Funkin/source/funkin/Note.hx

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package funkin;
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import flixel.FlxSprite;
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import flixel.math.FlxMath;
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import funkin.noteStuff.NoteBasic.NoteData;
import funkin.noteStuff.NoteBasic.NoteType;
import funkin.play.PlayState;
import funkin.play.Strumline.StrumlineStyle;
import funkin.shaderslmfao.ColorSwap;
import funkin.ui.PreferencesMenu;
import funkin.util.Constants;
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class Note extends FlxSprite
{
public var data = new NoteData();
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/**
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* code colors for.... code....
* i think goes in order of left to right
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*
* left 0
* down 1
* up 2
* right 3
*/
public static var codeColors:Array<Int> = [0xFFFF22AA, 0xFF00EEFF, 0xFF00CC00, 0xFFCC1111];
public var mustPress:Bool = false;
public var followsTime:Bool = true; // used if you want the note to follow the time shit!
public var canBeHit:Bool = false;
public var tooLate:Bool = false;
public var wasGoodHit:Bool = false;
public var prevNote:Note;
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var willMiss:Bool = false;
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public var invisNote:Bool = false;
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public var isSustainNote:Bool = false;
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public var colorSwap:ColorSwap;
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/** the lowercase name of the note, for anim control, i.e. left right up down */
public var dirName(get, never):String;
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inline function get_dirName()
return data.dirName;
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/** the uppercase name of the note, for anim control, i.e. left right up down */
public var dirNameUpper(get, never):String;
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inline function get_dirNameUpper()
return data.dirNameUpper;
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/** the lowercase name of the note's color, for anim control, i.e. purple blue green red */
public var colorName(get, never):String;
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inline function get_colorName()
return data.colorName;
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/** the lowercase name of the note's color, for anim control, i.e. purple blue green red */
public var colorNameUpper(get, never):String;
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inline function get_colorNameUpper()
return data.colorNameUpper;
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public var highStakes(get, never):Bool;
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inline function get_highStakes()
return data.highStakes;
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public var lowStakes(get, never):Bool;
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inline function get_lowStakes()
return data.lowStakes;
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public static var swagWidth:Float = 160 * 0.7;
public static var PURP_NOTE:Int = 0;
public static var GREEN_NOTE:Int = 2;
public static var BLUE_NOTE:Int = 1;
public static var RED_NOTE:Int = 3;
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// SCORING STUFF
public static var HIT_WINDOW:Float = (10 / 60) * 1000; // 166.67 ms hit window (10 frames at 60fps)
// thresholds are fractions of HIT_WINDOW ^^
// anything above bad threshold is shit
public static var BAD_THRESHOLD:Float = 0.8; // 125ms , 8 frames
public static var GOOD_THRESHOLD:Float = 0.55; // 91.67ms , 5.5 frames
public static var SICK_THRESHOLD:Float = 0.2; // 33.33ms , 2 frames
public var noteSpeedMulti:Float = 1;
public var pastHalfWay:Bool = false;
// anything below sick threshold is sick
public static var arrowColors:Array<Float> = [1, 1, 1, 1];
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// Which note asset to load?
public var style:StrumlineStyle = NORMAL;
public function new(strumTime:Float = 0, noteData:NoteType, ?prevNote:Note, ?sustainNote:Bool = false, ?style:StrumlineStyle = NORMAL)
{
super();
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if (prevNote == null) prevNote = this;
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this.prevNote = prevNote;
isSustainNote = sustainNote;
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x += 50;
// MAKE SURE ITS DEFINITELY OFF SCREEN?
y -= 2000;
data.strumTime = strumTime;
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data.noteData = noteData;
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this.style = style;
if (this.style == null) this.style = StrumlineStyle.NORMAL;
// TODO: Make this logic more generic
switch (this.style)
{
case PIXEL:
loadGraphic(Paths.image('weeb/pixelUI/arrows-pixels'), true, 17, 17);
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animation.add('greenScroll', [6]);
animation.add('redScroll', [7]);
animation.add('blueScroll', [5]);
animation.add('purpleScroll', [4]);
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if (isSustainNote)
{
loadGraphic(Paths.image('weeb/pixelUI/arrowEnds'), true, 7, 6);
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animation.add('purpleholdend', [4]);
animation.add('greenholdend', [6]);
animation.add('redholdend', [7]);
animation.add('blueholdend', [5]);
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animation.add('purplehold', [0]);
animation.add('greenhold', [2]);
animation.add('redhold', [3]);
animation.add('bluehold', [1]);
}
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setGraphicSize(Std.int(width * Constants.PIXEL_ART_SCALE));
updateHitbox();
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default:
frames = Paths.getSparrowAtlas('NOTE_assets');
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animation.addByPrefix('purpleScroll', 'purple instance');
animation.addByPrefix('blueScroll', 'blue instance');
animation.addByPrefix('greenScroll', 'green instance');
animation.addByPrefix('redScroll', 'red instance');
animation.addByPrefix('purpleholdend', 'pruple end hold');
animation.addByPrefix('greenholdend', 'green hold end');
animation.addByPrefix('redholdend', 'red hold end');
animation.addByPrefix('blueholdend', 'blue hold end');
animation.addByPrefix('purplehold', 'purple hold piece');
animation.addByPrefix('greenhold', 'green hold piece');
animation.addByPrefix('redhold', 'red hold piece');
animation.addByPrefix('bluehold', 'blue hold piece');
setGraphicSize(Std.int(width * 0.7));
updateHitbox();
antialiasing = true;
// colorSwap.colorToReplace = 0xFFF9393F;
// colorSwap.newColor = 0xFF00FF00;
// color = FlxG.random.color();
// color.saturation *= 4;
// replaceColor(0xFFC1C1C1, FlxColor.RED);
}
colorSwap = new ColorSwap();
shader = colorSwap.shader;
updateColors();
x += swagWidth * data.int;
animation.play(data.colorName + 'Scroll');
// trace(prevNote);
if (isSustainNote && prevNote != null)
{
alpha = 0.6;
if (PreferencesMenu.getPref('downscroll')) angle = 180;
x += width / 2;
animation.play(data.colorName + 'holdend');
updateHitbox();
x -= width / 2;
if (PlayState.instance.currentStageId.startsWith('school')) x += 30;
if (prevNote.isSustainNote)
{
prevNote.animation.play(prevNote.colorName + 'hold');
prevNote.updateHitbox();
var scaleThing:Float = Math.round((Conductor.stepCrochet) * (0.45 * FlxMath.roundDecimal(SongLoad.getSpeed(), 2)));
// get them a LIL closer together cuz the antialiasing blurs the edges
if (antialiasing) scaleThing *= 1.0 + (1.0 / prevNote.frameHeight);
prevNote.scale.y = scaleThing / prevNote.frameHeight;
prevNote.updateHitbox();
}
}
}
override function destroy()
{
prevNote = null;
super.destroy();
}
public function updateColors():Void
{
colorSwap.update(arrowColors[data.noteData]);
}
override function update(elapsed:Float)
{
super.update(elapsed);
// mustPress indicates the player is the one pressing the key
if (mustPress)
{
// miss on the NEXT frame so lag doesnt make u miss notes
if (willMiss && !wasGoodHit)
{
tooLate = true;
canBeHit = false;
}
else
{
if (!pastHalfWay && data.strumTime <= Conductor.songPosition)
{
pastHalfWay = true;
noteSpeedMulti *= 2;
}
if (data.strumTime > Conductor.songPosition - HIT_WINDOW)
{
// * 0.5 if sustain note, so u have to keep holding it closer to all the way thru!
if (data.strumTime < Conductor.songPosition + (HIT_WINDOW * (isSustainNote ? 0.5 : 1))) canBeHit = true;
}
else
{
canBeHit = true;
willMiss = true;
}
}
}
else
{
canBeHit = false;
if (data.strumTime <= Conductor.songPosition) wasGoodHit = true;
}
if (tooLate)
{
if (alpha > 0.3) alpha = 0.3;
}
}
static public function fromData(data:NoteData, prevNote:Note, isSustainNote = false)
{
var result = new Note(data.strumTime, data.noteData, prevNote, isSustainNote);
result.data = data;
return result;
}
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}