Funkin/source/funkin/ui/story/LevelTitle.hx

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package funkin.ui.story;
import flixel.FlxSprite;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.group.FlxSpriteGroup;
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import flixel.util.FlxColor;
import funkin.util.MathUtil;
class LevelTitle extends FlxSpriteGroup
{
static final LOCK_PAD:Int = 4;
public final level:Level;
public var targetY:Float;
public var isFlashing:Bool = false;
var title:FlxSprite;
var lock:FlxSprite;
var flashingInt:Int = 0;
public function new(x:Int, y:Int, level:Level)
{
super(x, y);
this.level = level;
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if (this.level == null) throw "Level cannot be null!";
buildLevelTitle();
buildLevelLock();
}
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override function get_width():Float
{
if (length == 0) return 0;
if (lock.visible)
{
return title.width + lock.width + LOCK_PAD;
}
else
{
return title.width;
}
}
// if it runs at 60fps, fake framerate will be 6
// if it runs at 144 fps, fake framerate will be like 14, and will update the graphic every 0.016666 * 3 seconds still???
// so it runs basically every so many seconds, not dependant on framerate??
// I'm still learning how math works thanks whoever is reading this lol
var fakeFramerate:Int = Math.round((1 / FlxG.elapsed) / 10);
public override function update(elapsed:Float):Void
{
this.y = MathUtil.coolLerp(y, targetY, 0.17);
if (isFlashing) flashingInt += 1;
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if (flashingInt % fakeFramerate >= Math.floor(fakeFramerate / 2)) title.color = 0xFF33ffff;
else
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title.color = FlxColor.WHITE;
}
public function showLock():Void
{
lock.visible = true;
this.x -= (lock.width + LOCK_PAD) / 2;
}
public function hideLock():Void
{
lock.visible = false;
this.x += (lock.width + LOCK_PAD) / 2;
}
function buildLevelTitle():Void
{
title = level.buildTitleGraphic();
add(title);
}
function buildLevelLock():Void
{
lock = new FlxSprite(0, 0).loadGraphic(Paths.image('storymenu/ui/lock'));
lock.x = title.x + title.width + LOCK_PAD;
lock.visible = false;
add(lock);
}
}