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Funkin/source/funkin/ui/transition/LoadingState.hx

501 lines
14 KiB
Haxe

package funkin.ui.transition;
import flixel.FlxSprite;
import flixel.math.FlxMath;
import flixel.tweens.FlxEase;
import funkin.graphics.FunkinSprite;
import flixel.tweens.FlxTween;
import flixel.util.FlxTimer;
import funkin.graphics.shaders.ScreenWipeShader;
import funkin.play.PlayState;
import funkin.play.PlayStatePlaylist;
import funkin.play.song.Song.SongDifficulty;
import funkin.ui.MusicBeatState;
import haxe.io.Path;
import funkin.graphics.FunkinSprite;
import lime.app.Future;
import lime.app.Promise;
import lime.utils.AssetLibrary;
import lime.utils.AssetManifest;
import lime.utils.Assets as LimeAssets;
import openfl.filters.ShaderFilter;
import openfl.utils.Assets;
import flixel.util.typeLimit.NextState;
class LoadingState extends MusicBeatSubState
{
inline static var MIN_TIME = 1.0;
var asSubState:Bool = false;
var target:NextState;
var playParams:Null<PlayStateParams>;
var stopMusic:Bool = false;
var callbacks:MultiCallback;
var danceLeft:Bool = false;
var loadBar:FlxSprite;
var funkay:FlxSprite;
function new(target:NextState, stopMusic:Bool, playParams:Null<PlayStateParams> = null)
{
super();
this.target = target;
this.playParams = playParams;
this.stopMusic = stopMusic;
}
override function create():Void
{
var bg:FunkinSprite = new FunkinSprite().makeSolidColor(FlxG.width, FlxG.height, 0xFFcaff4d);
add(bg);
funkay = FunkinSprite.create('funkay');
funkay.setGraphicSize(0, FlxG.height);
funkay.updateHitbox();
add(funkay);
funkay.scrollFactor.set();
funkay.screenCenter();
loadBar = new FunkinSprite(0, FlxG.height - 20).makeSolidColor(FlxG.width, 10, 0xFFff16d2);
loadBar.screenCenter(X);
add(loadBar);
initSongsManifest().onComplete(function(lib) {
callbacks = new MultiCallback(onLoad);
var introComplete = callbacks.add('introComplete');
if (playParams != null)
{
// Load and cache the song's charts.
if (playParams.targetSong != null)
{
playParams.targetSong.cacheCharts(true);
}
// Preload the song for the play state.
var difficulty:String = playParams.targetDifficulty ?? Constants.DEFAULT_DIFFICULTY;
var variation:String = playParams.targetVariation ?? Constants.DEFAULT_VARIATION;
var targetChart:SongDifficulty = playParams.targetSong?.getDifficulty(difficulty, variation);
var instPath:String = Paths.inst(targetChart.song.id);
var voicesPaths:Array<String> = targetChart.buildVoiceList();
checkLoadSong(instPath);
for (voicePath in voicesPaths)
{
checkLoadSong(voicePath);
}
}
checkLibrary('shared');
checkLibrary(PlayStatePlaylist.campaignId);
checkLibrary('tutorial');
var fadeTime:Float = 0.5;
FlxG.camera.fade(FlxG.camera.bgColor, fadeTime, true);
new FlxTimer().start(fadeTime + MIN_TIME, function(_) introComplete());
});
}
function checkLoadSong(path:String):Void
{
if (!Assets.cache.hasSound(path))
{
var library = Assets.getLibrary('songs');
var symbolPath = path.split(':').pop();
// @:privateAccess
// library.types.set(symbolPath, SOUND);
// @:privateAccess
// library.pathGroups.set(symbolPath, [library.__cacheBreak(symbolPath)]);
var callback = callbacks.add('song:' + path);
Assets.loadSound(path).onComplete(function(_) {
callback();
});
}
}
function checkLibrary(library:String):Void
{
trace(Assets.hasLibrary(library));
if (Assets.getLibrary(library) == null)
{
@:privateAccess
if (!LimeAssets.libraryPaths.exists(library)) throw 'Missing library: ' + library;
var callback = callbacks.add('library:' + library);
Assets.loadLibrary(library).onComplete(function(_) {
callback();
});
}
}
override function beatHit():Bool
{
// super.beatHit() returns false if a module cancelled the event.
if (!super.beatHit()) return false;
danceLeft = !danceLeft;
return true;
}
var targetShit:Float = 0;
override function update(elapsed:Float):Void
{
super.update(elapsed);
funkay.setGraphicSize(Std.int(FlxMath.lerp(FlxG.width * 0.88, funkay.width, 0.9)));
funkay.updateHitbox();
// funkay.updateHitbox();
if (controls.ACCEPT)
{
funkay.setGraphicSize(Std.int(funkay.width + 60));
funkay.updateHitbox();
// funkay.setGraphicSize(0, Std.int(funkay.height + 50));
// funkay.updateHitbox();
// funkay.screenCenter();
}
if (callbacks != null)
{
targetShit = FlxMath.remapToRange(callbacks.numRemaining / callbacks.length, 1, 0, 0, 1);
loadBar.scale.x = FlxMath.lerp(loadBar.scale.x, targetShit, 0.50);
FlxG.watch.addQuick('percentage?', callbacks.numRemaining / callbacks.length);
}
#if debug
if (FlxG.keys.justPressed.SPACE) trace('fired: ' + callbacks.getFired() + ' unfired:' + callbacks.getUnfired());
#end
}
function onLoad():Void
{
// Stop the instrumental.
if (stopMusic && FlxG.sound.music != null)
{
FlxG.sound.music.destroy();
FlxG.sound.music = null;
}
if (asSubState)
{
this.close();
// We will assume the target is a valid substate.
FlxG.state.openSubState(cast target);
}
else
{
FlxG.switchState(target);
}
}
static function getSongPath():String
{
return Paths.inst(PlayState.instance.currentSong.id);
}
/**
* Starts the transition to a new `PlayState` to start a new song.
* First switches to the `LoadingState` if assets need to be loaded.
* @param params The parameters for the next `PlayState`.
* @param asSubState Whether to open as a substate rather than switching to the `PlayState`.
* @param shouldStopMusic Whether to stop the current music while loading.
*/
public static function loadPlayState(params:PlayStateParams, shouldStopMusic = false, asSubState = false, ?onConstruct:PlayState->Void):Void
{
Paths.setCurrentLevel(PlayStatePlaylist.campaignId);
var playStateCtor:() -> PlayState = function() {
return new PlayState(params);
};
if (onConstruct != null)
{
playStateCtor = function() {
var result = new PlayState(params);
onConstruct(result);
return result;
};
}
#if NO_PRELOAD_ALL
// Switch to loading state while we load assets (default on HTML5 target).
var loadStateCtor:NextState = function() {
var result = new LoadingState(playStateCtor, shouldStopMusic, params);
@:privateAccess
result.asSubState = asSubState;
return result;
}
if (asSubState)
{
FlxG.state.openSubState(loadStateCtor);
}
else
{
FlxG.switchState(loadStateCtor);
}
#else
// All assets preloaded, switch directly to play state (defualt on other targets).
if (shouldStopMusic && FlxG.sound.music != null)
{
FlxG.sound.music.destroy();
FlxG.sound.music = null;
}
// Load and cache the song's charts.
// Don't do this if we already provided the music and charts.
if (params?.targetSong != null && !params.overrideMusic)
{
params.targetSong.cacheCharts(true);
}
var shouldPreloadLevelAssets:Bool = !(params?.minimalMode ?? false);
if (shouldPreloadLevelAssets) preloadLevelAssets();
if (asSubState)
{
FlxG.state.openSubState(cast playStateCtor());
}
else
{
FlxG.switchState(playStateCtor);
}
#end
}
#if NO_PRELOAD_ALL
static function isSoundLoaded(path:String):Bool
{
return Assets.cache.hasSound(path);
}
static function isLibraryLoaded(library:String):Bool
{
return Assets.getLibrary(library) != null;
}
#else
static function preloadLevelAssets():Void
{
// TODO: This section is a hack! Redo this later when we have a proper asset caching system.
FunkinSprite.preparePurgeCache();
FunkinSprite.cacheTexture(Paths.image('combo'));
FunkinSprite.cacheTexture(Paths.image('healthBar'));
FunkinSprite.cacheTexture(Paths.image('menuDesat'));
FunkinSprite.cacheTexture(Paths.image('combo'));
FunkinSprite.cacheTexture(Paths.image('num0'));
FunkinSprite.cacheTexture(Paths.image('num1'));
FunkinSprite.cacheTexture(Paths.image('num2'));
FunkinSprite.cacheTexture(Paths.image('num3'));
FunkinSprite.cacheTexture(Paths.image('num4'));
FunkinSprite.cacheTexture(Paths.image('num5'));
FunkinSprite.cacheTexture(Paths.image('num6'));
FunkinSprite.cacheTexture(Paths.image('num7'));
FunkinSprite.cacheTexture(Paths.image('num8'));
FunkinSprite.cacheTexture(Paths.image('num9'));
FunkinSprite.cacheTexture(Paths.image('notes', 'shared'));
FunkinSprite.cacheTexture(Paths.image('noteSplashes', 'shared'));
FunkinSprite.cacheTexture(Paths.image('noteStrumline', 'shared'));
FunkinSprite.cacheTexture(Paths.image('NOTE_hold_assets'));
FunkinSprite.cacheTexture(Paths.image('ready', 'shared'));
FunkinSprite.cacheTexture(Paths.image('set', 'shared'));
FunkinSprite.cacheTexture(Paths.image('go', 'shared'));
FunkinSprite.cacheTexture(Paths.image('sick', 'shared'));
FunkinSprite.cacheTexture(Paths.image('good', 'shared'));
FunkinSprite.cacheTexture(Paths.image('bad', 'shared'));
FunkinSprite.cacheTexture(Paths.image('shit', 'shared'));
FunkinSprite.cacheTexture(Paths.image('miss', 'shared')); // TODO: remove this
// List all image assets in the level's library.
// This is crude and I want to remove it when we have a proper asset caching system.
// TODO: Get rid of this junk!
var library = PlayStatePlaylist.campaignId != null ? openfl.utils.Assets.getLibrary(PlayStatePlaylist.campaignId) : null;
if (library == null) return; // We don't need to do anymore precaching.
var assets = library.list(lime.utils.AssetType.IMAGE);
trace('Got ${assets.length} assets: ${assets}');
// TODO: assets includes non-images! This is a bug with Polymod
for (asset in assets)
{
// Exclude items of the wrong type.
var path = '${PlayStatePlaylist.campaignId}:${asset}';
// TODO DUMB HACK DUMB HACK why doesn't filtering by AssetType.IMAGE above work
// I will fix this properly later I swear -eric
if (!path.endsWith('.png')) continue;
FunkinSprite.cacheTexture(path);
// Another dumb hack: FlxAnimate fetches from OpenFL's BitmapData cache directly and skips the FlxGraphic cache.
// Since FlxGraphic tells OpenFL to not cache it, we have to do it manually.
if (path.endsWith('spritemap1.png'))
{
openfl.Assets.getBitmapData(path, true);
}
}
// FunkinSprite.cacheAllNoteStyleTextures(noteStyle) // This will replace the stuff above!
// FunkinSprite.cacheAllCharacterTextures(player)
// FunkinSprite.cacheAllCharacterTextures(girlfriend)
// FunkinSprite.cacheAllCharacterTextures(opponent)
// FunkinSprite.cacheAllStageTextures(stage)
// FunkinSprite.cacheAllSongTextures(stage)
FunkinSprite.purgeCache();
}
#end
override function destroy():Void
{
super.destroy();
callbacks = null;
}
static function initSongsManifest():Future<AssetLibrary>
{
var id = 'songs';
var promise = new Promise<AssetLibrary>();
var library = LimeAssets.getLibrary(id);
if (library != null)
{
return Future.withValue(library);
}
var path = id;
var rootPath = null;
@:privateAccess
var libraryPaths = LimeAssets.libraryPaths;
if (libraryPaths.exists(id))
{
path = libraryPaths[id];
rootPath = Path.directory(path);
}
else
{
if (path.endsWith('.bundle'))
{
rootPath = path;
path += '/library.json';
}
else
{
rootPath = Path.directory(path);
}
@:privateAccess
path = LimeAssets.__cacheBreak(path);
}
AssetManifest.loadFromFile(path, rootPath).onComplete(function(manifest) {
if (manifest == null)
{
promise.error('Cannot parse asset manifest for library \'' + id + '\'');
return;
}
var library = AssetLibrary.fromManifest(manifest);
if (library == null)
{
promise.error('Cannot open library \'' + id + '\'');
}
else
{
@:privateAccess
LimeAssets.libraries.set(id, library);
library.onChange.add(LimeAssets.onChange.dispatch);
promise.completeWith(Future.withValue(library));
}
}).onError(function(_) {
promise.error('There is no asset library with an ID of \'' + id + '\'');
});
return promise.future;
}
}
class MultiCallback
{
public var callback:Void->Void;
public var logId:String = null;
public var length(default, null) = 0;
public var numRemaining(default, null) = 0;
var unfired = new Map<String, Void->Void>();
var fired = new Array<String>();
public function new(callback:Void->Void, logId:String = null)
{
this.callback = callback;
this.logId = logId;
}
public function add(id = 'untitled'):Void->Void
{
id = '$length:$id';
length++;
numRemaining++;
var func:Void->Void = null;
func = function() {
if (unfired.exists(id))
{
unfired.remove(id);
fired.push(id);
numRemaining--;
if (logId != null) log('fired $id, $numRemaining remaining');
if (numRemaining == 0)
{
if (logId != null) log('all callbacks fired');
callback();
}
}
else
log('already fired $id');
}
unfired[id] = func;
return func;
}
inline function log(msg):Void
{
if (logId != null) trace('$logId: $msg');
}
public function getFired():Array<String>
return fired.copy();
public function getUnfired():Array<Void->Void>
return unfired.array();
/**
* Perform an FlxG.switchState with a nice transition
* @param state
* @param transitionTex
* @param time
*/
public static function coolSwitchState(state:NextState, transitionTex:String = "shaderTransitionStuff/coolDots", time:Float = 2)
{
var screenShit:FunkinSprite = FunkinSprite.create('shaderTransitionStuff/coolDots');
var screenWipeShit:ScreenWipeShader = new ScreenWipeShader();
screenWipeShit.funnyShit.input = screenShit.pixels;
FlxTween.tween(screenWipeShit, {daAlphaShit: 1}, time,
{
ease: FlxEase.quadInOut,
onComplete: function(twn) {
screenShit.destroy();
FlxG.switchState(state);
}
});
FlxG.camera.filters = [new ShaderFilter(screenWipeShit)];
}
}