Funkin/source/funkin/play/PlayState.hx

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package funkin.play;
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import funkin.ui.story.StoryMenuState;
import flixel.addons.display.FlxPieDial;
import flixel.addons.transition.FlxTransitionableState;
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import flixel.FlxCamera;
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import flixel.FlxObject;
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import flixel.FlxSprite;
import flixel.FlxState;
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import flixel.FlxSubState;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.input.keyboard.FlxKey;
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import flixel.math.FlxMath;
import flixel.math.FlxPoint;
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import flixel.math.FlxRect;
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import flixel.text.FlxText;
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import flixel.tweens.FlxEase;
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import flixel.tweens.FlxTween;
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import flixel.ui.FlxBar;
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import flixel.util.FlxColor;
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import flixel.util.FlxSort;
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import flixel.util.FlxTimer;
import funkin.audio.VoicesGroup;
import funkin.Highscore.Tallies;
import funkin.modding.events.ScriptEvent;
import funkin.modding.events.ScriptEventDispatcher;
import funkin.Note;
import funkin.play.character.BaseCharacter;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.play.cutscene.VanillaCutscenes;
import funkin.play.cutscene.VideoCutscene;
import funkin.play.event.SongEventData.SongEventParser;
import funkin.play.scoring.Scoring;
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import funkin.play.song.Song;
import funkin.play.song.SongData.SongDataParser;
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import funkin.play.song.SongData.SongEventData;
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import funkin.play.song.SongData.SongNoteData;
import funkin.play.song.SongData.SongPlayableChar;
import funkin.play.song.SongValidator;
import funkin.play.stage.Stage;
import funkin.play.stage.StageData.StageDataParser;
import funkin.play.Strumline.StrumlineArrow;
import funkin.play.Strumline.StrumlineStyle;
import funkin.ui.PopUpStuff;
import funkin.ui.PreferencesMenu;
import funkin.ui.stageBuildShit.StageOffsetSubState;
import funkin.util.Constants;
import funkin.util.SerializerUtil;
import funkin.util.SortUtil;
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import lime.ui.Haptic;
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#if discord_rpc
import Discord.DiscordClient;
#end
/**
* Parameters used to initialize the PlayState.
*/
typedef PlayStateParams =
{
/**
* The song to play.
*/
targetSong:Song,
/**
* The difficulty to play the song on.
* @default `Constants.DEFAULT_DIFFICULTY`
*/
?targetDifficulty:String,
/**
* The character to play as.
* @default `bf`, or the first character in the song's character list.
*/
?targetCharacter:String,
}
/**
* The gameplay state, where all the rhythm gaming happens.
*/
class PlayState extends MusicBeatState
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{
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/**
* STATIC VARIABLES
* Static variables should be used for information that must be persisted between states or between resets,
* such as the active song or song playlist.
*/
/**
* The currently active PlayState.
* There should be only one PlayState in existance at a time, we can use a singleton.
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*/
public static var instance:PlayState = null;
/**
* PUBLIC INSTANCE VARIABLES
* Public instance variables should be used for information that must be reset or dereferenced
* every time the state is changed, but may need to be accessed externally.
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*/
/**
* The currently selected stage.
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*/
public var currentSong:Song = null;
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/**
* The currently selected difficulty.
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*/
public var currentDifficulty:String = Constants.DEFAULT_DIFFICULTY;
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/**
* The player character being used for this level, as a character ID.
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*/
public var currentPlayerId:String = 'bf';
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/**
* The currently active Stage. This is the object containing all the props.
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*/
public var currentStage:Stage = null;
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/**
* Data for the current difficulty for the current song.
* Includes chart data, scroll speed, and other information.
*/
public var currentChart(get, null):SongDifficulty;
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/**
* The internal ID of the currently active Stage.
* Used to retrieve the data required to build the `currentStage`.
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*/
public var currentStageId(get, null):String;
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/**
* Gets set to true when the PlayState needs to reset (player opted to restart or died).
* Gets disabled once resetting happens.
*/
public var needsReset:Bool = false;
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/**
* The current 'Blueball Counter' to display in the pause menu.
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* Resets when you beat a song or go back to the main menu.
*/
public var deathCounter:Int = 0;
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/**
* The player's current health.
* The default maximum health is 2.0, and the default starting health is 1.0.
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*/
public var health:Float = 1;
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/**
* The player's current score.
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*/
public var songScore:Int = 0;
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/**
* An empty FlxObject contained in the scene.
* The current gameplay camera will be centered on this object. Tween its position to move the camera smoothly.
*
* This is an FlxSprite for two reasons:
* 1. It needs to be an object in the scene for the camera to be configured to follow it.
* 2. It needs to be an FlxSprite to allow a graphic (optionally, for debug purposes) to be drawn on it.
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*/
public var cameraFollowPoint:FlxSprite = new FlxSprite(0, 0);
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/**
* The camera follow point from the last stage.
* Used to persist the position of the `cameraFollowPosition` between levels.
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*/
public var previousCameraFollowPoint:FlxSprite = null;
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/**
* The current camera zoom level.
*
* The camera zoom is increased every beat, and lerped back to this value every frame, creating a smooth 'zoom-in' effect.
* Defaults to 1.05 but may be larger or smaller depending on the current stage,
* and may be changed by the `ZoomCamera` song event.
*/
public var defaultCameraZoom:Float = FlxCamera.defaultZoom * 1.05;
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/**
* The current HUD camera zoom level.
*
* The camera zoom is increased every beat, and lerped back to this value every frame, creating a smooth 'zoom-in' effect.
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*/
public var defaultHUDCameraZoom:Float = FlxCamera.defaultZoom * 1.0;
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/**
* Intensity of the gameplay camera zoom.
* @default `1.5%`
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*/
public var cameraZoomIntensity:Float = Constants.DEFAULT_ZOOM_INTENSITY;
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/**
* Intensity of the HUD camera zoom.
* @default `3.0%`
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*/
public var hudCameraZoomIntensity:Float = Constants.DEFAULT_ZOOM_INTENSITY * 2.0;
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/**
* How many beats (quarter notes) between camera zooms.
* @default One camera zoom per measure (four beats).
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*/
public var cameraZoomRate:Int = Constants.DEFAULT_ZOOM_RATE;
/**
* Whether the game is currently in the countdown before the song resumes.
*/
public var isInCountdown:Bool = false;
/**
* Whether the game is currently in Practice Mode.
* If true, player will not lose gain or lose score from notes.
*/
public var isPracticeMode:Bool = false;
/**
* Whether the game is currently in an animated cutscene, and gameplay should be stopped.
*/
public var isInCutscene:Bool = false;
/**
* Whether the inputs should be disabled for whatever reason... used for the stage edit lol!
*/
public var disableKeys:Bool = false;
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/**
* PRIVATE INSTANCE VARIABLES
* Private instance variables should be used for information that must be reset or dereferenced
* every time the state is reset, but should not be accessed externally.
*/
/**
* The Array containing the notes that are not currently on the screen.
* The `update()` function regularly shifts these out to add new notes to the screen.
*/
var inactiveNotes:Array<Note>;
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/**
* The Array containing the upcoming song events.
* The `update()` function regularly shifts these out to trigger events.
*/
var songEvents:Array<SongEventData>;
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/**
* If true, the player is allowed to pause the game.
* Disabled during the ending of a song.
*/
var mayPauseGame:Bool = true;
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/**
* The displayed value of the player's health.
* Used to provide smooth animations based on linear interpolation of the player's health.
*/
var healthLerp:Float = 1;
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/**
* How long the user has held the "Skip Video Cutscene" button for.
*/
var skipHeldTimer:Float = 0;
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/**
* Forcibly disables all update logic while the game moves back to the Menu state.
* This is used only when a critical error occurs and the game absolutely cannot continue.
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*/
var criticalFailure:Bool = false;
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/**
* False as long as the countdown has not finished yet.
*/
var startingSong:Bool = false;
/**
* A group of audio tracks, used to play the song's vocals.
*/
var vocals:VoicesGroup;
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/**
* RENDER OBJECTS
*/
/**
* The SpriteGroup containing the notes that are currently on the screen or are about to be on the screen.
*/
var activeNotes:FlxTypedGroup<Note> = null;
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/**
* The FlxText which displays the current score.
*/
var scoreText:FlxText;
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/**
* The bar which displays the player's health.
* Dynamically updated based on the value of `healthLerp` (which is based on `health`).
*/
public var healthBar:FlxBar;
/**
* The background image used for the health bar.
* Emma says the image is slightly skewed so I'm leaving it as an image instead of a `createGraphic`.
*/
public var healthBarBG:FlxSprite;
/**
* The health icon representing the player.
*/
public var iconP1:HealthIcon;
/**
* The health icon representing the opponent.
*/
public var iconP2:HealthIcon;
/**
* The sprite group containing active player's strumline notes.
*/
public var playerStrumline:Strumline;
/**
* The sprite group containing opponent's strumline notes.
*/
public var enemyStrumline:Strumline;
/**
* The camera which contains, and controls visibility of, the user interface elements.
*/
public var camHUD:FlxCamera;
/**
* The camera which contains, and controls visibility of, the stage and characters.
*/
public var camGame:FlxCamera;
/**
* The camera which contains, and controls visibility of, a video cutscene.
*/
public var camCutscene:FlxCamera;
var skipTimer:FlxPieDial;
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/**
* PROPERTIES
*/
/**
* If a substate is rendering over the PlayState, it is paused and normal update logic is skipped.
* Examples include:
* - The Pause screen is open.
* - The Game Over screen is open.
* - The Chart Editor screen is open.
*/
var isGamePaused(get, never):Bool;
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function get_isGamePaused():Bool
{
// Note: If there is a substate which requires the game to act unpaused,
// this should be changed to include something like `&& Std.isOfType()`
return this.subState != null;
}
var gfSpeed:Int = 1;
var generatedMusic:Bool = false;
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var grpNoteSplashes:FlxTypedGroup<NoteSplash>;
var comboPopUps:PopUpStuff;
var perfectMode:Bool = false;
var previousFrameTime:Int = 0;
var songTime:Float = 0;
#if discord_rpc
// Discord RPC variables
var storyDifficultyText:String = '';
var iconRPC:String = '';
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var songLength:Float = 0;
var detailsText:String = '';
var detailsPausedText:String = '';
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#end
/**
* This sucks. We need this because FlxG.resetState(); assumes the constructor has no arguments.
* @see https://github.com/HaxeFlixel/flixel/issues/2541
*/
static var lastParams:PlayStateParams = null;
public function new(params:PlayStateParams)
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{
super();
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if (params == null && lastParams == null)
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{
throw 'PlayState constructor called with no available parameters.';
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}
else if (params == null)
{
trace('WARNING: PlayState constructor called with no parameters. Reusing previous parameters.');
params = lastParams;
}
else
{
lastParams = params;
}
currentSong = params.targetSong;
if (params.targetDifficulty != null) currentDifficulty = params.targetDifficulty;
if (params.targetCharacter != null) currentPlayerId = params.targetCharacter;
}
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public override function create():Void
{
super.create();
if (instance != null)
{
trace('WARNING: PlayState instance already exists. This should not happen.');
}
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instance = this;
if (currentSong != null)
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{
// TODO: Do this in the loading state.
currentSong.cacheCharts(true);
}
// Returns null if the song failed to load or doesn't have the selected difficulty.
if (currentChart == null)
{
criticalFailure = true;
var message:String = 'There was a critical error. Click OK to return to the main menu.';
if (currentSong == null)
{
message = 'The was a critical error loading this song\'s chart. Click OK to return to the main menu.';
}
else if (currentDifficulty == null)
{
message = 'The was a critical error selecting a difficulty for this song. Click OK to return to the main menu.';
}
else if (currentSong.getDifficulty(currentDifficulty) == null)
{
message = 'The was a critical error retrieving data for this song on "$currentDifficulty" difficulty. Click OK to return to the main menu.';
}
lime.app.Application.current.window.alert(message, 'Error loading PlayState');
FlxG.switchState(new MainMenuState());
return;
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}
// Displays the camera follow point as a sprite for debug purposes.
// TODO: Put this on a toggle?
cameraFollowPoint.makeGraphic(8, 8, 0xFF00FF00);
cameraFollowPoint.visible = false;
cameraFollowPoint.zIndex = 1000000;
// Reduce physics accuracy (who cares!!!) to improve animation quality.
FlxG.fixedTimestep = false;
// This state receives update() even when a substate is active.
this.persistentUpdate = true;
// This state receives draw calls even when a substate is active.
this.persistentDraw = true;
// Stop any pre-existing music.
if (FlxG.sound.music != null) FlxG.sound.music.stop();
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// Prepare the current song to be played.
if (currentChart != null)
{
currentChart.cacheInst();
currentChart.cacheVocals(currentPlayerId);
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}
// Initialize stage stuff.
initCameras();
Conductor.mapTimeChanges(currentChart.timeChanges);
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Conductor.update(-5000);
// Once the song is loaded, we can continue and initialize the stage.
var healthBarYPos:Float = PreferencesMenu.getPref('downscroll') ? FlxG.height * 0.1 : FlxG.height * 0.9;
healthBarBG = new FlxSprite(0, healthBarYPos).loadGraphic(Paths.image('healthBar'));
healthBarBG.screenCenter(X);
healthBarBG.scrollFactor.set(0, 0);
add(healthBarBG);
healthBar = new FlxBar(healthBarBG.x + 4, healthBarBG.y + 4, RIGHT_TO_LEFT, Std.int(healthBarBG.width - 8), Std.int(healthBarBG.height - 8), this,
'healthLerp', 0, 2);
healthBar.scrollFactor.set();
healthBar.createFilledBar(Constants.COLOR_HEALTH_BAR_RED, Constants.COLOR_HEALTH_BAR_GREEN);
add(healthBar);
initStage();
initCharacters();
#if discord_rpc
initDiscord();
#end
// Configure camera follow point.
if (previousCameraFollowPoint != null)
{
cameraFollowPoint.setPosition(previousCameraFollowPoint.x, previousCameraFollowPoint.y);
previousCameraFollowPoint = null;
}
add(cameraFollowPoint);
comboPopUps = new PopUpStuff();
comboPopUps.cameras = [camHUD];
add(comboPopUps);
buildStrumlines();
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grpNoteSplashes = new FlxTypedGroup<NoteSplash>();
var noteSplash:NoteSplash = new NoteSplash(100, 100, 0);
grpNoteSplashes.add(noteSplash);
noteSplash.alpha = 0.1;
add(grpNoteSplashes);
generateSong();
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resetCamera();
FlxG.worldBounds.set(0, 0, FlxG.width, FlxG.height);
scoreText = new FlxText(healthBarBG.x + healthBarBG.width - 190, healthBarBG.y + 30, 0, '', 20);
scoreText.setFormat(Paths.font('vcr.ttf'), 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
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scoreText.scrollFactor.set();
add(scoreText);
// Skip Video Cutscene
skipTimer = new FlxPieDial(16, 16, 32, FlxColor.WHITE, 36, CIRCLE, true, 24);
skipTimer.amount = 0;
skipTimer.zIndex = 1000;
// Renders only in video cutscene mode.
skipTimer.cameras = [camCutscene];
add(skipTimer);
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// Attach the groups to the HUD camera so they are rendered independent of the stage.
grpNoteSplashes.cameras = [camHUD];
activeNotes.cameras = [camHUD];
healthBar.cameras = [camHUD];
healthBarBG.cameras = [camHUD];
iconP1.cameras = [camHUD];
iconP2.cameras = [camHUD];
scoreText.cameras = [camHUD];
leftWatermarkText.cameras = [camHUD];
rightWatermarkText.cameras = [camHUD];
// Starting song!
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startingSong = true;
// TODO: Softcode cutscenes.
// TODO: Alternatively: make a song script that allows startCountdown to be called,
// then cancels the countdown, hides the UI, plays the cutscene,
// then calls PlayState.startCountdown later?
if (currentSong != null)
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{
switch (currentSong.songId.toLowerCase())
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{
case 'winter-horrorland':
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VanillaCutscenes.playHorrorStartCutscene();
// This one is softcoded now WOOOO!
// case 'senpai' | 'roses' | 'thorns':
// schoolIntro(doof);
// case 'ugh':
// VanillaCutscenes.playUghCutscene();
// case 'stress':
// VanillaCutscenes.playStressCutscene();
// case 'guns':
// VanillaCutscenes.playGunsCutscene();
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default:
// VanillaCutscenes will call startCountdown later.
startCountdown();
}
}
else
{
startCountdown();
}
#if debug
this.rightWatermarkText.text = Constants.VERSION;
#end
#if debug
FlxG.console.registerObject('playState', this);
#end
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}
function get_currentChart():SongDifficulty
{
if (currentSong == null || currentDifficulty == null) return null;
return currentSong.getDifficulty(currentDifficulty);
}
function get_currentStageId():String
{
if (currentChart == null || currentChart.stage == null || currentChart.stage == '') return Constants.DEFAULT_STAGE;
return currentChart.stage;
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}
/**
* Initializes the game and HUD cameras.
*/
function initCameras():Void
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{
// Set the camera zoom. This gets overridden by the value in the stage data.
// defaultCameraZoom = FlxCamera.defaultZoom * 1.05;
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camGame = new SwagCamera();
camHUD = new FlxCamera();
camHUD.bgColor.alpha = 0;
camCutscene = new FlxCamera();
camCutscene.bgColor.alpha = 0;
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FlxG.cameras.reset(camGame);
FlxG.cameras.add(camHUD, false);
FlxG.cameras.add(camCutscene, false);
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}
function initStage():Void
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{
if (currentSong != null)
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{
if (currentChart == null)
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{
trace('Song difficulty could not be loaded.');
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}
loadStage(currentStageId);
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}
else
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{
// Fallback.
loadStage('mainStage');
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}
}
function initCharacters():Void
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{
if (currentSong == null || currentChart == null)
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{
trace('Song difficulty could not be loaded.');
}
// TODO: Switch playable character by manipulating this value.
// TODO: How to choose which one to use for story mode?
var playableChars:Array<String> = currentChart.getPlayableChars();
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if (playableChars.length == 0)
{
trace('WARNING: No playable characters found for this song.');
}
else if (playableChars.indexOf(currentPlayerId) == -1)
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{
currentPlayerId = playableChars[0];
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}
var currentCharData:SongPlayableChar = currentChart.getPlayableChar(currentPlayerId);
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//
// GIRLFRIEND
//
var girlfriend:BaseCharacter = CharacterDataParser.fetchCharacter(currentCharData.girlfriend);
if (girlfriend != null)
{
girlfriend.characterType = CharacterType.GF;
}
else if (currentCharData.girlfriend != '')
{
trace('WARNING: Could not load girlfriend character with ID ${currentCharData.girlfriend}, skipping...');
}
else
{
// Chosen GF was '' so we don't load one.
}
//
// DAD
//
var dad:BaseCharacter = CharacterDataParser.fetchCharacter(currentCharData.opponent);
if (dad != null)
{
dad.characterType = CharacterType.DAD;
}
//
// OPPONENT HEALTH ICON
//
iconP2 = new HealthIcon(currentCharData.opponent, 1);
iconP2.y = healthBar.y - (iconP2.height / 2);
dad.initHealthIcon(true);
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add(iconP2);
//
// BOYFRIEND
//
var boyfriend:BaseCharacter = CharacterDataParser.fetchCharacter(currentPlayerId);
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if (boyfriend != null)
{
boyfriend.characterType = CharacterType.BF;
}
//
// PLAYER HEALTH ICON
//
iconP1 = new HealthIcon(currentPlayerId, 0);
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iconP1.y = healthBar.y - (iconP1.height / 2);
boyfriend.initHealthIcon(false);
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add(iconP1);
//
// ADD CHARACTERS TO SCENE
//
if (currentStage != null)
{
// Characters get added to the stage, not the main scene.
if (girlfriend != null)
{
currentStage.addCharacter(girlfriend, GF);
#if debug
FlxG.console.registerObject('gf', girlfriend);
#end
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}
if (boyfriend != null)
{
currentStage.addCharacter(boyfriend, BF);
#if debug
FlxG.console.registerObject('bf', boyfriend);
#end
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}
if (dad != null)
{
currentStage.addCharacter(dad, DAD);
// Camera starts at dad.
cameraFollowPoint.setPosition(dad.cameraFocusPoint.x, dad.cameraFocusPoint.y);
#if debug
FlxG.console.registerObject('dad', dad);
#end
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}
// Rearrange by z-indexes.
currentStage.refresh();
}
}
/**
* Removes any references to the current stage, then clears the stage cache,
* then reloads all the stages.
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*
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* This is useful for when you want to edit a stage without reloading the whole game.
* Reloading works on both the JSON and the HXC, if applicable.
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*
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* Call this by pressing F5 on a debug build.
*/
override function debug_refreshModules():Void
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{
// Remove the current stage. If the stage gets deleted while it's still in use,
// it'll probably crash the game or something.
if (this.currentStage != null)
{
remove(currentStage);
var event:ScriptEvent = new ScriptEvent(ScriptEvent.DESTROY, false);
ScriptEventDispatcher.callEvent(currentStage, event);
currentStage = null;
}
// Stop the vocals.
if (vocals != null)
{
vocals.stop();
}
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super.debug_refreshModules();
var event:ScriptEvent = new ScriptEvent(ScriptEvent.CREATE, false);
ScriptEventDispatcher.callEvent(currentSong, event);
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}
/**
* Pauses music and vocals easily.
*/
public function pauseMusic():Void
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{
FlxG.sound.music.pause();
vocals.pause();
}
/**
* Loads stage data from cache, assembles the props,
* and adds it to the state.
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* @param id
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*/
function loadStage(id:String):Void
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{
currentStage = StageDataParser.fetchStage(id);
if (currentStage != null)
{
// Actually create and position the sprites.
var event:ScriptEvent = new ScriptEvent(ScriptEvent.CREATE, false);
ScriptEventDispatcher.callEvent(currentStage, event);
// Apply camera zoom level from stage data.
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defaultCameraZoom = currentStage.camZoom;
// Add the stage to the scene.
this.add(currentStage);
#if debug
FlxG.console.registerObject('stage', currentStage);
#end
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}
else
{
// lolol
lime.app.Application.current.window.alert('Nice job, you ignoramus. $id isn\'t a real stage.\nI\'m falling back to the default so the game doesn\'t shit itself.',
'Stage Error');
}
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}
function initDiscord():Void
{
#if discord_rpc
storyDifficultyText = difficultyString();
iconRPC = currentSong.player2;
// To avoid having duplicate images in Discord assets
switch (iconRPC)
{
case 'senpai-angry':
iconRPC = 'senpai';
case 'monster-christmas':
iconRPC = 'monster';
case 'mom-car':
iconRPC = 'mom';
}
// String that contains the mode defined here so it isn't necessary to call changePresence for each mode
detailsText = isStoryMode ? 'Story Mode: Week $storyWeek' : 'Freeplay';
detailsPausedText = 'Paused - $detailsText';
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// Updating Discord Rich Presence.
DiscordClient.changePresence(detailsText, '${currentChart.songName} ($storyDifficultyText)', iconRPC);
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#end
}
function startSong():Void
{
dispatchEvent(new ScriptEvent(ScriptEvent.SONG_START));
startingSong = false;
previousFrameTime = FlxG.game.ticks;
if (!isGamePaused && currentChart != null)
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{
currentChart.playInst(1.0, false);
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}
FlxG.sound.music.onComplete = endSong;
trace('Playing vocals...');
vocals.play();
#if discord_rpc
// Song duration in a float, useful for the time left feature
songLength = FlxG.sound.music.length;
// Updating Discord Rich Presence (with Time Left)
DiscordClient.changePresence(detailsText, '${currentChart.songName} ($storyDifficultyText)', iconRPC, true, songLength);
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#end
}
function generateSong():Void
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{
if (currentChart == null)
{
trace('Song difficulty could not be loaded.');
}
Conductor.forceBPM(currentChart.getStartingBPM());
vocals = currentChart.buildVocals(currentPlayerId);
if (vocals.members.length == 0)
{
trace('WARNING: No vocals found for this song.');
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}
// Create the rendered note group.
activeNotes = new FlxTypedGroup<Note>();
activeNotes.zIndex = 1000;
add(activeNotes);
regenNoteData();
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generatedMusic = true;
}
function regenNoteData():Void
{
Highscore.tallies.combo = 0;
Highscore.tallies = new Tallies();
// Reset song events.
songEvents = currentChart.getEvents();
SongEventParser.resetEvents(songEvents);
// Destroy inactive notes.
inactiveNotes = [];
// Destroy active notes.
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activeNotes.forEach(function(nt) {
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nt.followsTime = false;
FlxTween.tween(nt, {y: FlxG.height + nt.y}, 0.5,
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{
ease: FlxEase.expoIn,
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onComplete: function(twn) {
nt.kill();
activeNotes.remove(nt, true);
nt.destroy();
}
});
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});
var noteData:Array<SongNoteData> = currentChart.notes;
var oldNote:Note = null;
for (songNote in noteData)
{
var mustHitNote:Bool = songNote.getMustHitNote();
// TODO: Put this in the chart or something?
var strumlineStyle:StrumlineStyle = null;
switch (currentStageId)
{
case 'school':
strumlineStyle = PIXEL;
case 'schoolEvil':
strumlineStyle = PIXEL;
default:
strumlineStyle = NORMAL;
}
var newNote:Note = new Note(songNote.time, songNote.data, oldNote, false, strumlineStyle);
newNote.mustPress = mustHitNote;
newNote.data.sustainLength = songNote.length;
newNote.data.noteKind = songNote.kind;
newNote.scrollFactor.set(0, 0);
// Note positioning.
// TODO: Make this more robust.
if (newNote.mustPress)
{
newNote.alignToSturmlineArrow(playerStrumline.getArrow(songNote.getDirection()));
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}
else
{
newNote.alignToSturmlineArrow(enemyStrumline.getArrow(songNote.getDirection()));
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}
inactiveNotes.push(newNote);
oldNote = newNote;
// Generate X sustain notes.
var sustainSections = Math.round(songNote.length / Conductor.stepCrochet);
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for (noteIndex in 0...sustainSections)
{
var noteTimeOffset:Float = Conductor.stepCrochet + (Conductor.stepCrochet * noteIndex);
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var sustainNote:Note = new Note(songNote.time + noteTimeOffset, songNote.data, oldNote, true, strumlineStyle);
sustainNote.mustPress = mustHitNote;
sustainNote.data.noteKind = songNote.kind;
sustainNote.scrollFactor.set(0, 0);
if (sustainNote.mustPress)
{
// Align with the strumline arrow.
sustainNote.alignToSturmlineArrow(playerStrumline.getArrow(songNote.getDirection()));
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}
else
{
sustainNote.alignToSturmlineArrow(enemyStrumline.getArrow(songNote.getDirection()));
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}
inactiveNotes.push(sustainNote);
oldNote = sustainNote;
}
}
// Sorting is an expensive operation.
// TODO: Make this more efficient.
// DO NOT assume it was done in the chart file. Notes created artificially by sustains are in here too.
inactiveNotes.sort(function(a:Note, b:Note):Int {
return SortUtil.byStrumtime(FlxSort.ASCENDING, a, b);
});
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/**
**/
}
#if discord_rpc
override public function onFocus():Void
{
if (health > 0 && !paused && FlxG.autoPause)
{
if (Conductor.songPosition > 0.0) DiscordClient.changePresence(detailsText, currentSong.song + ' (' + storyDifficultyText + ')', iconRPC, true,
songLength - Conductor.songPosition);
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else
DiscordClient.changePresence(detailsText, currentSong.song + ' (' + storyDifficultyText + ')', iconRPC);
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}
super.onFocus();
}
override public function onFocusLost():Void
{
if (health > 0 && !paused && FlxG.autoPause) DiscordClient.changePresence(detailsPausedText, currentSong.song + ' (' + storyDifficultyText + ')', iconRPC);
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super.onFocusLost();
}
#end
function resyncVocals():Void
{
if (_exiting || vocals == null) return;
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vocals.pause();
FlxG.sound.music.play();
Conductor.update();
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vocals.time = FlxG.sound.music.time;
vocals.play();
}
public override function update(elapsed:Float):Void
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{
if (criticalFailure) return;
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super.update(elapsed);
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if (FlxG.keys.justPressed.U)
{
// hack for HaxeUI generation, doesn't work unless persistentUpdate is false at state creation!!
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disableKeys = true;
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persistentUpdate = false;
openSubState(new StageOffsetSubState());
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}
updateHealthBar();
updateScoreText();
// Handle restarting the song when needed (player death or pressing Retry)
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if (needsReset)
{
dispatchEvent(new ScriptEvent(ScriptEvent.SONG_RETRY));
resetCamera();
persistentUpdate = true;
persistentDraw = true;
startingSong = true;
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inputSpitter = [];
// Reset music properly.
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FlxG.sound.music.pause();
vocals.pause();
FlxG.sound.music.time = 0;
vocals.time = 0;
FlxG.sound.music.volume = 1;
vocals.volume = 1;
vocals.playerVolume = 1;
vocals.opponentVolume = 1;
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currentStage.resetStage();
// Delete all notes and reset the arrays.
regenNoteData();
// Reset camera zooming
cameraZoomIntensity = Constants.DEFAULT_ZOOM_INTENSITY;
hudCameraZoomIntensity = Constants.DEFAULT_ZOOM_INTENSITY * 2.0;
cameraZoomRate = Constants.DEFAULT_ZOOM_RATE;
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health = 1;
songScore = 0;
Highscore.tallies.combo = 0;
Countdown.performCountdown(currentStageId.startsWith('school'));
needsReset = false;
}
// Update the conductor.
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if (startingSong)
{
if (isInCountdown)
{
Conductor.songPosition += elapsed * 1000;
if (Conductor.songPosition >= 0) startSong();
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}
}
else
{
// DO NOT FORGET TO REMOVE THE HARDCODE! WHEN I MAKE BETTER OFFSET SYSTEM!
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// :nerd: um ackshually it's not 13 it's 11.97278911564
if (Paths.SOUND_EXT == 'mp3') Conductor.offset = Constants.MP3_DELAY_MS;
Conductor.update();
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if (!isGamePaused)
{
songTime += FlxG.game.ticks - previousFrameTime;
previousFrameTime = FlxG.game.ticks;
// Interpolation type beat
if (Conductor.lastSongPos != Conductor.songPosition)
{
songTime = (songTime + Conductor.songPosition) / 2;
Conductor.lastSongPos = Conductor.songPosition;
}
}
}
var androidPause:Bool = false;
#if android
androidPause = FlxG.android.justPressed.BACK;
#end
// Attempt to pause the game.
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if ((controls.PAUSE || androidPause) && isInCountdown && mayPauseGame)
{
var event = new PauseScriptEvent(FlxG.random.bool(1 / 1000));
dispatchEvent(event);
if (!event.eventCanceled)
{
// Pause updates while the substate is open, preventing the game state from advancing.
persistentUpdate = false;
// Enable drawing while the substate is open, allowing the game state to be shown behind the pause menu.
persistentDraw = true;
// There is a 1/1000 change to use a special pause menu.
// This prevents the player from resuming, but that's the point.
// It's a reference to Gitaroo Man, which doesn't let you pause the game.
if (event.gitaroo)
{
FlxG.switchState(new GitarooPause(
{
targetSong: currentSong,
targetDifficulty: currentDifficulty,
targetCharacter: currentPlayerId,
}));
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}
else
{
var boyfriendPos:FlxPoint = new FlxPoint(0, 0);
// Prevent the game from crashing if Boyfriend isn't present.
if (currentStage != null && currentStage.getBoyfriend() != null)
{
boyfriendPos = currentStage.getBoyfriend().getScreenPosition();
}
var pauseSubState:FlxSubState = new PauseSubState();
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openSubState(pauseSubState);
pauseSubState.camera = camHUD;
// boyfriendPos.put(); // TODO: Why is this here?
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}
#if discord_rpc
DiscordClient.changePresence(detailsPausedText, currentSong.song + ' (' + storyDifficultyText + ')', iconRPC);
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#end
}
}
// Cap health.
if (health > 2.0) health = 2.0;
if (health < 0.0) health = 0.0;
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// Lerp the camera zoom towards the target level.
if (subState == null)
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{
FlxG.camera.zoom = FlxMath.lerp(defaultCameraZoom, FlxG.camera.zoom, 0.95);
camHUD.zoom = FlxMath.lerp(defaultHUDCameraZoom, camHUD.zoom, 0.95);
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}
FlxG.watch.addQuick('beatShit', Conductor.currentBeat);
FlxG.watch.addQuick('stepShit', Conductor.currentStep);
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if (currentStage != null)
{
FlxG.watch.addQuick('bfAnim', currentStage.getBoyfriend().getCurrentAnimation());
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}
FlxG.watch.addQuick('songPos', Conductor.songPosition);
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// Handle GF dance speed.
// TODO: Add a song event for this.
if (currentSong.songId == 'fresh')
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{
switch (Conductor.currentBeat)
{
case 16:
gfSpeed = 2;
case 48:
gfSpeed = 1;
case 80:
gfSpeed = 2;
case 112:
gfSpeed = 1;
}
}
// Handle player death.
if (!isInCutscene && !disableKeys && !_exiting)
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{
// RESET = Quick Game Over Screen
if (controls.RESET)
{
health = 0;
trace('RESET = True');
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}
#if CAN_CHEAT // brandon's a pussy
if (controls.CHEAT)
{
health += 1;
trace('User is cheating!');
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}
#end
if (health <= 0 && !isPracticeMode)
{
vocals.pause();
FlxG.sound.music.pause();
deathCounter += 1;
dispatchEvent(new ScriptEvent(ScriptEvent.GAME_OVER));
// Disable updates, preventing animations in the background from playing.
persistentUpdate = false;
#if debug
if (FlxG.keys.pressed.THREE)
{
// TODO: Change the key or delete this?
// In debug builds, pressing 3 to kill the player makes the background transparent.
persistentDraw = true;
}
else
{
#end
persistentDraw = false;
#if debug
}
#end
var gameOverSubState = new GameOverSubState();
openSubState(gameOverSubState);
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#if discord_rpc
// Game Over doesn't get his own variable because it's only used here
DiscordClient.changePresence('Game Over - ' + detailsText, currentSong.song + ' (' + storyDifficultyText + ')', iconRPC);
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#end
}
}
// Iterate over inactive notes.
while (inactiveNotes[0] != null && inactiveNotes[0].data.strumTime - Conductor.songPosition < 1800 / currentChart.scrollSpeed)
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{
var dunceNote:Note = inactiveNotes[0];
if (dunceNote.mustPress && !dunceNote.isSustainNote) Highscore.tallies.totalNotes++;
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activeNotes.add(dunceNote);
inactiveNotes.shift();
}
// Iterate over active notes.
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if (generatedMusic && playerStrumline != null)
{
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activeNotes.forEachAlive(function(daNote:Note) {
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if ((PreferencesMenu.getPref('downscroll') && daNote.y < -daNote.height)
|| (!PreferencesMenu.getPref('downscroll') && daNote.y > FlxG.height))
{
daNote.active = false;
daNote.visible = false;
}
else
{
daNote.visible = true;
daNote.active = true;
}
var strumLineMid:Float = playerStrumline.y + Note.swagWidth / 2;
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if (daNote.followsTime)
{
daNote.y = (Conductor.songPosition - daNote.data.strumTime) * (0.45 * FlxMath.roundDecimal(currentChart.scrollSpeed, 2) * daNote.noteSpeedMulti);
}
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if (PreferencesMenu.getPref('downscroll'))
{
daNote.y += playerStrumline.y;
if (daNote.isSustainNote)
{
if (daNote.animation.curAnim.name.endsWith('end') && daNote.prevNote != null)
{
daNote.y += daNote.prevNote.height;
}
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else
{
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daNote.y += daNote.height / 2;
}
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if ((!daNote.mustPress || (daNote.wasGoodHit || (daNote.prevNote.wasGoodHit && !daNote.canBeHit)))
&& daNote.y - daNote.offset.y * daNote.scale.y + daNote.height >= strumLineMid)
{
applyClipRect(daNote);
}
}
}
else
{
if (daNote.followsTime) daNote.y = playerStrumline.y - daNote.y;
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if (daNote.isSustainNote
&& (!daNote.mustPress || (daNote.wasGoodHit || (daNote.prevNote.wasGoodHit && !daNote.canBeHit)))
&& daNote.y + daNote.offset.y * daNote.scale.y <= strumLineMid)
{
applyClipRect(daNote);
}
}
if (!daNote.mustPress && daNote.wasGoodHit && !daNote.tooLate)
{
var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, daNote, Highscore.tallies.combo, true);
dispatchEvent(event);
// Calling event.cancelEvent() in a module should force the CPU to miss the note.
// This is useful for cool shit, including but not limited to:
// - Making the AI ignore notes which are hazardous.
// - Making the AI miss notes on purpose for aesthetic reasons.
if (event.eventCanceled)
{
daNote.tooLate = true;
}
}
// WIP interpolation shit? Need to fix the pause issue
// daNote.y = (strumLine.y - (songTime - daNote.strumTime) * (0.45 * SONG.speed[.curDiff]));
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// removing this so whether the note misses or not is entirely up to Note class
// var noteMiss:Bool = daNote.y < -daNote.height;
// if (PreferencesMenu.getPref('downscroll'))
// noteMiss = daNote.y > FlxG.height;
if (daNote.isSustainNote && daNote.wasGoodHit)
{
if ((!PreferencesMenu.getPref('downscroll') && daNote.y < -daNote.height)
|| (PreferencesMenu.getPref('downscroll') && daNote.y > FlxG.height))
{
daNote.active = false;
daNote.visible = false;
daNote.kill();
activeNotes.remove(daNote, true);
daNote.destroy();
}
}
if (daNote.wasGoodHit)
{
daNote.active = false;
daNote.visible = false;
daNote.kill();
activeNotes.remove(daNote, true);
daNote.destroy();
}
if (daNote.tooLate)
{
noteMiss(daNote);
}
});
}
// Query and activate song events.
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if (songEvents != null && songEvents.length > 0)
{
var songEventsToActivate:Array<SongEventData> = SongEventParser.queryEvents(songEvents, Conductor.songPosition);
if (songEventsToActivate.length > 0)
{
trace('Found ${songEventsToActivate.length} event(s) to activate.');
for (event in songEventsToActivate)
{
var eventEvent:SongEventScriptEvent = new SongEventScriptEvent(event);
dispatchEvent(eventEvent);
// Calling event.cancelEvent() skips the event. Neat!
if (!eventEvent.eventCanceled)
{
SongEventParser.handleEvent(event);
}
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}
}
}
// Handle keybinds.
if (!isInCutscene && !disableKeys) keyShit(true);
if (!isInCutscene && !disableKeys) debugKeyShit();
// Dispatch the onUpdate event to scripted elements.
dispatchEvent(new UpdateScriptEvent(elapsed));
}
static final CUTSCENE_KEYS:Array<FlxKey> = [SPACE, ESCAPE, ENTER];
public function trySkipVideoCutscene(elapsed:Float):Void
{
if (skipTimer == null || skipTimer.animation == null) return;
if (elapsed < 0)
{
skipHeldTimer = 0.0;
}
else
{
skipHeldTimer += elapsed;
}
skipTimer.visible = skipHeldTimer >= 0.05;
skipTimer.amount = Math.min(skipHeldTimer / 1.5, 1.0);
if (skipHeldTimer >= 1.5)
{
VideoCutscene.finishVideo();
}
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}
function applyClipRect(daNote:Note):Void
{
// clipRect is applied to graphic itself so use frame Heights
var swagRect:FlxRect = new FlxRect(0, 0, daNote.frameWidth, daNote.frameHeight);
var strumLineMid:Float = playerStrumline.y + Note.swagWidth / 2;
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if (PreferencesMenu.getPref('downscroll'))
{
swagRect.height = (strumLineMid - daNote.y) / daNote.scale.y;
swagRect.y = daNote.frameHeight - swagRect.height;
}
else
{
swagRect.y = (strumLineMid - daNote.y) / daNote.scale.y;
swagRect.height -= swagRect.y;
}
daNote.clipRect = swagRect;
}
function killCombo():Void
{
// Girlfriend gets sad if you combo break after hitting 5 notes.
if (currentStage != null && currentStage.getGirlfriend() != null)
{
if (Highscore.tallies.combo > 5 && currentStage.getGirlfriend().hasAnimation('sad'))
{
currentStage.getGirlfriend().playAnimation('sad');
}
}
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if (Highscore.tallies.combo != 0)
{
Highscore.tallies.combo = comboPopUps.displayCombo(0);
}
}
#if debug
/**
* Jumps forward or backward a number of sections in the song.
* Accounts for BPM changes, does not prevent death from skipped notes.
* @param sections The number of sections to jump, negative to go backwards.
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*/
function changeSection(sections:Int):Void
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{
FlxG.sound.music.pause();
FlxG.sound.music.time += sections * Conductor.measureLengthMs;
Conductor.update(FlxG.sound.music.time);
/**
*
// TODO: Redo this for the new conductor.
var daBPM:Float = Conductor.bpm;
var daPos:Float = 0;
for (i in 0...(Std.int(Conductor.currentStep / 16 + sec)))
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{
var section = .getSong()[i];
if (section == null) continue;
if (section.changeBPM)
{
daBPM = .getSong()[i].bpm;
}
daPos += 4 * (1000 * 60 / daBPM);
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}
Conductor.songPosition = FlxG.sound.music.time = daPos;
Conductor.songPosition += Conductor.offset;
*/
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resyncVocals();
}
#end
function endSong():Void
{
dispatchEvent(new ScriptEvent(ScriptEvent.SONG_END));
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#if sys
// spitter for ravy, teehee!!
var output = SerializerUtil.toJSON(inputSpitter);
sys.io.File.saveContent("./scores.json", output);
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#end
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deathCounter = 0;
mayPauseGame = false;
FlxG.sound.music.volume = 0;
vocals.volume = 0;
if (currentSong != null && currentSong.validScore)
{
// crackhead double thingie, sets whether was new highscore, AND saves the song!
Highscore.tallies.isNewHighscore = Highscore.saveScoreForDifficulty(currentSong.songId, songScore, currentDifficulty);
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Highscore.saveCompletionForDifficulty(currentSong.songId, Highscore.tallies.totalNotesHit / Highscore.tallies.totalNotes, currentDifficulty);
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}
if (PlayStatePlaylist.isStoryMode)
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{
PlayStatePlaylist.campaignScore += songScore;
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// Pop the next song ID from the list.
// Returns null if the list is empty.
var targetSongId:String = PlayStatePlaylist.playlistSongIds.shift();
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if (targetSongId == null)
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{
FlxG.sound.playMusic(Paths.music('freakyMenu'));
transIn = FlxTransitionableState.defaultTransIn;
transOut = FlxTransitionableState.defaultTransOut;
// TODO: Rework week unlock logic.
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// StoryMenuState.weekUnlocked[Std.int(Math.min(storyWeek + 1, StoryMenuState.weekUnlocked.length - 1))] = true;
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if (currentSong.validScore)
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{
NGio.unlockMedal(60961);
Highscore.saveWeekScoreForDifficulty(PlayStatePlaylist.campaignId, PlayStatePlaylist.campaignScore, currentDifficulty);
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}
// FlxG.save.data.weekUnlocked = StoryMenuState.weekUnlocked;
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FlxG.save.flush();
moveToResultsScreen();
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}
else
{
var difficulty:String = '';
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trace('Loading next song ($targetSongId : $difficulty)');
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FlxTransitionableState.skipNextTransIn = true;
FlxTransitionableState.skipNextTransOut = true;
FlxG.sound.music.stop();
vocals.stop();
// TODO: Softcode this cutscene.
if (currentSong.songId == 'eggnog')
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{
var blackShit:FlxSprite = new FlxSprite(-FlxG.width * FlxG.camera.zoom,
-FlxG.height * FlxG.camera.zoom).makeGraphic(FlxG.width * 3, FlxG.height * 3, FlxColor.BLACK);
blackShit.scrollFactor.set();
add(blackShit);
camHUD.visible = false;
isInCutscene = true;
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FlxG.sound.play(Paths.sound('Lights_Shut_off'), function() {
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// no camFollow so it centers on horror tree
var targetSong:Song = SongDataParser.fetchSong(targetSongId);
var nextPlayState:PlayState = new PlayState(
{
targetSong: targetSong,
targetDifficulty: currentDifficulty,
targetCharacter: currentPlayerId,
});
nextPlayState.previousCameraFollowPoint = new FlxSprite(cameraFollowPoint.x, cameraFollowPoint.y);
LoadingState.loadAndSwitchState(nextPlayState);
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});
}
else
{
var targetSong:Song = SongDataParser.fetchSong(targetSongId);
var nextPlayState:PlayState = new PlayState(
{
targetSong: targetSong,
targetDifficulty: currentDifficulty,
targetCharacter: currentPlayerId,
});
nextPlayState.previousCameraFollowPoint = new FlxSprite(cameraFollowPoint.x, cameraFollowPoint.y);
LoadingState.loadAndSwitchState(nextPlayState);
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}
}
}
else
{
moveToResultsScreen();
}
}
/**
* Play the camera zoom animation and move to the results screen.
*/
function moveToResultsScreen():Void
{
trace('WENT TO RESULTS SCREEN!');
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// Stop camera zooming on beat.
cameraZoomRate = 0;
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// If the opponent is GF, zoom in on the opponent.
// Else, if there is no GF, zoom in on BF.
// Else, zoom in on GF.
var targetDad:Bool = PlayState.instance.currentStage.getDad() != null && PlayState.instance.currentStage.getDad().characterId == 'gf';
var targetBF:Bool = PlayState.instance.currentStage.getGirlfriend() == null && !targetDad;
if (targetBF)
{
FlxG.camera.follow(PlayState.instance.currentStage.getBoyfriend(), null, 0.05);
FlxG.camera.targetOffset.y -= 350;
FlxG.camera.targetOffset.x += 20;
}
else if (targetDad)
{
FlxG.camera.follow(PlayState.instance.currentStage.getDad(), null, 0.05);
FlxG.camera.targetOffset.y -= 350;
FlxG.camera.targetOffset.x += 20;
}
else
{
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FlxG.camera.follow(PlayState.instance.currentStage.getGirlfriend(), null, 0.05);
FlxG.camera.targetOffset.y -= 350;
FlxG.camera.targetOffset.x += 20;
}
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FlxTween.tween(camHUD, {alpha: 0}, 0.6);
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// Zoom in on Girlfriend (or BF if no GF)
new FlxTimer().start(0.8, function(_) {
if (targetBF)
{
currentStage.getBoyfriend().animation.play('hey');
}
else if (targetDad)
{
currentStage.getDad().animation.play('cheer');
}
else
{
currentStage.getGirlfriend().animation.play('cheer');
}
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// Zoom over to the Results screen.
FlxTween.tween(FlxG.camera, {zoom: 1200}, 1.1,
{
ease: FlxEase.expoIn,
onComplete: function(_) {
persistentUpdate = false;
vocals.stop();
camHUD.alpha = 1;
var res:ResultState = new ResultState();
res.camera = camHUD;
openSubState(res);
}
});
});
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}
// gives score and pops up rating
function popUpScore(strumtime:Float, daNote:Note):Void
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{
var noteDiff:Float = Math.abs(strumtime - Conductor.songPosition);
// boyfriend.playAnimation('hey');
vocals.playerVolume = 1;
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var isSick:Bool = false;
var score = Scoring.scoreNote(noteDiff, PBOT1);
var daRating = Scoring.judgeNote(noteDiff, PBOT1);
var healthMulti:Float = daNote.lowStakes ? 0.002 : 0.033;
if (noteDiff > Note.HIT_WINDOW * Note.BAD_THRESHOLD)
{
healthMulti *= 0; // no health on shit note
daRating = 'shit';
Highscore.tallies.shit += 1;
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// score = 50;
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}
else if (noteDiff > Note.HIT_WINDOW * Note.GOOD_THRESHOLD)
{
healthMulti *= 0.2;
daRating = 'bad';
Highscore.tallies.bad += 1;
}
else if (noteDiff > Note.HIT_WINDOW * Note.SICK_THRESHOLD)
{
healthMulti *= 0.78;
daRating = 'good';
Highscore.tallies.good += 1;
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// score = 200;
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}
else
{
isSick = true;
}
health += healthMulti;
if (isSick)
{
Highscore.tallies.sick += 1;
var noteSplash:NoteSplash = grpNoteSplashes.recycle(NoteSplash);
noteSplash.setupNoteSplash(daNote.x, daNote.y, daNote.data.noteData);
// new NoteSplash(daNote.x, daNote.y, daNote.noteData);
grpNoteSplashes.add(noteSplash);
}
// Only add the score if you're not on practice mode
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if (!isPracticeMode)
{
songScore += score;
var pressArray:Array<Bool> = [
controls.NOTE_LEFT_P,
controls.NOTE_DOWN_P,
controls.NOTE_UP_P,
controls.NOTE_RIGHT_P
];
var indices:Array<Int> = [];
for (i in 0...pressArray.length)
{
if (pressArray[i]) indices.push(i);
}
if (indices.length > 0)
{
for (i in 0...indices.length)
{
inputSpitter.push(
{
t: Std.int(Conductor.songPosition),
d: indices[i],
l: 20
});
}
}
else
{
inputSpitter.push(
{
t: Std.int(Conductor.songPosition),
d: -1,
l: 20
});
}
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}
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comboPopUps.displayRating(daRating);
if (Highscore.tallies.combo >= 10 || Highscore.tallies.combo == 0) comboPopUps.displayCombo(Highscore.tallies.combo);
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}
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/**
* Spitting out the input for ravy 🙇!!
*/
var inputSpitter:Array<ScoreInput> = [];
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public function keyShit(test:Bool):Void
{
if (PlayState.instance == null) return;
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// control arrays, order L D R U
var holdArray:Array<Bool> = [controls.NOTE_LEFT, controls.NOTE_DOWN, controls.NOTE_UP, controls.NOTE_RIGHT];
var pressArray:Array<Bool> = [
controls.NOTE_LEFT_P,
controls.NOTE_DOWN_P,
controls.NOTE_UP_P,
controls.NOTE_RIGHT_P
];
var releaseArray:Array<Bool> = [
controls.NOTE_LEFT_R,
controls.NOTE_DOWN_R,
controls.NOTE_UP_R,
controls.NOTE_RIGHT_R
];
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// if (pressArray.contains(true))
// {
// var lol:Array<Int> = cast pressArray;
// inputSpitter.push(Std.int(Conductor.songPosition) + ' ' + lol.join(' '));
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// }
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// HOLDS, check for sustain notes
if (holdArray.contains(true) && PlayState.instance.generatedMusic)
{
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PlayState.instance.activeNotes.forEachAlive(function(daNote:Note) {
if (daNote.isSustainNote && daNote.canBeHit && daNote.mustPress && holdArray[daNote.data.noteData]) PlayState.instance.goodNoteHit(daNote);
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});
}
// PRESSES, check for note hits
if (pressArray.contains(true) && PlayState.instance.generatedMusic)
{
Haptic.vibrate(100, 100);
if (currentStage != null && currentStage.getBoyfriend() != null)
{
currentStage.getBoyfriend().holdTimer = 0;
}
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var possibleNotes:Array<Note> = []; // notes that can be hit
var directionList:Array<Int> = []; // directions that can be hit
var dumbNotes:Array<Note> = []; // notes to kill later
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PlayState.instance.activeNotes.forEachAlive(function(daNote:Note) {
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if (daNote.canBeHit && daNote.mustPress && !daNote.tooLate && !daNote.wasGoodHit)
{
if (directionList.contains(daNote.data.noteData))
{
for (coolNote in possibleNotes)
{
if (coolNote.data.noteData == daNote.data.noteData && Math.abs(daNote.data.strumTime - coolNote.data.strumTime) < 10)
{ // if it's the same note twice at < 10ms distance, just delete it
// EXCEPT u cant delete it in this loop cuz it fucks with the collection lol
dumbNotes.push(daNote);
break;
}
else if (coolNote.data.noteData == daNote.data.noteData && daNote.data.strumTime < coolNote.data.strumTime)
{ // if daNote is earlier than existing note (coolNote), replace
possibleNotes.remove(coolNote);
possibleNotes.push(daNote);
break;
}
}
}
else
{
possibleNotes.push(daNote);
directionList.push(daNote.data.noteData);
}
}
});
for (note in dumbNotes)
{
FlxG.log.add('killing dumb ass note at ' + note.data.strumTime);
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note.kill();
PlayState.instance.activeNotes.remove(note, true);
note.destroy();
}
possibleNotes.sort((a, b) -> Std.int(a.data.strumTime - b.data.strumTime));
if (PlayState.instance.perfectMode) PlayState.instance.goodNoteHit(possibleNotes[0]);
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else if (possibleNotes.length > 0)
{
for (shit in 0...pressArray.length)
{ // if a direction is hit that shouldn't be
if (pressArray[shit] && !directionList.contains(shit)) PlayState.instance.ghostNoteMiss(shit);
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}
for (coolNote in possibleNotes)
{
if (pressArray[coolNote.data.noteData]) PlayState.instance.goodNoteHit(coolNote);
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}
}
else
{
// HNGGG I really want to add an option for ghost tapping
// L + ratio
for (shit in 0...pressArray.length)
if (pressArray[shit]) PlayState.instance.ghostNoteMiss(shit, false);
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}
}
if (PlayState.instance == null || PlayState.instance.currentStage == null) return;
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for (keyId => isPressed in pressArray)
{
if (playerStrumline == null) continue;
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var arrow:StrumlineArrow = PlayState.instance.playerStrumline.getArrow(keyId);
if (isPressed && arrow.animation.curAnim.name != 'confirm')
{
arrow.playAnimation('pressed');
}
if (!holdArray[keyId])
{
arrow.playAnimation('static');
}
}
}
/**
* Debug keys. Disabled while in cutscenes.
*/
public function debugKeyShit():Void
{
#if !debug
perfectMode = false;
#else
if (FlxG.keys.justPressed.H) camHUD.visible = !camHUD.visible;
#end
if (FlxG.keys.justPressed.F4) FlxG.switchState(new MainMenuState());
if (FlxG.keys.justPressed.F5) debug_refreshModules();
// Press U to open stage ditor.
if (FlxG.keys.justPressed.U)
{
// hack for HaxeUI generation, doesn't work unless persistentUpdate is false at state creation!!
disableKeys = true;
persistentUpdate = false;
openSubState(new StageOffsetSubState());
}
#if debug
// 1: End the song immediately.
if (FlxG.keys.justPressed.ONE) endSong();
// 2: Gain 10% health.
if (FlxG.keys.justPressed.TWO) health += 0.1 * 2.0;
// 3: Lose 5% health.
if (FlxG.keys.justPressed.THREE) health -= 0.05 * 2.0;
#end
// 7: Move to the charter.
if (FlxG.keys.justPressed.SEVEN)
{
lime.app.Application.current.window.alert("Press ~ on the main menu to get to the editor", 'LOL');
}
// 8: Move to the offset editor.
if (FlxG.keys.justPressed.EIGHT) FlxG.switchState(new funkin.ui.animDebugShit.DebugBoundingState());
// 9: Toggle the old icon.
if (FlxG.keys.justPressed.NINE) iconP1.toggleOldIcon();
#if debug
// PAGEUP: Skip forward one section.
// SHIFT+PAGEUP: Skip forward ten sections.
if (FlxG.keys.justPressed.PAGEUP) changeSection(FlxG.keys.pressed.SHIFT ? 10 : 1);
// PAGEDOWN: Skip backward one section. Doesn't replace notes.
// SHIFT+PAGEDOWN: Skip backward ten sections.
if (FlxG.keys.justPressed.PAGEDOWN) changeSection(FlxG.keys.pressed.SHIFT ? -10 : -1);
#end
if (FlxG.keys.justPressed.B) trace(inputSpitter.join('\n'));
}
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/**
* Called when a player presses a key with no note present.
* Scripts can modify the amount of health/score lost, whether player animations or sounds are used,
* or even cancel the event entirely.
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*
* @param direction
* @param hasPossibleNotes
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*/
function ghostNoteMiss(direction:funkin.noteStuff.NoteBasic.NoteType = 1, hasPossibleNotes:Bool = true):Void
{
var event:GhostMissNoteScriptEvent = new GhostMissNoteScriptEvent(direction, // Direction missed in.
hasPossibleNotes, // Whether there was a note you could have hit.
- 0.035 * 2, // How much health to add (negative).
- 10 // Amount of score to add (negative).
);
dispatchEvent(event);
// Calling event.cancelEvent() skips animations and penalties. Neat!
if (event.eventCanceled) return;
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health += event.healthChange;
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if (!isPracticeMode)
{
songScore += event.scoreChange;
var pressArray:Array<Bool> = [
controls.NOTE_LEFT_P,
controls.NOTE_DOWN_P,
controls.NOTE_UP_P,
controls.NOTE_RIGHT_P
];
var indices:Array<Int> = [];
for (i in 0...pressArray.length)
{
if (pressArray[i]) indices.push(i);
}
for (i in 0...indices.length)
{
inputSpitter.push(
{
t: Std.int(Conductor.songPosition),
d: indices[i],
l: 20
});
}
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}
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if (event.playSound)
{
vocals.playerVolume = 0;
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FlxG.sound.play(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.1, 0.2));
}
}
function noteMiss(note:Note):Void
{
// a MISS is when you let a note scroll past you!!
Highscore.tallies.missed++;
var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_MISS, note, Highscore.tallies.combo, true);
dispatchEvent(event);
// Calling event.cancelEvent() skips all the other logic! Neat!
if (event.eventCanceled) return;
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health -= 0.0775;
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if (!isPracticeMode)
{
songScore -= 10;
// messy copy paste rn lol
var pressArray:Array<Bool> = [
controls.NOTE_LEFT_P,
controls.NOTE_DOWN_P,
controls.NOTE_UP_P,
controls.NOTE_RIGHT_P
];
var indices:Array<Int> = [];
for (i in 0...pressArray.length)
{
if (pressArray[i]) indices.push(i);
}
if (indices.length > 0)
{
for (i in 0...indices.length)
{
inputSpitter.push(
{
t: Std.int(Conductor.songPosition),
d: indices[i],
l: 20
});
}
}
else
{
inputSpitter.push(
{
t: Std.int(Conductor.songPosition),
d: -1,
l: 20
});
}
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}
vocals.playerVolume = 0;
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if (Highscore.tallies.combo != 0)
{
Highscore.tallies.combo = comboPopUps.displayCombo(0);
}
if (event.playSound)
{
vocals.playerVolume = 0;
FlxG.sound.play(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.1, 0.2));
}
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note.active = false;
note.visible = false;
note.kill();
activeNotes.remove(note, true);
note.destroy();
}
function goodNoteHit(note:Note):Void
{
if (!note.wasGoodHit)
{
var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, note, Highscore.tallies.combo + 1, true);
dispatchEvent(event);
// Calling event.cancelEvent() skips all the other logic! Neat!
if (event.eventCanceled) return;
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if (!note.isSustainNote)
{
Highscore.tallies.combo++;
Highscore.tallies.totalNotesHit++;
if (Highscore.tallies.combo > Highscore.tallies.maxCombo) Highscore.tallies.maxCombo = Highscore.tallies.combo;
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popUpScore(note.data.strumTime, note);
}
playerStrumline.getArrow(note.data.noteData).playAnimation('confirm', true);
note.wasGoodHit = true;
vocals.playerVolume = 1;
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if (!note.isSustainNote)
{
note.kill();
activeNotes.remove(note, true);
note.destroy();
}
}
}
override function stepHit():Bool
{
// super.stepHit() returns false if a module cancelled the event.
if (!super.stepHit()) return false;
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if (Math.abs(FlxG.sound.music.time - (Conductor.songPosition - Conductor.offset)) > 200
|| Math.abs(vocals.checkSyncError(Conductor.songPosition - Conductor.offset)) > 200)
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{
trace("VOCALS NEED RESYNC");
if (vocals != null) trace(vocals.checkSyncError(Conductor.songPosition - Conductor.offset));
trace(FlxG.sound.music.time - (Conductor.songPosition - Conductor.offset));
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resyncVocals();
}
if (iconP1 != null) iconP1.onStepHit(Std.int(Conductor.currentStep));
if (iconP2 != null) iconP2.onStepHit(Std.int(Conductor.currentStep));
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return true;
}
override function beatHit():Bool
{
// super.beatHit() returns false if a module cancelled the event.
if (!super.beatHit()) return false;
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if (generatedMusic)
{
// TODO: Sort more efficiently, or less often, to improve performance.
activeNotes.sort(SortUtil.byStrumtime, FlxSort.DESCENDING);
}
// Only zoom camera if we are zoomed by less than 35%.
if (FlxG.camera.zoom < (1.35 * defaultCameraZoom) && cameraZoomRate > 0 && Conductor.currentBeat % cameraZoomRate == 0)
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{
// Zoom camera in (1.5%)
FlxG.camera.zoom += cameraZoomIntensity * defaultCameraZoom;
// Hud zooms double (3%)
camHUD.zoom += hudCameraZoomIntensity * defaultHUDCameraZoom;
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}
// trace('Not bopping camera: ${FlxG.camera.zoom} < ${(1.35 * defaultCameraZoom)} && ${cameraZoomRate} > 0 && ${Conductor.currentBeat} % ${cameraZoomRate} == ${Conductor.currentBeat % cameraZoomRate}}');
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// That combo milestones that got spoiled that one time.
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// Comes with NEAT visual and audio effects.
// bruh this var is bonkers i thot it was a function lmfaooo
// Break up into individual lines to aid debugging.
var shouldShowComboText:Bool = false;
// TODO: Re-enable combo text (how to do this without sections?).
// if (currentSong != null)
// {
// shouldShowComboText = (Conductor.currentBeat % 8 == 7);
// var daSection = .getSong()[Std.int(Conductor.currentBeat / 16)];
// shouldShowComboText = shouldShowComboText && (daSection != null && daSection.mustHitSection);
// shouldShowComboText = shouldShowComboText && (Highscore.tallies.combo > 5);
//
// var daNextSection = .getSong()[Std.int(Conductor.currentBeat / 16) + 1];
// var isEndOfSong = .getSong().length < Std.int(Conductor.currentBeat / 16);
// shouldShowComboText = shouldShowComboText && (isEndOfSong || (daNextSection != null && !daNextSection.mustHitSection));
// }
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if (shouldShowComboText)
{
var animShit:ComboCounter = new ComboCounter(-100, 300, Highscore.tallies.combo);
animShit.scrollFactor.set(0.6, 0.6);
animShit.cameras = [camHUD];
add(animShit);
var frameShit:Float = (1 / 24) * 2; // equals 2 frames in the animation
new FlxTimer().start(((Conductor.crochet / 1000) * 1.25) - frameShit, function(tmr) {
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animShit.forceFinish();
});
}
// Make the characters dance on the beat
danceOnBeat();
return true;
}
/**
* Handles characters dancing to the beat of the current song.
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*
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* TODO: Move some of this logic into `Bopper.hx`
*/
public function danceOnBeat():Void
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{
if (currentStage == null) return;
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// TODO: Add HEY! song events to Tutorial.
if (Conductor.currentBeat % 16 == 15
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&& currentStage.getDad().characterId == 'gf'
&& Conductor.currentBeat > 16
&& Conductor.currentBeat < 48)
{
currentStage.getBoyfriend().playAnimation('hey', true);
currentStage.getDad().playAnimation('cheer', true);
}
}
/**
* Constructs the strumlines for each player.
*/
function buildStrumlines():Void
{
var strumlineStyle:StrumlineStyle = NORMAL;
// TODO: Put this in the chart or something?
switch (currentStageId)
{
case 'school':
strumlineStyle = PIXEL;
case 'schoolEvil':
strumlineStyle = PIXEL;
}
var strumlineYPos = Strumline.getYPos();
playerStrumline = new Strumline(0, strumlineStyle, 4);
playerStrumline.x = 50 + FlxG.width / 2;
playerStrumline.y = strumlineYPos;
// Set the z-index so they don't appear in front of notes.
playerStrumline.zIndex = 100;
add(playerStrumline);
playerStrumline.cameras = [camHUD];
if (!PlayStatePlaylist.isStoryMode)
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{
playerStrumline.fadeInArrows();
}
enemyStrumline = new Strumline(1, strumlineStyle, 4);
enemyStrumline.x = 50;
enemyStrumline.y = strumlineYPos;
// Set the z-index so they don't appear in front of notes.
enemyStrumline.zIndex = 100;
add(enemyStrumline);
enemyStrumline.cameras = [camHUD];
if (!PlayStatePlaylist.isStoryMode)
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{
enemyStrumline.fadeInArrows();
}
this.refresh();
}
/**
* Function called before opening a new substate.
* @param subState The substate to open.
*/
public override function openSubState(subState:FlxSubState):Void
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{
// If there is a substate which requires the game to continue,
// then make this a condition.
var shouldPause = true;
if (shouldPause)
{
// Pause the music.
if (FlxG.sound.music != null)
{
FlxG.sound.music.pause();
if (vocals != null) vocals.pause();
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}
// Pause the countdown.
Countdown.pauseCountdown();
}
super.openSubState(subState);
}
/**
* Function called before closing the current substate.
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* @param subState
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*/
public override function closeSubState():Void
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{
if (isGamePaused)
{
var event:ScriptEvent = new ScriptEvent(ScriptEvent.RESUME, true);
dispatchEvent(event);
if (event.eventCanceled) return;
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if (FlxG.sound.music != null && !startingSong && !isInCutscene) resyncVocals();
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// Resume the countdown.
Countdown.resumeCountdown();
#if discord_rpc
if (startTimer.finished)
{
DiscordClient.changePresence(detailsText, '${currentChart.songName} ($storyDifficultyText)', iconRPC, true, songLength - Conductor.songPosition);
}
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else
{
DiscordClient.changePresence(detailsText, '${currentChart.songName} ($storyDifficultyText)', iconRPC);
}
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#end
}
super.closeSubState();
}
/**
* Prepares to start the countdown.
* Ends any running cutscenes, creates the strumlines, and starts the countdown.
*/
public function startCountdown():Void
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{
// If Countdown.performCountdown returns false, then the countdown was canceled by a script.
var result:Bool = Countdown.performCountdown(currentStageId.startsWith('school'));
if (!result) return;
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isInCutscene = false;
camCutscene.visible = false;
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camHUD.visible = true;
}
override function dispatchEvent(event:ScriptEvent):Void
{
// ORDER: Module, Stage, Character, Song, Note
// Modules should get the first chance to cancel the event.
// super.dispatchEvent(event) dispatches event to module scripts.
super.dispatchEvent(event);
// Dispatch event to stage script.
ScriptEventDispatcher.callEvent(currentStage, event);
// Dispatch event to character script(s).
if (currentStage != null) currentStage.dispatchToCharacters(event);
ScriptEventDispatcher.callEvent(currentSong, event);
// TODO: Dispatch event to note scripts
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}
/**
* Updates the position and contents of the score display.
*/
function updateScoreText():Void
{
// TODO: Add functionality for modules to update the score text.
scoreText.text = 'Score:' + songScore;
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}
/**
* Updates the values of the health bar.
*/
function updateHealthBar():Void
{
healthLerp = FlxMath.lerp(healthLerp, health, 0.15);
}
/**
* Resets the camera's zoom level and focus point.
*/
public function resetCamera():Void
{
FlxG.camera.follow(cameraFollowPoint, LOCKON, 0.04);
FlxG.camera.targetOffset.set();
FlxG.camera.zoom = defaultCameraZoom;
FlxG.camera.focusOn(cameraFollowPoint.getPosition());
}
/**
* Perform necessary cleanup before leaving the PlayState.
*/
function performCleanup():Void
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{
if (currentChart != null)
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{
// TODO: Uncache the song.
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}
// Remove reference to stage and remove sprites from it to save memory.
if (currentStage != null)
{
remove(currentStage);
currentStage.kill();
dispatchEvent(new ScriptEvent(ScriptEvent.DESTROY, false));
currentStage = null;
}
GameOverSubState.reset();
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// Clear the static reference to this state.
instance = null;
}
/**
* This function is called whenever Flixel switches switching to a new FlxState.
* @return Whether to actually switch to the new state.
*/
override function switchTo(nextState:FlxState):Bool
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{
var result:Bool = super.switchTo(nextState);
if (result)
{
performCleanup();
}
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return result;
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}
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}