Funkin/source/funkin/freeplayStuff/DifficultyStars.hx

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2023-08-23 05:33:52 -04:00
package funkin.freeplayStuff;
import flixel.group.FlxSpriteGroup;
import funkin.graphics.adobeanimate.FlxAtlasSprite;
import funkin.shaderslmfao.HSVShader;
class DifficultyStars extends FlxSpriteGroup
{
/**
* Internal handler var for difficulty... ranges from 0... to 15
* 0 is 1 star... 15 is 0 stars!
*/
var curDifficulty(default, set):Int = 0;
/**
* Range between 0 and 15
*/
public var difficulty(default, set):Int = 1;
var stars:FlxAtlasSprite;
var flames:FreeplayFlames;
var hsvShader:HSVShader;
public function new(x:Float, y:Float)
{
super(x, y);
hsvShader = new HSVShader();
flames = new FreeplayFlames(0, 0);
add(flames);
stars = new FlxAtlasSprite(0, 0, Paths.animateAtlas("freeplay/freeplayStars"));
stars.anim.play("diff stars");
add(stars);
stars.shader = hsvShader;
for (memb in flames.members)
memb.shader = hsvShader;
}
override function update(elapsed:Float):Void
{
super.update(elapsed);
// "loops" the current animation
// for clarity, the animation file looks like
// frame : stars
// 0-99: 1 star
// 100-199: 2 stars
// ......
// 1300-1499: 15 stars
// 1500 : 0 stars
if (curDifficulty < 15 && stars.anim.curFrame >= (curDifficulty + 1) * 100)
{
stars.anim.play("diff stars", true, false, curDifficulty * 100);
}
}
function set_difficulty(value:Int):Int
{
difficulty = value;
if (difficulty <= 0)
{
difficulty = 0;
curDifficulty = 15;
}
else if (difficulty <= 15)
{
difficulty = value;
curDifficulty = difficulty - 1;
}
else
{
difficulty = 15;
curDifficulty = difficulty - 1;
}
if (difficulty > 10) flames.flameCount = difficulty - 10;
else
flames.flameCount = 0;
return difficulty;
}
function set_curDifficulty(value:Int):Int
{
curDifficulty = value;
if (curDifficulty == 15)
{
stars.anim.play("diff stars", true, false, 1500);
stars.anim.pause();
}
else
{
stars.anim.curFrame = Std.int(curDifficulty * 100);
stars.anim.play("diff stars", true, false, curDifficulty * 100);
}
return curDifficulty;
}
}