Funkin/source/funkin/play/PauseSubState.hx

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package funkin.play;
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import flixel.addons.transition.FlxTransitionableState;
import flixel.FlxG;
import flixel.util.FlxTimer;
import flixel.FlxSprite;
import flixel.group.FlxSpriteGroup;
import flixel.math.FlxMath;
import flixel.text.FlxText;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import funkin.audio.FunkinSound;
import funkin.data.song.SongRegistry;
import funkin.ui.freeplay.FreeplayState;
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import funkin.graphics.FunkinSprite;
import funkin.play.cutscene.VideoCutscene;
import funkin.play.PlayState;
import funkin.ui.AtlasText;
import funkin.ui.MusicBeatSubState;
import funkin.ui.transition.StickerSubState;
/**
* Parameters for initializing the PauseSubState.
*/
typedef PauseSubStateParams =
{
/**
* Which mode to start in. Dictates what entries are displayed.
*/
?mode:PauseMode,
};
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/**
* The menu displayed when the Play State is paused.
*/
class PauseSubState extends MusicBeatSubState
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{
// ===============
// Constants
// ===============
/**
* Pause menu entries for when the game is paused during a song.
*/
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static final PAUSE_MENU_ENTRIES_STANDARD:Array<PauseMenuEntry> = [
{text: 'Resume', callback: resume},
{text: 'Restart Song', callback: restartPlayState},
{text: 'Change Difficulty', callback: switchMode.bind(_, Difficulty)},
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{text: 'Enable Practice Mode', callback: enablePracticeMode, filter: () -> !(PlayState.instance?.isPracticeMode ?? false)},
{text: 'Exit to Menu', callback: quitToMenu},
];
/**
* Pause menu entries for when the game is paused in the Chart Editor preview.
*/
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static final PAUSE_MENU_ENTRIES_CHARTING:Array<PauseMenuEntry> = [
{text: 'Resume', callback: resume},
{text: 'Restart Song', callback: restartPlayState},
{text: 'Return to Chart Editor', callback: quitToChartEditor},
];
/**
* Pause menu entries for when the user selects "Change Difficulty".
*/
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static final PAUSE_MENU_ENTRIES_DIFFICULTY:Array<PauseMenuEntry> = [
{text: 'Back', callback: switchMode.bind(_, Standard)}
// Other entries are added dynamically.
];
/**
* Pause menu entries for when the game is paused during a video cutscene.
*/
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static final PAUSE_MENU_ENTRIES_VIDEO_CUTSCENE:Array<PauseMenuEntry> = [
{text: 'Resume', callback: resume},
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{text: 'Skip Cutscene', callback: skipVideoCutscene},
{text: 'Restart Cutscene', callback: restartVideoCutscene},
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{text: 'Exit to Menu', callback: quitToMenu},
];
/**
* Pause menu entries for when the game is paused during a conversation.
*/
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static final PAUSE_MENU_ENTRIES_CONVERSATION:Array<PauseMenuEntry> = [
{text: 'Resume', callback: resume},
{text: 'Restart Dialogue', callback: restartConversation},
{text: 'Skip Dialogue', callback: skipConversation},
{text: 'Exit to Menu', callback: quitToMenu},
];
/**
* Duration for the music to fade in when the pause menu is opened.
*/
static final MUSIC_FADE_IN_TIME:Float = 5;
/**
* The final volume for the music when the pause menu is opened.
*/
static final MUSIC_FINAL_VOLUME:Float = 0.75;
/**
* Defines which pause music to use.
*/
public static var musicSuffix:String = '';
/**
* Reset the pause configuration to the default.
*/
public static function reset():Void
{
musicSuffix = '';
}
// ===============
// Status Variables
// ===============
/**
* Disallow input until transitions are complete!
* This prevents the pause menu from immediately closing when opened, among other things.
*/
public var allowInput:Bool = false;
/**
* The entries currently displayed in the pause menu.
*/
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var currentMenuEntries:Array<PauseMenuEntry>;
/**
* The index of `currentMenuEntries` that is currently selected.
*/
var currentEntry:Int = 0;
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/**
* The mode that the pause menu is currently in.
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*/
var currentMode:PauseMode;
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// ===============
// Graphics Variables
// ===============
/**
* The semi-transparent black background that appears when the game is paused.
*/
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var background:FunkinSprite;
/**
* The metadata displayed in the top right.
*/
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var metadata:FlxTypedSpriteGroup<FlxText>;
/**
* A text object that displays the current practice mode status.
*/
var metadataPractice:FlxText;
/**
* A text object that displays the current death count.
*/
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var metadataDeaths:FlxText;
/**
* The actual text objects for the menu entries.
*/
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var menuEntryText:FlxTypedSpriteGroup<AtlasText>;
// ===============
// Audio Variables
// ===============
var pauseMusic:FunkinSound;
// ===============
// Constructor
// ===============
public function new(?params:PauseSubStateParams)
{
super();
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this.currentMode = params?.mode ?? Standard;
}
// ===============
// Lifecycle Functions
// ===============
/**
* Called when the state is first loaded.
*/
public override function create():Void
{
super.create();
startPauseMusic();
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buildBackground();
buildMetadata();
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regenerateMenu();
transitionIn();
}
/**
* Called every frame.
* @param elapsed The time elapsed since the last frame, in seconds.
*/
public override function update(elapsed:Float):Void
{
super.update(elapsed);
handleInputs();
}
/**
* Called when the state is closed.
*/
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public override function destroy():Void
{
super.destroy();
pauseMusic.stop();
}
// ===============
// Initialization Functions
// ===============
/**
* Play the pause music.
*/
function startPauseMusic():Void
{
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var pauseMusicPath:String = Paths.music('breakfast$musicSuffix/breakfast$musicSuffix');
pauseMusic = FunkinSound.load(pauseMusicPath, true, true);
if (pauseMusic == null)
{
FlxG.log.warn('Could not play pause music: ${pauseMusicPath} does not exist!');
}
// Start playing at a random point in the song.
pauseMusic.play(false, FlxG.random.int(0, Std.int(pauseMusic.length / 2)));
pauseMusic.fadeIn(MUSIC_FADE_IN_TIME, 0, MUSIC_FINAL_VOLUME);
}
/**
* Render the semi-transparent black background.
*/
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function buildBackground():Void
{
// Using state.bgColor causes bugs!
background = new FunkinSprite(0, 0);
background.makeSolidColor(FlxG.width, FlxG.height, FlxColor.BLACK);
background.alpha = 0.0;
background.scrollFactor.set(0, 0);
background.updateHitbox();
add(background);
}
/**
* Render the metadata in the top right.
*/
function buildMetadata():Void
{
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metadata = new FlxTypedSpriteGroup<FlxText>();
metadata.scrollFactor.set(0, 0);
add(metadata);
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var metadataSong:FlxText = new FlxText(20, 15, FlxG.width - 40, 'Song Name - Artist');
metadataSong.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
if (PlayState.instance?.currentChart != null)
{
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metadataSong.text = '${PlayState.instance.currentChart.songName} - ${PlayState.instance.currentChart.songArtist}';
}
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metadataSong.scrollFactor.set(0, 0);
metadata.add(metadataSong);
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var metadataDifficulty:FlxText = new FlxText(20, 15 + 32, FlxG.width - 40, 'Difficulty: ');
metadataDifficulty.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
if (PlayState.instance?.currentDifficulty != null)
{
metadataDifficulty.text += PlayState.instance.currentDifficulty.toTitleCase();
}
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metadataDifficulty.scrollFactor.set(0, 0);
metadata.add(metadataDifficulty);
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metadataDeaths = new FlxText(20, 15 + 64, FlxG.width - 40, '${PlayState.instance?.deathCounter} Blue Balls');
metadataDeaths.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
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metadataDeaths.scrollFactor.set(0, 0);
metadata.add(metadataDeaths);
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metadataPractice = new FlxText(20, 15 + 96, FlxG.width - 40, 'PRACTICE MODE');
metadataPractice.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
metadataPractice.visible = PlayState.instance?.isPracticeMode ?? false;
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metadataPractice.scrollFactor.set(0, 0);
metadata.add(metadataPractice);
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updateMetadataText();
}
/**
* Perform additional animations to transition the pause menu in when it is first displayed.
*/
function transitionIn():Void
{
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FlxTween.tween(background, {alpha: 0.6}, 0.8, {ease: FlxEase.quartOut});
// Animate each element a little bit downwards.
var delay:Float = 0.1;
for (child in metadata.members)
{
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FlxTween.tween(child, {alpha: 1, y: child.y + 5}, 1.8, {ease: FlxEase.quartOut, startDelay: delay});
delay += 0.1;
}
new FlxTimer().start(0.2, (_) -> {
allowInput = true;
});
}
// ===============
// Input Handling
// ===============
/**
* Process user inputs every frame.
*/
function handleInputs():Void
{
if (!allowInput) return;
if (controls.UI_UP_P)
{
changeSelection(-1);
}
if (controls.UI_DOWN_P)
{
changeSelection(1);
}
if (controls.ACCEPT)
{
currentMenuEntries[currentEntry].callback(this);
}
else if (controls.PAUSE)
{
resume(this);
}
#if (debug || FORCE_DEBUG_VERSION)
// to pause the game and get screenshots easy, press H on pause menu!
if (FlxG.keys.justPressed.H)
{
var visible = !metadata.visible;
metadata.visible = visible;
menuEntryText.visible = visible;
this.bgColor = visible ? 0x99000000 : 0x00000000; // 60% or fully transparent black
}
#end
}
/**
* Move the current selection up or down.
* @param change The amount to change the selection by, with sign indicating direction.
*/
function changeSelection(change:Int = 0):Void
{
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FunkinSound.playOnce(Paths.sound('scrollMenu'), 0.4);
currentEntry += change;
if (currentEntry < 0) currentEntry = currentMenuEntries.length - 1;
if (currentEntry >= currentMenuEntries.length) currentEntry = 0;
for (entryIndex in 0...currentMenuEntries.length)
{
var isCurrent:Bool = entryIndex == currentEntry;
var entry:PauseMenuEntry = currentMenuEntries[entryIndex];
var text:AtlasText = entry.sprite;
// Set the transparency.
text.alpha = isCurrent ? 1.0 : 0.6;
// Set the position.
var targetX = FlxMath.remapToRange((entryIndex - currentEntry), 0, 1, 0, 1.3) * 20 + 90;
var targetY = FlxMath.remapToRange((entryIndex - currentEntry), 0, 1, 0, 1.3) * 120 + (FlxG.height * 0.48);
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FlxTween.globalManager.cancelTweensOf(text);
FlxTween.tween(text, {x: targetX, y: targetY}, 0.33, {ease: FlxEase.quartOut});
}
}
// ===============
// Menu Functions
// ===============
/**
* Clear the current menu entries and regenerate them based on the current mode.
* @param targetMode Optionally specify a mode to switch to before regenerating the menu.
*/
function regenerateMenu(?targetMode:PauseMode):Void
{
// If targetMode is null, keep the current mode.
if (targetMode == null) targetMode = this.currentMode;
var previousMode:PauseMode = this.currentMode;
this.currentMode = targetMode;
resetSelection();
chooseMenuEntries();
clearAndAddMenuEntries();
updateMetadataText();
changeSelection();
}
/**
* Reset the current selection to the first entry.
*/
function resetSelection():Void
{
this.currentEntry = 0;
}
/**
* Select which menu entries to display based on the current mode.
*/
function chooseMenuEntries():Void
{
// Choose the correct menu entries.
// NOTE: We clone the arrays to prevent modifications to the arrays from affecting the original.
switch (this.currentMode)
{
case PauseMode.Standard:
currentMenuEntries = PAUSE_MENU_ENTRIES_STANDARD.clone();
case PauseMode.Charting:
currentMenuEntries = PAUSE_MENU_ENTRIES_CHARTING.clone();
case PauseMode.Difficulty:
// Prepend the difficulties.
var entries:Array<PauseMenuEntry> = [];
if (PlayState.instance.currentChart != null)
{
var difficultiesInVariation = PlayState.instance.currentSong.listDifficulties(PlayState.instance.currentChart.variation, true);
trace('DIFFICULTIES: ${difficultiesInVariation}');
for (difficulty in difficultiesInVariation)
{
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entries.push({text: difficulty.toTitleCase(), callback: (state) -> changeDifficulty(state, difficulty)});
}
}
// Add the back button.
currentMenuEntries = entries.concat(PAUSE_MENU_ENTRIES_DIFFICULTY.clone());
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case PauseMode.Conversation:
currentMenuEntries = PAUSE_MENU_ENTRIES_CONVERSATION.clone();
case PauseMode.Cutscene:
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currentMenuEntries = PAUSE_MENU_ENTRIES_VIDEO_CUTSCENE.clone();
}
}
/**
* Clear the `menuEntryText` group and render the current menu entries to it.
* We first create the `menuEntryText` group if it doesn't already exist.
*/
function clearAndAddMenuEntries():Void
{
if (menuEntryText == null)
{
menuEntryText = new FlxTypedSpriteGroup<AtlasText>();
menuEntryText.scrollFactor.set(0, 0);
add(menuEntryText);
}
menuEntryText.clear();
// Render out the entries depending on the mode.
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var entryIndex:Int = 0;
var toRemove = [];
for (entry in currentMenuEntries)
{
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if (entry == null || (entry.filter != null && !entry.filter()))
{
// Remove entries that should be hidden.
toRemove.push(entry);
}
else
{
// Handle visible entries.
var yPos:Float = 70 * entryIndex + 30;
var text:AtlasText = new AtlasText(0, yPos, entry.text, AtlasFont.BOLD);
text.scrollFactor.set(0, 0);
text.alpha = 0;
menuEntryText.add(text);
entry.sprite = text;
entryIndex++;
}
}
for (entry in toRemove)
{
currentMenuEntries.remove(entry);
}
}
// ===============
// Metadata Functions
// ===============
/**
* Update the values for the metadata text in the top right.
*/
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function updateMetadataText():Void
{
metadataPractice.visible = PlayState.instance?.isPracticeMode ?? false;
switch (this.currentMode)
{
case Standard | Difficulty:
metadataDeaths.text = '${PlayState.instance?.deathCounter} Blue Balls';
case Charting:
metadataDeaths.text = 'Chart Editor Preview';
case Conversation:
metadataDeaths.text = 'Dialogue Paused';
case Cutscene:
metadataDeaths.text = 'Video Paused';
}
}
// ===============
// Menu Callbacks
// ===============
/**
* Close the pause menu and resume the game.
* @param state The current PauseSubState.
*/
static function resume(state:PauseSubState):Void
{
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// Resume a paused video if it exists.
VideoCutscene.resumeVideo();
state.close();
}
/**
* Switch the pause menu to the indicated mode.
* Create a callback from this using `.bind(_, targetMode)`.
* @param state The current PauseSubState.
* @param targetMode The mode to switch to.
*/
static function switchMode(state:PauseSubState, targetMode:PauseMode):Void
{
state.regenerateMenu(targetMode);
}
/**
* Switch the game's difficulty to the indicated difficulty, then resume the game.
* @param state The current PauseSubState.
* @param difficulty The difficulty to switch to.
*/
static function changeDifficulty(state:PauseSubState, difficulty:String):Void
{
PlayState.instance.currentSong = SongRegistry.instance.fetchEntry(PlayState.instance.currentSong.id.toLowerCase());
// Reset campaign score when changing difficulty
// So if you switch difficulty on the last song of a week you get a really low overall score.
PlayStatePlaylist.campaignScore = 0;
PlayStatePlaylist.campaignDifficulty = difficulty;
PlayState.instance.currentDifficulty = PlayStatePlaylist.campaignDifficulty;
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FreeplayState.rememberedDifficulty = difficulty;
PlayState.instance.needsReset = true;
state.close();
}
/**
* Restart the current level, then resume the game.
* @param state The current PauseSubState.
*/
static function restartPlayState(state:PauseSubState):Void
{
PlayState.instance.needsReset = true;
state.close();
}
/**
* Force the game into practice mode, then update the pause menu.
* @param state The current PauseSubState.
*/
static function enablePracticeMode(state:PauseSubState):Void
{
if (PlayState.instance == null) return;
PlayState.instance.isPracticeMode = true;
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state.regenerateMenu();
}
/**
* Restart the paused video cutscene, then resume the game.
* @param state The current PauseSubState.
*/
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static function restartVideoCutscene(state:PauseSubState):Void
{
VideoCutscene.restartVideo();
state.close();
}
/**
* Skip the paused video cutscene, then resume the game.
* @param state The current PauseSubState.
*/
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static function skipVideoCutscene(state:PauseSubState):Void
{
VideoCutscene.finishVideo();
state.close();
}
/**
* Restart the paused conversation, then resume the game.
* @param state The current PauseSubState.
*/
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static function restartConversation(state:PauseSubState):Void
{
if (PlayState.instance?.currentConversation == null) return;
PlayState.instance.currentConversation.resetConversation();
state.close();
}
/**
* Skip the paused conversation, then resume the game.
* @param state The current PauseSubState.
*/
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static function skipConversation(state:PauseSubState):Void
{
if (PlayState.instance?.currentConversation == null) return;
PlayState.instance.currentConversation.skipConversation();
state.close();
}
/**
* Quit the game and return to the main menu.
* @param state The current PauseSubState.
*/
static function quitToMenu(state:PauseSubState):Void
{
state.allowInput = false;
PlayState.instance.deathCounter = 0;
FlxTransitionableState.skipNextTransIn = true;
FlxTransitionableState.skipNextTransOut = true;
if (PlayStatePlaylist.isStoryMode)
{
PlayStatePlaylist.reset();
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state.openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new funkin.ui.story.StoryMenuState(sticker)));
}
else
{
state.openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> FreeplayState.build(null, sticker)));
}
}
/**
* Quit the game and return to the chart editor.
* @param state The current PauseSubState.
*/
static function quitToChartEditor(state:PauseSubState):Void
{
state.close();
if (FlxG.sound.music != null) FlxG.sound.music.pause(); // Don't reset song position!
PlayState.instance.close(); // This only works because PlayState is a substate!
}
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}
/**
* Which set of options the pause menu should display.
*/
enum PauseMode
{
/**
* The menu displayed when the player pauses the game during a song.
*/
Standard;
/**
* The menu displayed when the player pauses the game during a song while in charting mode.
*/
Charting;
/**
* The menu displayed when the player moves to change the game's difficulty.
*/
Difficulty;
/**
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* The menu displayed when the player pauses the game during a conversation.
*/
Conversation;
/**
* The menu displayed when the player pauses the game during a video cutscene.
*/
Cutscene;
}
/**
* Represents a single entry in the pause menu.
*/
typedef PauseMenuEntry =
{
/**
* The text to display for this entry.
* TODO: Implement localization.
*/
var text:String;
/**
* The callback to execute when the user selects this entry.
*/
var callback:PauseSubState->Void;
/**
* If this returns true, the entry will be displayed. If it returns false, the entry will be hidden.
*/
var ?filter:Void->Bool;
// Instance-specific properties
/**
* The text object currently displaying this entry.
*/
var ?sprite:AtlasText;
};