high');
quickAnimAdd('hit low', 'hit low');
quickAnimAdd('punch low', 'punch low');
quickAnimAdd('punch high', 'punch high');
quickAnimAdd('dodge', 'dodge');
playAnim('idle');
addOffset('punch low', -90);
addOffset('punch high', -90);
addOffset('block', 50, 20);
addOffset('dodge', 50, -20);
case 'pico-fighter':
frames = Paths.getSparrowAtlas('fightPico');
quickAnimAdd('idle', 'fight idle pico');
quickAnimAdd('block', 'block');
quickAnimAdd('hit high', 'hit high');
quickAnimAdd('hit low', 'hit low');
quickAnimAdd('punch low', 'punch low');
quickAnimAdd('punch high', 'punch high');
quickAnimAdd('dodge', 'dodge');
playAnim('idle');
addOffset('punch low', 160);
addOffset('punch high', 160);
case 'nene':
// GIRLFRIEND CODE
tex = Paths.getSparrowAtlas('characters/Nene_assets');
frames = tex;
animation.addByIndices('danceLeft', 'nenebeforeyougetawoopin', [30, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14], "", 24, false);
animation.addByIndices('danceRight', 'nenebeforeyougetawoopin', [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29], "", 24, false);
loadOffsetFile(curCharacter);
playAnim('danceRight');
}
dance();
animation.finish();
if (isPlayer)
{
flipX = !flipX;
// Doesn't flip for BF, since his are already in the right place???
if (!curCharacter.startsWith('bf'))
{
// var animArray
var oldRight = animation.getByName('singRIGHT').frames;
animation.getByName('singRIGHT').frames = animation.getByName('singLEFT').frames;
animation.getByName('singLEFT').frames = oldRight;
// IF THEY HAVE MISS ANIMATIONS??
if (animation.getByName('singRIGHTmiss') != null)
{
var oldMiss = animation.getByName('singRIGHTmiss').frames;
animation.getByName('singRIGHTmiss').frames = animation.getByName('singLEFTmiss').frames;
animation.getByName('singLEFTmiss').frames = oldMiss;
}
}
}
}
public function loadMappedAnims()
{
var swagshit:SwagSong = SongLoad.loadFromJson('stress', 'stress');
var notes:Array<SwagSection> = swagshit.noteMap.get('picospeaker');
for (section in notes)
{
for (noteData in section.sectionNotes)
{
animationNotes.push(noteData);
}
}
trace(animationNotes);
animationNotes.sort(sortAnims);
}
function sortAnims(val1:NoteData, val2:NoteData):Int
{
return FlxSort.byValues(FlxSort.ASCENDING, val1.strumTime, val2.strumTime);
}
function quickAnimAdd(name:String, prefix:String)
{
animation.addByPrefix(name, prefix, 24, false);
}
private function loadOffsetFile(offsetCharacter:String)
{
var daFile:Array<String> = CoolUtil.coolTextFile(Paths.file("images/characters/" + offsetCharacter + "Offsets.txt", TEXT, 'shared'));
for (i in daFile)
{
var splitWords:Array<String> = i.split(" ");
addOffset(splitWords[0], Std.parseInt(splitWords[1]), Std.parseInt(splitWords[2]));
}
}
override function update(elapsed:Float)
{
if (!curCharacter.startsWith('bf'))
{
if (animation.curAnim.name.startsWith('sing'))
{
holdTimer += elapsed;
}
var dadVar:Float = 4;
if (curCharacter == 'dad')
dadVar = 6.1;
if (holdTimer >= Conductor.stepCrochet * dadVar * 0.001)
{
dance();
holdTimer = 0;
}
}
if (curCharacter.endsWith('-car'))
{
// looping hair anims after idle finished
if (!animation.curAnim.name.startsWith('sing') && animation.curAnim.finished)
playAnim('idleHair');
}
switch (curCharacter)
{
case 'gf':
if (animation.curAnim.name == 'hairFall' && animation.curAnim.finished)
playAnim('danceRight');
case "pico-speaker":
// for pico??
if (animationNotes.length > 0)
{
if (Conductor.songPosition > animationNotes[0].strumTime)
{
trace('played shoot anim' + animationNotes[0].noteData);
var shootAnim:Int = 1;
if ((cast animationNotes[0].noteData) >= 2)
shootAnim = 3;
shootAnim += FlxG.random.int(0, 1);
playAnim('shoot' + shootAnim, true);
animationNotes.shift();
}
}
if (animation.curAnim.finished)
{
playAnim(animation.curAnim.name, false, false, animation.curAnim.numFrames - 3);
}
}
super.update(elapsed);
}
private var danced:Bool = false;
/**
* FOR GF DANCING SHIT
*/
public function dance()
{
if (animation == null)
return;
if (!debugMode)
{
switch (curCharacter)
{
case 'gf' | 'gf-christmas' | 'gf-car' | 'gf-pixel' | 'gf-tankmen' | "nene":
if (!animation.curAnim.name.startsWith('hair'))
{
danced = !danced;
if (danced)
playAnim('danceRight');
else
playAnim('danceLeft');
}
case 'tankman':
if (!animation.curAnim.name.endsWith('DOWN-alt'))
playAnim('idle');
case 'spooky':
danced = !danced;
if (danced)
playAnim('danceRight');
else
playAnim('danceLeft');
default:
playAnim('idle');
}
}
}
public function playAnim(AnimName:String, Force:Bool = false, Reversed:Bool = false, Frame:Int = 0):Void
{
if (animation == null)
return;
animation.play(AnimName, Force, Reversed, Frame);
var daOffset = animOffsets.get(AnimName);
if (animOffsets.exists(AnimName))
{
offset.set(daOffset[0], daOffset[1]);
}
else
offset.set(0, 0);
if (curCharacter == 'gf')
{
if (AnimName == 'singLEFT')
{
danced = true;
}
else if (AnimName == 'singRIGHT')
{
danced = false;
}
if (AnimName == 'singUP' || AnimName == 'singDOWN')
{
danced = !danced;
}
}
}
public function addOffset(name:String, x:Float = 0, y:Float = 0)
{
animOffsets[name] = [x, y];
}
}