Funkin/source/funkin/play/PlayState.hx

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package funkin.play;
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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;
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import flixel.addons.transition.FlxTransitionableState;
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import flixel.group.FlxGroup;
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import flixel.math.FlxMath;
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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.Section.SwagSection;
import funkin.SongLoad.SwagSong;
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import funkin.charting.ChartingState;
import funkin.modding.events.ScriptEvent;
import funkin.modding.events.ScriptEventDispatcher;
import funkin.play.GameOverSubstate;
import funkin.play.HealthIcon;
import funkin.play.Strumline.StrumlineArrow;
import funkin.play.Strumline.StrumlineStyle;
import funkin.play.character.BaseCharacter;
import funkin.play.character.CharacterData;
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import funkin.play.event.SongEvent;
import funkin.play.scoring.Scoring;
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import funkin.play.song.Song;
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;
import funkin.ui.PopUpStuff;
import funkin.ui.PreferencesMenu;
import funkin.ui.stageBuildShit.StageOffsetSubstate;
import funkin.util.Constants;
import funkin.util.SortUtil;
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import lime.ui.Haptic;
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using StringTools;
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#if discord_rpc
import Discord.DiscordClient;
#end
class PlayState extends MusicBeatState
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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.
* Since there is only one PlayState in existance at a time, we can use a singleton.
*/
public static var instance:PlayState = null;
/**
* The currently active song. Includes data about what stage should be used, what characters,
* and the notes to be played.
*/
public static var currentSong:SwagSong = null;
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public static var currentSong_NEW:Song = null;
/**
* Whether the game is currently in Story Mode. If false, we are in Free Play Mode.
*/
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public static var isStoryMode:Bool = false;
/**
* Whether the game is currently in Practice Mode.
* If true, player will not lose gain or lose score from notes.
*/
public static var isPracticeMode:Bool = false;
/**
* Whether the game is currently in a cutscene, and gameplay should be stopped.
*/
public static var isInCutscene:Bool = false;
/**
* Whether the game is currently in the countdown before the song resumes.
*/
public static var isInCountdown:Bool = false;
/**
* Gets set to true when the PlayState needs to reset (player opted to restart or died).
* Gets disabled once resetting happens.
*/
public static var needsReset:Bool = false;
/**
* The current "Blueball Counter" to display in the pause menu.
* Resets when you beat a song or go back to the main menu.
*/
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public static var deathCounter:Int = 0;
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/**
* The default camera zoom level. The camera lerps back to this after zooming in.
* Defaults to 1.05 but may be larger or smaller depending on the current stage.
*/
public static var defaultCameraZoom:Float = 1.05;
/**
* Used to persist the position of the `cameraFollowPosition` between resets.
*/
private static var previousCameraFollowPoint:FlxObject = null;
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/**
* PUBLIC INSTANCE VARIABLES
* Public instance variables should be used for information that must be reset or dereferenced
* every time the state is reset, such as the currently active stage, but may need to be accessed externally.
*/
/**
* The currently active Stage. This is the object containing all the props.
*/
public var currentStage:Stage = null;
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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:String = '';
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/**
* The player's current health.
* The default maximum health is 2.0, and the default starting health is 1.0.
*/
public var health:Float = 1;
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/**
* The player's current score.
*/
public var songScore:Int = 0;
/**
* 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.
*/
public var cameraFollowPoint:FlxSprite = new FlxSprite(0, 0);
/**
* 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.
*/
private var inactiveNotes:Array<Note>;
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private var songEvents:Array<SongEvent>;
/**
* If true, the player is allowed to pause the game.
* Disabled during the ending of a song.
*/
private var mayPauseGame:Bool = true;
/**
* The displayed value of the player's health.
* Used to provide smooth animations based on linear interpolation of the player's health.
*/
private var healthLerp:Float = 1;
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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 cannot continue.
*/
private var criticalFailure:Bool = false;
/**
* RENDER OBJECTS
*/
/**
* The SpriteGroup containing the notes that are currently on the screen or are about to be on the screen.
*/
private var activeNotes:FlxTypedGroup<Note> = null;
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/**
* The FlxText which displays the current score.
*/
private 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;
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/**
* 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;
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/**
* 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;
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/**
* 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;
/**
* 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.
*/
private var isGamePaused(get, never):Bool;
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;
}
// TODO: Reorganize these variables (maybe there should be a separate class like Conductor just to hold them?)
public static var storyWeek:Int = 0;
public static var storyPlaylist:Array<String> = [];
public static var storyDifficulty:Int = 1;
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public static var storyDifficulty_NEW:String = "normal";
public static var seenCutscene:Bool = false;
public static var campaignScore:Int = 0;
private var vocals:VoicesGroup;
private var vocalsFinished:Bool = false;
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private var camZooming:Bool = false;
private var gfSpeed:Int = 1;
private var combo:Int = 0;
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private var generatedMusic:Bool = false;
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private var startingSong:Bool = false;
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var dialogue:Array<String>;
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var talking:Bool = true;
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var doof:DialogueBox;
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var grpNoteSplashes:FlxTypedGroup<NoteSplash>;
var comboPopUps:PopUpStuff;
var perfectMode:Bool = false;
var previousFrameTime:Int = 0;
var songTime:Float = 0;
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#if discord_rpc
// Discord RPC variables
var storyDifficultyText:String = "";
var iconRPC:String = "";
var songLength:Float = 0;
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var detailsText:String = "";
var detailsPausedText:String = "";
#end
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override public function create()
{
super.create();
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if (currentSong == null && currentSong_NEW == null)
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{
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criticalFailure = true;
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lime.app.Application.current.window.alert("There was a critical error while accessing the selected song. Click OK to return to the main menu.",
"Error loading PlayState");
FlxG.switchState(new MainMenuState());
return;
}
instance = this;
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if (currentSong_NEW != null)
{
// TODO: Do this in the loading state.
currentSong_NEW.cacheCharts(true);
}
// 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;
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// Stop any pre-existing music.
if (FlxG.sound.music != null)
FlxG.sound.music.stop();
// Prepare the current song to be played.
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if (currentChart != null)
{
currentChart.cacheInst();
currentChart.cacheVocals();
}
else
{
FlxG.sound.cache(Paths.inst(currentSong.song));
FlxG.sound.cache(Paths.voices(currentSong.song));
}
// Initialize stage stuff.
initCameras();
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if (currentSong == null && currentSong_NEW == null)
{
currentSong = SongLoad.loadFromJson('tutorial');
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}
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if (currentSong_NEW != null)
{
Conductor.mapTimeChanges(currentChart);
// Conductor.bpm = currentChart.getStartingBPM();
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// TODO: Support for dialog.
}
else
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{
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Conductor.mapBPMChanges(currentSong);
// Conductor.bpm = currentSong.bpm;
switch (currentSong.song.toLowerCase())
{
case 'senpai':
dialogue = CoolUtil.coolTextFile(Paths.txt('songs/senpai/senpaiDialogue'));
case 'roses':
dialogue = CoolUtil.coolTextFile(Paths.txt('songs/roses/rosesDialogue'));
case 'thorns':
dialogue = CoolUtil.coolTextFile(Paths.txt('songs/thorns/thornsDialogue'));
}
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}
Conductor.update(-5000);
if (dialogue != null)
{
doof = new DialogueBox(false, dialogue);
doof.scrollFactor.set();
doof.finishThing = startCountdown;
doof.cameras = [camHUD];
}
// 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.HEALTH_BAR_RED, Constants.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();
add(comboPopUps);
grpNoteSplashes = new FlxTypedGroup<NoteSplash>();
var noteSplash:NoteSplash = new NoteSplash(100, 100, 0);
grpNoteSplashes.add(noteSplash);
noteSplash.alpha = 0.1;
add(grpNoteSplashes);
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if (currentSong_NEW != null)
{
generateSong_NEW();
}
else
{
generateSong();
}
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);
scoreText.scrollFactor.set();
add(scoreText);
// 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];
// if (SONG.song == 'South')
// FlxG.camera.alpha = 0.7;
// UI_camera.zoom = 1;
// cameras = [FlxG.cameras.list[1]];
startingSong = true;
if (isStoryMode && !seenCutscene)
{
seenCutscene = true;
switch (currentSong.song.toLowerCase())
{
case "winter-horrorland":
VanillaCutscenes.playHorrorStartCutscene();
case 'senpai' | 'roses' | 'thorns':
schoolIntro(doof); // doof is assumed to be non-null, lol!
case 'ugh':
VanillaCutscenes.playUghCutscene();
case 'stress':
VanillaCutscenes.playStressCutscene();
case 'guns':
VanillaCutscenes.playGunsCutscene();
default:
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// VanillaCutscenes will call startCountdown later.
// TODO: Alternatively: make a song script that allows startCountdown to be called,
// then cancels the countdown, hides the strumline, plays the cutscene,
// then calls Countdown.performCountdown()
startCountdown();
}
}
else
{
startCountdown();
}
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#if debug
this.rightWatermarkText.text = Constants.VERSION;
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#end
}
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function get_currentChart():SongDifficulty
{
if (currentSong_NEW == null || storyDifficulty_NEW == null)
return null;
return currentSong_NEW.getDifficulty(storyDifficulty_NEW);
}
/**
* Initializes the game and HUD cameras.
*/
function initCameras()
{
// Configure the default camera zoom level.
defaultCameraZoom = FlxCamera.defaultZoom * 1.05;
camGame = new SwagCamera();
camHUD = new FlxCamera();
camHUD.bgColor.alpha = 0;
FlxG.cameras.reset(camGame);
FlxG.cameras.add(camHUD, false);
}
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function initStage()
{
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if (currentSong_NEW != null)
{
initStage_NEW();
return;
}
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// TODO: Move stageId to the song file.
switch (currentSong.song.toLowerCase())
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{
case 'spookeez' | 'monster' | 'south':
currentStageId = "spookyMansion";
case 'pico' | 'blammed' | 'philly':
currentStageId = 'phillyTrain';
case "milf" | 'satin-panties' | 'high':
currentStageId = 'limoRide';
case "cocoa" | 'eggnog':
currentStageId = 'mallXmas';
case 'winter-horrorland':
currentStageId = 'mallEvil';
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case 'senpai' | 'roses':
currentStageId = 'school';
case "darnell" | "lit-up" | "2hot":
currentStageId = 'phillyStreets';
// currentStageId = 'pyro';
case "blazin":
currentStageId = 'phillyBlazin';
// currentStageId = 'pyro';
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case 'pyro':
currentStageId = 'pyro';
case 'thorns':
currentStageId = 'schoolEvil';
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case 'guns' | 'stress' | 'ugh':
currentStageId = 'tankmanBattlefield';
default:
currentStageId = "mainStage";
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}
// Loads the relevant stage based on its ID.
loadStage(currentStageId);
}
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function initStage_NEW()
{
if (currentChart == null)
{
trace('Song difficulty could not be loaded.');
}
if (currentChart.stage != null && currentChart.stage != '')
{
currentStageId = currentChart.stage;
}
else
{
currentStageId = SongValidator.DEFAULT_STAGE;
}
loadStage(currentStageId);
}
function initCharacters()
{
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if (currentSong_NEW != null)
{
initCharacters_NEW();
return;
}
iconP1 = new HealthIcon(currentSong.player1, 0);
iconP1.y = healthBar.y - (iconP1.height / 2);
add(iconP1);
iconP2 = new HealthIcon(currentSong.player2, 1);
iconP2.y = healthBar.y - (iconP2.height / 2);
add(iconP2);
//
// GIRLFRIEND
//
// TODO: Tie the GF version to the song data, not the stage ID or the current player.
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var gfVersion:String = 'gf';
switch (currentStageId)
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{
case 'pyro' | 'phillyStreets':
gfVersion = 'nene';
case 'blazin':
gfVersion = '';
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case 'limoRide':
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gfVersion = 'gf-car';
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case 'mallXmas' | 'mallEvil':
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gfVersion = 'gf-christmas';
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case 'school' | 'schoolEvil':
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gfVersion = 'gf-pixel';
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case 'tankmanBattlefield':
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gfVersion = 'gf-tankmen';
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}
if (currentSong.player1 == "pico")
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gfVersion = "nene";
if (currentSong.song.toLowerCase() == 'stress')
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gfVersion = 'pico-speaker';
if (currentSong.song.toLowerCase() == 'tutorial')
gfVersion = '';
//
// GIRLFRIEND
//
var girlfriend:BaseCharacter = CharacterDataParser.fetchCharacter(gfVersion);
if (girlfriend != null)
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{
girlfriend.characterType = CharacterType.GF;
girlfriend.scrollFactor.set(0.95, 0.95);
if (gfVersion == 'pico-speaker')
{
girlfriend.x -= 50;
girlfriend.y -= 200;
}
}
else if (gfVersion != '')
{
trace('WARNING: Could not load girlfriend character with ID ${gfVersion}, skipping...');
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}
//
// DAD
//
var dad:BaseCharacter = CharacterDataParser.fetchCharacter(currentSong.player2);
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if (dad != null)
{
dad.characterType = CharacterType.DAD;
}
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switch (currentSong.player2)
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{
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case 'gf':
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if (isStoryMode)
{
cameraFollowPoint.x += 600;
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tweenCamIn();
}
}
//
// BOYFRIEND
//
var boyfriend:BaseCharacter = CharacterDataParser.fetchCharacter(currentSong.player1);
if (boyfriend != null)
{
boyfriend.characterType = CharacterType.BF;
}
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if (currentStage != null)
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{
// We're using Eric's stage handler.
// Characters get added to the stage, not the main scene.
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if (girlfriend != null)
{
currentStage.addCharacter(girlfriend, GF);
}
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if (boyfriend != null)
{
currentStage.addCharacter(boyfriend, BF);
}
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if (dad != null)
{
currentStage.addCharacter(dad, DAD);
// Camera starts at dad.
cameraFollowPoint.setPosition(dad.cameraFocusPoint.x, dad.cameraFocusPoint.y);
}
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// Redo z-indexes.
currentStage.refresh();
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}
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}
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function initCharacters_NEW()
{
if (currentSong_NEW == null || currentChart == null)
{
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 currentPlayer = 'bf';
var currentCharData:SongPlayableChar = currentChart.getPlayableChar(currentPlayer);
//
// 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;
}
// TODO: Cut out this code/make it generic.
switch (currentCharData.opponent)
{
case 'gf':
if (isStoryMode)
{
cameraFollowPoint.x += 600;
tweenCamIn();
}
}
//
// OPPONENT HEALTH ICON
//
iconP2 = new HealthIcon(currentCharData.opponent, 1);
iconP2.y = healthBar.y - (iconP2.height / 2);
add(iconP2);
//
// BOYFRIEND
//
var boyfriend:BaseCharacter = CharacterDataParser.fetchCharacter(currentPlayer);
if (boyfriend != null)
{
boyfriend.characterType = CharacterType.BF;
}
//
// PLAYER HEALTH ICON
//
iconP1 = new HealthIcon(currentPlayer, 0);
iconP1.y = healthBar.y - (iconP1.height / 2);
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 (boyfriend != null)
{
currentStage.addCharacter(boyfriend, BF);
}
if (dad != null)
{
currentStage.addCharacter(dad, DAD);
// Camera starts at dad.
cameraFollowPoint.setPosition(dad.cameraFocusPoint.x, dad.cameraFocusPoint.y);
}
// Rearrange by z-indexes.
currentStage.refresh();
}
}
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/**
* Removes any references to the current stage, then clears the stage cache,
* then reloads all the stages.
*
* 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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*
* Call this by pressing F5 on a debug build.
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*/
override function debug_refreshModules()
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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)
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{
remove(currentStage);
var event:ScriptEvent = new ScriptEvent(ScriptEvent.DESTROY, false);
ScriptEventDispatcher.callEvent(currentStage, event);
currentStage = null;
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}
super.debug_refreshModules();
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}
/**
* Pauses music and vocals easily.
*/
public function pauseMusic()
{
FlxG.sound.music.pause();
vocals.pause();
}
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/**
* Loads stage data from cache, assembles the props,
* and adds it to the state.
* @param id
*/
function loadStage(id:String)
{
currentStage = StageDataParser.fetchStage(id);
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if (currentStage != null)
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{
// Actually create and position the sprites.
var event:ScriptEvent = new ScriptEvent(ScriptEvent.CREATE, false);
ScriptEventDispatcher.callEvent(currentStage, event);
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// Apply camera zoom.
defaultCameraZoom = currentStage.camZoom;
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// Add the stage to the scene.
this.add(currentStage);
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}
}
function initDiscord():Void
{
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#if discord_rpc
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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;
// Updating Discord Rich Presence.
DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC);
#end
}
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function schoolIntro(?dialogueBox:DialogueBox):Void
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{
var black:FlxSprite = new FlxSprite(-100, -100).makeGraphic(FlxG.width * 2, FlxG.height * 2, FlxColor.BLACK);
black.scrollFactor.set();
add(black);
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var red:FlxSprite = new FlxSprite(-100, -100).makeGraphic(FlxG.width * 2, FlxG.height * 2, 0xFFff1b31);
red.scrollFactor.set();
var senpaiEvil:FlxSprite = new FlxSprite();
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senpaiEvil.frames = Paths.getSparrowAtlas('weeb/senpaiCrazy');
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senpaiEvil.animation.addByPrefix('idle', 'Senpai Pre Explosion', 24, false);
senpaiEvil.setGraphicSize(Std.int(senpaiEvil.width * Constants.PIXEL_ART_SCALE));
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senpaiEvil.scrollFactor.set();
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senpaiEvil.updateHitbox();
senpaiEvil.screenCenter();
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senpaiEvil.x += senpaiEvil.width / 5;
if (currentSong.song.toLowerCase() == 'roses' || currentSong.song.toLowerCase() == 'thorns')
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{
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remove(black);
if (currentSong.song.toLowerCase() == 'thorns')
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{
add(red);
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camHUD.visible = false;
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}
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else
FlxG.sound.play(Paths.sound('ANGRY'));
// moved senpai angry noise in here to clean up cutscene switch case lol
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}
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new FlxTimer().start(0.3, function(tmr:FlxTimer)
{
black.alpha -= 0.15;
if (black.alpha > 0)
tmr.reset(0.3);
else
{
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if (dialogueBox != null)
{
isInCutscene = true;
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if (currentSong.song.toLowerCase() == 'thorns')
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{
add(senpaiEvil);
senpaiEvil.alpha = 0;
new FlxTimer().start(0.3, function(swagTimer:FlxTimer)
{
senpaiEvil.alpha += 0.15;
if (senpaiEvil.alpha < 1)
swagTimer.reset();
else
{
senpaiEvil.animation.play('idle');
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FlxG.sound.play(Paths.sound('Senpai_Dies'), 1, false, null, true, function()
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{
remove(senpaiEvil);
remove(red);
FlxG.camera.fade(FlxColor.WHITE, 0.01, true, function()
{
add(dialogueBox);
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camHUD.visible = true;
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}, true);
});
new FlxTimer().start(3.2, function(deadTime:FlxTimer)
{
FlxG.camera.fade(FlxColor.WHITE, 1.6, false);
});
}
});
}
else
add(dialogueBox);
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}
else
startCountdown();
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remove(black);
}
});
}
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function startSong():Void
{
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dispatchEvent(new ScriptEvent(ScriptEvent.SONG_START));
startingSong = false;
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previousFrameTime = FlxG.game.ticks;
if (!isGamePaused)
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{
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// if (FlxG.sound.music != null)
// FlxG.sound.music.play(true);
// else
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if (currentChart != null)
{
currentChart.playInst(1.0, false);
}
else
{
FlxG.sound.playMusic(Paths.inst(currentSong.song), 1, false);
}
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}
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FlxG.sound.music.onComplete = endSong;
trace('Playing vocals...');
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vocals.play();
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#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, currentSong.song + " (" + storyDifficultyText + ")", iconRPC, true, songLength);
#end
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}
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private function generateSong():Void
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{
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// FlxG.log.add(ChartParser.parse());
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Conductor.forceBPM(currentSong.bpm);
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currentSong.song = currentSong.song;
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if (currentSong.needsVoices)
vocals = new VoicesGroup(currentSong.song, currentSong.voiceList);
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else
vocals = new VoicesGroup(currentSong.song, null);
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vocals.members[0].onComplete = function()
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{
vocalsFinished = true;
};
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trace(vocals);
activeNotes = new FlxTypedGroup<Note>();
activeNotes.zIndex = 1000;
add(activeNotes);
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regenNoteData();
generatedMusic = true;
}
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private function generateSong_NEW():Void
{
if (currentChart == null)
{
trace('Song difficulty could not be loaded.');
}
Conductor.forceBPM(currentChart.getStartingBPM());
// TODO: Fix grouped vocals
vocals = currentChart.buildVocals();
vocals.members[0].onComplete = function()
{
vocalsFinished = true;
}
// Create the rendered note group.
activeNotes = new FlxTypedGroup<Note>();
activeNotes.zIndex = 1000;
add(activeNotes);
regenNoteData_NEW();
generatedMusic = true;
}
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function regenNoteData():Void
{
// make unspawn notes shit def empty
inactiveNotes = [];
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activeNotes.forEach(function(nt)
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{
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nt.followsTime = false;
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FlxTween.tween(nt, {y: FlxG.height + nt.y}, 0.5, {
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ease: FlxEase.expoIn,
onComplete: function(twn)
{
nt.kill();
activeNotes.remove(nt, true);
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nt.destroy();
}
});
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});
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var noteData:Array<SwagSection>;
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// NEW SHIT
noteData = SongLoad.getSong();
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for (section in noteData)
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{
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for (songNotes in section.sectionNotes)
{
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var daStrumTime:Float = songNotes.strumTime;
// TODO: Replace 4 with strumlineSize
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var daNoteData:Int = Std.int(songNotes.noteData % 4);
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var gottaHitNote:Bool = section.mustHitSection;
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if (songNotes.highStakes) // noteData > 3
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gottaHitNote = !section.mustHitSection;
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var oldNote:Note;
if (inactiveNotes.length > 0)
oldNote = inactiveNotes[Std.int(inactiveNotes.length - 1)];
else
oldNote = null;
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var strumlineStyle:StrumlineStyle = NORMAL;
// TODO: Put this in the chart or something?
switch (currentStageId)
{
case 'school':
strumlineStyle = PIXEL;
case 'schoolEvil':
strumlineStyle = PIXEL;
}
var swagNote:Note = new Note(daStrumTime, daNoteData, oldNote, false, strumlineStyle);
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// swagNote.data = songNotes;
swagNote.data.sustainLength = songNotes.sustainLength;
swagNote.data.noteKind = songNotes.noteKind;
swagNote.scrollFactor.set(0, 0);
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var susLength:Float = swagNote.data.sustainLength;
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susLength = susLength / Conductor.stepCrochet;
inactiveNotes.push(swagNote);
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for (susNote in 0...Math.round(susLength))
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{
oldNote = inactiveNotes[Std.int(inactiveNotes.length - 1)];
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var sustainNote:Note = new Note(daStrumTime + (Conductor.stepCrochet * susNote) + Conductor.stepCrochet, daNoteData, oldNote, true,
strumlineStyle);
sustainNote.data.noteKind = songNotes.noteKind;
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sustainNote.scrollFactor.set();
inactiveNotes.push(sustainNote);
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sustainNote.mustPress = gottaHitNote;
if (sustainNote.mustPress)
sustainNote.x += FlxG.width / 2; // general offset
}
// TODO: Replace 4 with strumlineSize
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swagNote.mustPress = gottaHitNote;
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if (swagNote.mustPress)
{
if (playerStrumline != null)
{
swagNote.x = playerStrumline.getArrow(swagNote.data.noteData).x;
}
else
{
swagNote.x += FlxG.width / 2; // general offset
}
}
else
{
if (enemyStrumline != null)
{
swagNote.x = enemyStrumline.getArrow(swagNote.data.noteData).x;
}
else
{
// swagNote.x += FlxG.width / 2; // general offset
}
}
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}
}
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inactiveNotes.sort(function(a:Note, b:Note):Int
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{
return SortUtil.byStrumtime(FlxSort.ASCENDING, a, b);
});
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}
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function regenNoteData_NEW():Void
{
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// Reset song events.
songEvents = currentChart.getEvents();
SongEventHandler.resetEvents(songEvents);
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// Destroy inactive notes.
inactiveNotes = [];
// Destroy active notes.
activeNotes.forEach(function(nt)
{
nt.followsTime = false;
FlxTween.tween(nt, {y: FlxG.height + nt.y}, 0.5, {
ease: FlxEase.expoIn,
onComplete: function(twn)
{
nt.kill();
activeNotes.remove(nt, true);
nt.destroy();
}
});
});
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)
{
if (playerStrumline != null)
{
// Align with the strumline arrow.
newNote.x = playerStrumline.getArrow(songNote.getDirection()).x;
}
else
{
// Assume strumline position.
newNote.x += FlxG.width / 2;
}
}
else
{
if (enemyStrumline != null)
{
newNote.x = enemyStrumline.getArrow(songNote.getDirection()).x;
}
else
{
// newNote.x += 0;
}
}
inactiveNotes.push(newNote);
oldNote = newNote;
// Generate X sustain notes.
var sustainSections = Math.round(songNote.length / Conductor.stepCrochet);
for (noteIndex in 0...sustainSections)
{
var noteTimeOffset:Float = Conductor.stepCrochet + (Conductor.stepCrochet * noteIndex);
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)
{
if (playerStrumline != null)
{
// Align with the strumline arrow.
sustainNote.x = playerStrumline.getArrow(songNote.getDirection()).x;
}
else
{
// Assume strumline position.
sustainNote.x += FlxG.width / 2;
}
}
else
{
if (enemyStrumline != null)
{
sustainNote.x = enemyStrumline.getArrow(songNote.getDirection()).x;
}
else
{
// newNote.x += 0;
}
}
inactiveNotes.push(sustainNote);
oldNote = sustainNote;
}
}
// Sorting is an expensive operation.
// Assume it was done in the chart file.
/**
inactiveNotes.sort(function(a:Note, b:Note):Int
{
return SortUtil.byStrumtime(FlxSort.ASCENDING, a, b);
});
**/
}
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function tweenCamIn():Void
{
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FlxTween.tween(FlxG.camera, {zoom: 1.3 * FlxCamera.defaultZoom}, (Conductor.stepCrochet * 4 / 1000), {ease: FlxEase.elasticInOut});
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}
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#if discord_rpc
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override public function onFocus():Void
{
if (health > 0 && !paused && FlxG.autoPause)
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{
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();
}
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override public function onFocusLost():Void
{
if (health > 0 && !paused && FlxG.autoPause)
DiscordClient.changePresence(detailsPausedText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC);
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super.onFocusLost();
}
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#end
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function resyncVocals():Void
{
if (_exiting || vocals == null)
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return;
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vocals.pause();
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FlxG.sound.music.play();
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Conductor.update(FlxG.sound.music.time + Conductor.offset);
if (vocalsFinished)
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return;
vocals.time = FlxG.sound.music.time;
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vocals.play();
}
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override public function update(elapsed:Float)
{
super.update(elapsed);
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if (criticalFailure)
return;
if (FlxG.keys.justPressed.U)
{
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// hack for HaxeUI generation, doesn't work unless persistentUpdate is false at state creation!!
persistentUpdate = false;
openSubState(new StageOffsetSubstate());
}
updateHealthBar();
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updateScoreText();
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if (needsReset)
{
dispatchEvent(new ScriptEvent(ScriptEvent.SONG_RETRY));
resetCamera();
persistentUpdate = true;
persistentDraw = true;
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startingSong = true;
FlxG.sound.music.pause();
vocals.pause();
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FlxG.sound.music.time = 0;
currentStage.resetStage();
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// Delete all notes and reset the arrays.
if (currentChart != null)
{
regenNoteData_NEW();
}
else
{
regenNoteData();
}
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health = 1;
songScore = 0;
combo = 0;
Countdown.performCountdown(currentStageId.startsWith('school'));
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needsReset = false;
}
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#if !debug
perfectMode = false;
#else
if (FlxG.keys.justPressed.H)
camHUD.visible = !camHUD.visible;
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#end
// do this BEFORE super.update() so songPosition is accurate
if (startingSong)
{
if (isInCountdown)
{
Conductor.songPosition += elapsed * 1000;
if (Conductor.songPosition >= 0)
startSong();
}
}
else
{
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if (Paths.SOUND_EXT == 'mp3')
Conductor.offset = -13; // DO NOT FORGET TO REMOVE THE HARDCODE! WHEN I MAKE BETTER OFFSET SYSTEM!
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Conductor.update(FlxG.sound.music.time + Conductor.offset);
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;
}
}
}
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var androidPause:Bool = false;
#if android
androidPause = FlxG.android.justPressed.BACK;
#end
if ((controls.PAUSE || androidPause) && isInCountdown && mayPauseGame)
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{
var event = new PauseScriptEvent(FlxG.random.bool(1 / 1000));
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dispatchEvent(event);
if (!event.eventCanceled)
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{
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// 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());
}
else
{
var boyfriendPos = currentStage.getBoyfriend().getScreenPosition();
var pauseSubState = new PauseSubState(boyfriendPos.x, boyfriendPos.y);
openSubState(pauseSubState);
pauseSubState.camera = camHUD;
boyfriendPos.put();
}
#if discord_rpc
DiscordClient.changePresence(detailsPausedText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC);
#end
}
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}
#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.
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if (FlxG.keys.justPressed.SEVEN)
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{
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FlxG.switchState(new ChartingState());
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#if discord_rpc
DiscordClient.changePresence("Chart Editor", null, null, true);
#end
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}
// 8: Move to the offset editor.
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if (FlxG.keys.justPressed.EIGHT)
FlxG.switchState(new funkin.ui.animDebugShit.DebugBoundingState());
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// 9: Toggle the old icon.
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if (FlxG.keys.justPressed.NINE)
iconP1.toggleOldIcon();
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#if debug
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// PAGEUP: Skip forward one section.
// SHIFT+PAGEUP: Skip forward ten sections.
if (FlxG.keys.justPressed.PAGEUP)
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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)
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changeSection(FlxG.keys.pressed.SHIFT ? -10 : -1);
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#end
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if (health > 2.0)
health = 2.0;
if (health < 0.0)
health = 0.0;
if (camZooming && subState == null)
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{
FlxG.camera.zoom = FlxMath.lerp(defaultCameraZoom, FlxG.camera.zoom, 0.95);
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camHUD.zoom = FlxMath.lerp(1 * FlxCamera.defaultZoom, camHUD.zoom, 0.95);
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}
FlxG.watch.addQuick("beatShit", Conductor.currentBeat);
FlxG.watch.addQuick("stepShit", Conductor.currentStep);
if (currentStage != null)
{
FlxG.watch.addQuick("bfAnim", currentStage.getBoyfriend().getCurrentAnimation());
}
FlxG.watch.addQuick("songPos", Conductor.songPosition);
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if (currentSong != null && currentSong.song == 'Fresh')
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{
switch (Conductor.currentBeat)
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{
case 16:
camZooming = true;
gfSpeed = 2;
case 48:
gfSpeed = 1;
case 80:
gfSpeed = 2;
case 112:
gfSpeed = 1;
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}
}
if (!isInCutscene && !_exiting)
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{
// RESET = Quick Game Over Screen
if (controls.RESET)
{
health = 0;
trace("RESET = True");
}
#if CAN_CHEAT // brandon's a pussy
if (controls.CHEAT)
{
health += 1;
trace("User is cheating!");
}
#end
if (health <= 0 && !isPracticeMode)
{
vocals.pause();
FlxG.sound.music.pause();
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deathCounter += 1;
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dispatchEvent(new ScriptEvent(ScriptEvent.GAME_OVER));
// Disable updates, preventing animations in the background from playing.
persistentUpdate = false;
#if debug
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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;
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}
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);
#end
}
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}
while (inactiveNotes[0] != null && inactiveNotes[0].data.strumTime - Conductor.songPosition < 1800 / SongLoad.getSpeed())
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{
var dunceNote:Note = inactiveNotes[0];
activeNotes.add(dunceNote);
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inactiveNotes.shift();
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}
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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))
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{
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daNote.active = false;
daNote.visible = false;
}
else
{
daNote.visible = true;
daNote.active = true;
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}
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var strumLineMid = playerStrumline.y + Note.swagWidth / 2;
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if (daNote.followsTime)
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daNote.y = (Conductor.songPosition - daNote.data.strumTime) * (0.45 * FlxMath.roundDecimal(SongLoad.getSpeed(),
2) * daNote.noteSpeedMulti);
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if (PreferencesMenu.getPref('downscroll'))
{
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daNote.y += playerStrumline.y;
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if (daNote.isSustainNote)
{
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if (daNote.animation.curAnim.name.endsWith("end") && daNote.prevNote != null)
daNote.y += daNote.prevNote.height;
else
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daNote.y += daNote.height / 2;
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if ((!daNote.mustPress || (daNote.wasGoodHit || (daNote.prevNote.wasGoodHit && !daNote.canBeHit)))
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&& daNote.y - daNote.offset.y * daNote.scale.y + daNote.height >= strumLineMid)
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{
applyClipRect(daNote);
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}
}
}
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else
{
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if (daNote.followsTime)
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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);
}
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}
if (!daNote.mustPress && daNote.wasGoodHit && !daNote.tooLate)
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{
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if (currentSong != null && currentSong.song != 'Tutorial')
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camZooming = true;
var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, daNote, combo, true);
dispatchEvent(event);
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// 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)
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{
daNote.tooLate = true;
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}
else
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{
// Volume of DAD.
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if (currentSong != null && currentSong.needsVoices)
vocals.volume = 1;
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}
}
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// WIP interpolation shit? Need to fix the pause issue
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// daNote.y = (strumLine.y - (songTime - daNote.strumTime) * (0.45 * SONG.speed[SongLoad.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;
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// if (PreferencesMenu.getPref('downscroll'))
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// noteMiss = daNote.y > FlxG.height;
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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)
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{
daNote.active = false;
daNote.visible = false;
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daNote.kill();
activeNotes.remove(daNote, true);
daNote.destroy();
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}
if (daNote.tooLate)
{
noteMiss(daNote);
}
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});
}
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if (songEvents != null && songEvents.length > 0)
{
var songEventsToActivate:Array<SongEvent> = SongEventHandler.queryEvents(songEvents, Conductor.songPosition);
if (songEventsToActivate.length > 0)
trace('[EVENTS] Found ${songEventsToActivate.length} event(s) to activate.');
SongEventHandler.activateEvents(songEventsToActivate);
}
if (!isInCutscene)
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keyShit(true);
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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);
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var strumLineMid = playerStrumline.y + Note.swagWidth / 2;
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;
}
#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 sec
*/
function changeSection(sec:Int):Void
{
FlxG.sound.music.pause();
// BPM might change between the current and target section but IDGAF
FlxG.sound.music.time = Conductor.songPosition + (sec * 4 * (1000 * 60 / Conductor.bpm));
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Conductor.update();
resyncVocals();
}
#end
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function endSong():Void
{
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dispatchEvent(new ScriptEvent(ScriptEvent.SONG_END));
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seenCutscene = false;
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deathCounter = 0;
mayPauseGame = false;
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FlxG.sound.music.volume = 0;
vocals.volume = 0;
if (currentSong != null && currentSong.validScore)
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{
Highscore.saveScore(currentSong.song, songScore, storyDifficulty);
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}
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if (isStoryMode)
{
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campaignScore += songScore;
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storyPlaylist.remove(storyPlaylist[0]);
if (storyPlaylist.length <= 0)
{
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FlxG.sound.playMusic(Paths.music('freakyMenu'));
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transIn = FlxTransitionableState.defaultTransIn;
transOut = FlxTransitionableState.defaultTransOut;
switch (storyWeek)
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{
case 7:
FlxG.switchState(new VideoState());
default:
FlxG.switchState(new StoryMenuState());
}
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// if ()
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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.saveWeekScore(storyWeek, campaignScore, storyDifficulty);
}
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FlxG.save.data.weekUnlocked = StoryMenuState.weekUnlocked;
FlxG.save.flush();
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}
else
{
var difficulty:String = "";
if (storyDifficulty == 0)
difficulty = '-easy';
if (storyDifficulty == 2)
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difficulty = '-hard';
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trace('LOADING NEXT SONG');
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trace(storyPlaylist[0].toLowerCase() + difficulty);
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FlxTransitionableState.skipNextTransIn = true;
FlxTransitionableState.skipNextTransOut = true;
FlxG.sound.music.stop();
vocals.stop();
if (currentSong.song.toLowerCase() == '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()
{
// no camFollow so it centers on horror tree
currentSong = SongLoad.loadFromJson(storyPlaylist[0].toLowerCase() + difficulty, storyPlaylist[0]);
LoadingState.loadAndSwitchState(new PlayState());
});
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}
else
{
previousCameraFollowPoint = cameraFollowPoint;
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currentSong = SongLoad.loadFromJson(storyPlaylist[0].toLowerCase() + difficulty, storyPlaylist[0]);
LoadingState.loadAndSwitchState(new PlayState());
}
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}
}
else
{
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trace('WENT BACK TO FREEPLAY??');
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// unloadAssets();
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FlxG.switchState(new FreeplayState());
}
}
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// gives score and pops up rating
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private function popUpScore(strumtime:Float, daNote:Note):Void
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{
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var noteDiff:Float = Math.abs(strumtime - Conductor.songPosition);
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// boyfriend.playAnimation('hey');
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vocals.volume = 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;
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if (noteDiff > Note.HIT_WINDOW * Note.BAD_THRESHOLD)
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{
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healthMulti *= 0; // no health on shit note
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}
else if (noteDiff > Note.HIT_WINDOW * Note.GOOD_THRESHOLD)
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{
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healthMulti *= 0.2;
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}
else if (noteDiff > Note.HIT_WINDOW * Note.SICK_THRESHOLD)
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{
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healthMulti *= 0.78;
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}
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else
isSick = true;
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health += healthMulti;
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if (isSick)
{
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var noteSplash:NoteSplash = grpNoteSplashes.recycle(NoteSplash);
noteSplash.setupNoteSplash(daNote.x, daNote.y, daNote.data.noteData);
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// new NoteSplash(daNote.x, daNote.y, daNote.noteData);
grpNoteSplashes.add(noteSplash);
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}
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// Only add the score if you're not on practice mode
if (!isPracticeMode)
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songScore += score;
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comboPopUps.displayRating(daRating);
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if (combo >= 10 || combo == 0)
comboPopUps.displayCombo(combo);
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}
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/*
function controlCamera()
{
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if (currentStage == null)
return;
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switch (cameraFocusCharacter)
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{
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default: // null = No change
break;
case 0: // Boyfriend
var isFocusedOnBF = cameraFollowPoint.x == currentStage.getBoyfriend().cameraFocusPoint.x;
if (!isFocusedOnBF)
{
// Focus the camera on the player.
cameraFollowPoint.setPosition(currentStage.getBoyfriend().cameraFocusPoint.x, currentStage.getBoyfriend().cameraFocusPoint.y);
}
case 1: // Dad
var isFocusedOnDad = cameraFollowPoint.x == currentStage.getDad().cameraFocusPoint.x;
if (!isFocusedOnDad)
{
cameraFollowPoint.setPosition(currentStage.getDad().cameraFocusPoint.x, currentStage.getDad().cameraFocusPoint.y);
}
case 2: // Girlfriend
var isFocusedOnGF = cameraFollowPoint.x == currentStage.getGirlfriend().cameraFocusPoint.x;
if (!isFocusedOnGF)
{
cameraFollowPoint.setPosition(currentStage.getGirlfriend().cameraFocusPoint.x, currentStage.getGirlfriend().cameraFocusPoint.y);
}
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}
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/*
if (cameraRightSide && !isFocusedOnBF)
{
// Focus the camera on the player.
cameraFollowPoint.setPosition(currentStage.getBoyfriend().cameraFocusPoint.x, currentStage.getBoyfriend().cameraFocusPoint.y);
// TODO: Un-hardcode this.
if (currentSong.song.toLowerCase() == 'tutorial')
FlxTween.tween(FlxG.camera, {zoom: 1 * FlxCamera.defaultZoom}, (Conductor.stepCrochet * 4 / 1000), {ease: FlxEase.elasticInOut});
}
else if (!cameraRightSide && !isFocusedOnDad)
{
// Focus the camera on the opponent.
cameraFollowPoint.setPosition(currentStage.getDad().cameraFocusPoint.x, currentStage.getDad().cameraFocusPoint.y);
// TODO: Un-hardcode this stuff.
if (currentStage.getDad().characterId == 'mom')
{
vocals.volume = 1;
}
if (currentSong.song.toLowerCase() == 'tutorial')
tweenCamIn();
}
*/
// }
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public function keyShit(test:Bool):Void
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{
if (PlayState.instance == null)
return;
// control arrays, order L D R U
var holdArray:Array<Bool> = [controls.NOTE_LEFT, controls.NOTE_DOWN, controls.NOTE_UP, controls.NOTE_RIGHT];
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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
];
// HOLDS, check for sustain notes
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if (holdArray.contains(true) && PlayState.instance.generatedMusic)
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{
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PlayState.instance.activeNotes.forEachAlive(function(daNote:Note)
{
if (daNote.isSustainNote && daNote.canBeHit && daNote.mustPress && holdArray[daNote.data.noteData])
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PlayState.instance.goodNoteHit(daNote);
});
}
// PRESSES, check for note hits
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if (pressArray.contains(true) && PlayState.instance.generatedMusic)
{
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Haptic.vibrate(100, 100);
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PlayState.instance.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)
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{
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if (directionList.contains(daNote.data.noteData))
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{
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for (coolNote in possibleNotes)
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{
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if (coolNote.data.noteData == daNote.data.noteData
&& Math.abs(daNote.data.strumTime - coolNote.data.strumTime) < 10)
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{ // 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;
}
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else if (coolNote.data.noteData == daNote.data.noteData && daNote.data.strumTime < coolNote.data.strumTime)
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{ // if daNote is earlier than existing note (coolNote), replace
possibleNotes.remove(coolNote);
possibleNotes.push(daNote);
break;
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}
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}
}
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else
{
possibleNotes.push(daNote);
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directionList.push(daNote.data.noteData);
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}
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}
});
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for (note in dumbNotes)
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{
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FlxG.log.add("killing dumb ass note at " + note.data.strumTime);
note.kill();
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PlayState.instance.activeNotes.remove(note, true);
note.destroy();
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}
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possibleNotes.sort((a, b) -> Std.int(a.data.strumTime - b.data.strumTime));
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if (PlayState.instance.perfectMode)
PlayState.instance.goodNoteHit(possibleNotes[0]);
else if (possibleNotes.length > 0)
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{
for (shit in 0...pressArray.length)
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{ // if a direction is hit that shouldn't be
if (pressArray[shit] && !directionList.contains(shit))
PlayState.instance.ghostNoteMiss(shit);
}
for (coolNote in possibleNotes)
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{
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if (pressArray[coolNote.data.noteData])
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PlayState.instance.goodNoteHit(coolNote);
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}
}
else
{
// HNGGG I really want to add an option for ghost tapping
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// L + ratio
for (shit in 0...pressArray.length)
if (pressArray[shit])
PlayState.instance.ghostNoteMiss(shit, false);
}
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}
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if (PlayState.instance == null || PlayState.instance.currentStage == null)
return;
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for (keyId => isPressed in pressArray)
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{
if (playerStrumline == null)
continue;
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var arrow:StrumlineArrow = PlayState.instance.playerStrumline.getArrow(keyId);
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if (isPressed && arrow.animation.curAnim.name != 'confirm')
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{
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arrow.playAnimation('pressed');
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}
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if (!holdArray[keyId])
{
arrow.playAnimation('static');
}
}
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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.
*
* @param direction
* @param hasPossibleNotes
*/
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function ghostNoteMiss(direction:funkin.noteStuff.NoteBasic.NoteType = 1, hasPossibleNotes:Bool = true):Void
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{
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;
health += event.healthChange;
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if (!isPracticeMode)
songScore += event.scoreChange;
if (event.playSound)
{
vocals.volume = 0;
FlxG.sound.play(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.1, 0.2));
}
}
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function noteMiss(note:Note):Void
{
var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_MISS, note, combo, true);
dispatchEvent(event);
// Calling event.cancelEvent() skips all the other logic! Neat!
if (event.eventCanceled)
return;
health -= 0.0775;
if (!isPracticeMode)
songScore -= 10;
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vocals.volume = 0;
if (combo != 0)
{
combo = comboPopUps.displayCombo(0);
}
note.active = false;
note.visible = false;
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note.kill();
activeNotes.remove(note, true);
note.destroy();
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}
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function goodNoteHit(note:Note):Void
{
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if (!note.wasGoodHit)
{
var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, note, 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)
{
combo += 1;
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popUpScore(note.data.strumTime, note);
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}
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playerStrumline.getArrow(note.data.noteData).playAnimation('confirm', true);
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note.wasGoodHit = true;
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vocals.volume = 1;
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if (!note.isSustainNote)
{
note.kill();
activeNotes.remove(note, true);
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note.destroy();
}
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}
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}
override function stepHit():Bool
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{
if (SongLoad.songData == null)
return false;
// 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)) > 20
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|| Math.abs(vocals.checkSyncError(Conductor.songPosition - Conductor.offset)) > 20)
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{
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resyncVocals();
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}
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if (iconP1 != null)
iconP1.onStepHit(Std.int(Conductor.currentStep));
if (iconP2 != null)
iconP2.onStepHit(Std.int(Conductor.currentStep));
return true;
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}
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override function beatHit():Bool
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{
// super.beatHit() returns false if a module cancelled the event.
if (!super.beatHit())
return false;
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if (generatedMusic)
{
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// TODO: Sort more efficiently, or less often, to improve performance.
activeNotes.sort(SortUtil.byStrumtime, FlxSort.DESCENDING);
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}
// Moving this code into the `beatHit` function allows for scripts and modules to control the camera better.
if (currentSong != null)
{
if (generatedMusic && SongLoad.getSong()[Std.int(Conductor.currentStep / 16)] != null)
{
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// cameraRightSide = SongLoad.getSong()[Std.int(Conductor.currentStep / 16)].mustHitSection;
}
if (SongLoad.getSong()[Math.floor(Conductor.currentStep / 16)] != null)
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{
if (SongLoad.getSong()[Math.floor(Conductor.currentStep / 16)].changeBPM)
{
Conductor.forceBPM(SongLoad.getSong()[Math.floor(Conductor.currentStep / 16)].bpm);
FlxG.log.add('CHANGED BPM!');
}
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}
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}
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// Manage the camera focus, if necessary.
// controlCamera();
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// HARDCODING FOR MILF ZOOMS!
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if (PreferencesMenu.getPref('camera-zoom'))
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{
if (currentSong != null
&& currentSong.song.toLowerCase() == 'milf'
&& Conductor.currentBeat >= 168
&& Conductor.currentBeat < 200
&& camZooming
&& FlxG.camera.zoom < 1.35)
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{
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FlxG.camera.zoom += 0.015 * FlxCamera.defaultZoom;
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camHUD.zoom += 0.03;
}
if (camZooming && FlxG.camera.zoom < (1.35 * FlxCamera.defaultZoom) && Conductor.currentBeat % 4 == 0)
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{
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FlxG.camera.zoom += 0.015 * FlxCamera.defaultZoom;
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camHUD.zoom += 0.03;
}
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}
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// That combo counter that got spoiled that one time.
// Comes with NEAT visual and audio effects.
// bruh this var is bonkers i thot it was a function lmfaooo
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// Break up into individual lines to aid debugging.
var shouldShowComboText:Bool = false;
if (currentSong != null)
{
shouldShowComboText = (Conductor.currentBeat % 8 == 7);
var daSection = SongLoad.getSong()[Std.int(Conductor.currentBeat / 16)];
shouldShowComboText = shouldShowComboText && (daSection != null && daSection.mustHitSection);
shouldShowComboText = shouldShowComboText && (combo > 5);
var daNextSection = SongLoad.getSong()[Std.int(Conductor.currentBeat / 16) + 1];
var isEndOfSong = SongLoad.getSong().length < Std.int(Conductor.currentBeat / 16);
shouldShowComboText = shouldShowComboText && (isEndOfSong || (daNextSection != null && !daNextSection.mustHitSection));
}
if (shouldShowComboText)
{
var animShit:ComboCounter = new ComboCounter(-100, 300, combo);
animShit.scrollFactor.set(0.6, 0.6);
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)
{
animShit.forceFinish();
});
}
// Make the characters dance on the beat
danceOnBeat();
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return true;
}
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/**
* Handles characters dancing to the beat of the current song.
*
* TODO: Move some of this logic into `Bopper.hx`
*/
public function danceOnBeat()
{
if (currentStage == null)
return;
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// TODO: Move this to a song event.
// if (Conductor.currentBeat % 8 == 7 && currentSong.song == 'Bopeebo')
// {
// currentStage.getBoyfriend().playAnimation('hey', true);
// }
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// TODO: Move this to a song event.
if (Conductor.currentBeat % 16 == 15 // && currentSong.song == 'Tutorial'
&& currentStage.getDad().characterId == 'gf'
&& Conductor.currentBeat > 16
&& Conductor.currentBeat < 48)
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{
currentStage.getBoyfriend().playAnimation('hey', true);
currentStage.getDad().playAnimation('cheer', true);
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}
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}
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/**
* Constructs the strumlines for each player.
*/
function buildStrumlines():Void
{
var strumlineStyle:StrumlineStyle = NORMAL;
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// TODO: Put this in the chart or something?
switch (currentStageId)
{
case 'school':
strumlineStyle = PIXEL;
case 'schoolEvil':
strumlineStyle = PIXEL;
}
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var strumlineYPos = Strumline.getYPos();
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playerStrumline = new Strumline(0, strumlineStyle, 4);
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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];
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if (!isStoryMode)
{
playerStrumline.fadeInArrows();
}
enemyStrumline = new Strumline(1, strumlineStyle, 4);
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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];
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if (!isStoryMode)
{
enemyStrumline.fadeInArrows();
}
this.refresh();
}
/**
* Function called before opening a new substate.
* @param subState The substate to open.
*/
override function openSubState(subState:FlxSubState)
{
// 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();
}
// Pause the countdown.
Countdown.pauseCountdown();
}
super.openSubState(subState);
}
/**
* Function called before closing the current substate.
* @param subState
*/
override function closeSubState()
{
if (isGamePaused)
{
var event:ScriptEvent = new ScriptEvent(ScriptEvent.RESUME, true);
dispatchEvent(event);
if (event.eventCanceled)
return;
if (FlxG.sound.music != null && !startingSong && !isInCutscene)
resyncVocals();
// Resume the countdown.
Countdown.resumeCountdown();
#if discord_rpc
if (startTimer.finished)
DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC, true,
songLength - Conductor.songPosition);
else
DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC);
#end
}
super.closeSubState();
}
/**
* Prepares to start the countdown.
* Ends any running cutscenes, creates the strumlines, and starts the countdown.
*/
function startCountdown():Void
{
var result = Countdown.performCountdown(currentStageId.startsWith('school'));
if (!result)
return;
isInCutscene = false;
camHUD.visible = true;
talking = false;
buildStrumlines();
}
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);
// TODO: Dispatch event to song script
}
/**
* 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;
}
/**
* 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()
{
// Uncache the song.
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if (currentChart != null)
{
}
else if (currentSong != null)
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{
openfl.utils.Assets.cache.clear(Paths.inst(currentSong.song));
openfl.utils.Assets.cache.clear(Paths.voices(currentSong.song));
}
// Remove reference to stage and remove sprites from it to save memory.
if (currentStage != null)
{
remove(currentStage);
currentStage.kill();
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dispatchEvent(new ScriptEvent(ScriptEvent.DESTROY, false));
currentStage = null;
}
GameOverSubstate.reset();
// 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
{
var result = super.switchTo(nextState);
if (result)
{
performCleanup();
}
return result;
}
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}