Funkin/source/funkin/ui/debug/charting/ChartEditorNoteSprite.hx

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package funkin.ui.debug.charting;
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import flixel.FlxObject;
import flixel.FlxSprite;
import flixel.graphics.frames.FlxFramesCollection;
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import flixel.graphics.frames.FlxAtlasFrames;
import flixel.graphics.frames.FlxFrame;
import flixel.graphics.frames.FlxTileFrames;
import flixel.math.FlxPoint;
import funkin.data.song.SongData.SongNoteData;
/**
* A note sprite that can be used to display a note in a chart.
* Designed to be used and reused efficiently. Has no gameplay functionality.
*/
@:nullSafety
class ChartEditorNoteSprite extends FlxSprite
{
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/**
* The list of available note skin to validate against.
*/
public static final NOTE_STYLES:Array<String> = ['Normal', 'Pixel'];
/**
* The ChartEditorState this note belongs to.
*/
public var parentState:ChartEditorState;
/**
* The note data that this sprite represents.
* You can set this to null to kill the sprite and flag it for recycling.
*/
public var noteData(default, set):Null<SongNoteData>;
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/**
* The name of the note style currently in use.
*/
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public var noteStyle(get, never):String;
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public function new(parent:ChartEditorState)
{
super();
this.parentState = parent;
if (noteFrameCollection == null)
{
initFrameCollection();
}
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if (noteFrameCollection == null) throw 'ERROR: Could not initialize note sprite animations.';
this.frames = noteFrameCollection;
// Initialize all the animations, not just the one we're going to use immediately,
// so that later we can reuse the sprite without having to initialize more animations during scrolling.
this.animation.addByPrefix('tapLeftNormal', 'purple instance');
this.animation.addByPrefix('tapDownNormal', 'blue instance');
this.animation.addByPrefix('tapUpNormal', 'green instance');
this.animation.addByPrefix('tapRightNormal', 'red instance');
this.animation.addByPrefix('holdLeftNormal', 'LeftHoldPiece');
this.animation.addByPrefix('holdDownNormal', 'DownHoldPiece');
this.animation.addByPrefix('holdUpNormal', 'UpHoldPiece');
this.animation.addByPrefix('holdRightNormal', 'RightHoldPiece');
this.animation.addByPrefix('holdEndLeftNormal', 'LeftHoldEnd');
this.animation.addByPrefix('holdEndDownNormal', 'DownHoldEnd');
this.animation.addByPrefix('holdEndUpNormal', 'UpHoldEnd');
this.animation.addByPrefix('holdEndRightNormal', 'RightHoldEnd');
this.animation.addByPrefix('tapLeftPixel', 'pixel4');
this.animation.addByPrefix('tapDownPixel', 'pixel5');
this.animation.addByPrefix('tapUpPixel', 'pixel6');
this.animation.addByPrefix('tapRightPixel', 'pixel7');
}
static var noteFrameCollection:Null<FlxFramesCollection> = null;
/**
* We load all the note frames once, then reuse them.
*/
static function initFrameCollection():Void
{
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buildEmptyFrameCollection();
if (noteFrameCollection == null) return;
// TODO: Automatically iterate over the list of note skins.
// Normal notes
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var frameCollectionNormal:FlxAtlasFrames = Paths.getSparrowAtlas('NOTE_assets');
for (frame in frameCollectionNormal.frames)
{
noteFrameCollection.pushFrame(frame);
}
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var frameCollectionNormal2:FlxAtlasFrames = Paths.getSparrowAtlas('NoteHoldNormal');
for (frame in frameCollectionNormal2.frames)
{
noteFrameCollection.pushFrame(frame);
}
// Pixel notes
var graphicPixel = FlxG.bitmap.add(Paths.image('weeb/pixelUI/arrows-pixels', 'week6'), false, null);
if (graphicPixel == null) trace('ERROR: Could not load graphic: ' + Paths.image('weeb/pixelUI/arrows-pixels', 'week6'));
var frameCollectionPixel = FlxTileFrames.fromGraphic(graphicPixel, new FlxPoint(17, 17));
for (i in 0...frameCollectionPixel.frames.length)
{
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var frame:Null<FlxFrame> = frameCollectionPixel.frames[i];
if (frame == null) continue;
frame.name = 'pixel' + i;
noteFrameCollection.pushFrame(frame);
}
}
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@:nullSafety(Off)
static function buildEmptyFrameCollection():Void
{
noteFrameCollection = new FlxFramesCollection(null, ATLAS, null);
}
function set_noteData(value:Null<SongNoteData>):Null<SongNoteData>
{
this.noteData = value;
if (this.noteData == null)
{
this.kill();
return this.noteData;
}
this.visible = true;
// Update the animation to match the note data.
// Animation is updated first so size is correct before updating position.
playNoteAnimation();
// Update the position to match the note data.
updateNotePosition();
return this.noteData;
}
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public function updateNotePosition(?origin:FlxObject):Void
{
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if (this.noteData == null) return;
var cursorColumn:Int = this.noteData.data;
if (cursorColumn < 0) cursorColumn = 0;
if (cursorColumn >= (ChartEditorState.STRUMLINE_SIZE * 2 + 1))
{
cursorColumn = (ChartEditorState.STRUMLINE_SIZE * 2 + 1);
}
else
{
// Invert player and opponent columns.
if (cursorColumn >= ChartEditorState.STRUMLINE_SIZE)
{
cursorColumn -= ChartEditorState.STRUMLINE_SIZE;
}
else
{
cursorColumn += ChartEditorState.STRUMLINE_SIZE;
}
}
this.x = cursorColumn * ChartEditorState.GRID_SIZE;
// Notes far in the song will start far down, but the group they belong to will have a high negative offset.
// noteData.getStepTime() returns a calculated value which accounts for BPM changes
var stepTime:Float =
inline this.noteData.getStepTime();
if (stepTime >= 0)
{
this.y = stepTime * ChartEditorState.GRID_SIZE;
}
if (origin != null)
{
this.x += origin.x;
this.y += origin.y;
}
}
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function get_noteStyle():String
{
// Fall back to 'Normal' if it's not a valid note style.
return if (NOTE_STYLES.contains(this.parentState.currentSongNoteSkin)) this.parentState.currentSongNoteSkin else 'Normal';
}
public function playNoteAnimation():Void
{
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if (this.noteData == null) return;
// Decide whether to display a note or a sustain.
var baseAnimationName:String = 'tap';
// Play the appropriate animation for the type, direction, and skin.
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var animationName:String = '${baseAnimationName}${this.noteData.getDirectionName()}${this.noteStyle}';
this.animation.play(animationName);
// Resize note.
switch (baseAnimationName)
{
case 'tap':
this.setGraphicSize(0, ChartEditorState.GRID_SIZE);
}
this.updateHitbox();
// TODO: Make this an attribute of the note skin.
this.antialiasing = (this.parentState.currentSongNoteSkin != 'Pixel');
}
/**
* Return whether this note (or its parent) is currently visible.
*/
public function isNoteVisible(viewAreaBottom:Float, viewAreaTop:Float):Bool
{
// True if the note is above the view area.
var aboveViewArea = (this.y + this.height < viewAreaTop);
// True if the note is below the view area.
var belowViewArea = (this.y > viewAreaBottom);
return !aboveViewArea && !belowViewArea;
}
/**
* Return whether a note, if placed in the scene, would be visible.
* This function should be made HYPER EFFICIENT because it's called a lot.
*/
public static function wouldNoteBeVisible(viewAreaBottom:Float, viewAreaTop:Float, noteData:SongNoteData, ?origin:FlxObject):Bool
{
var noteHeight:Float = ChartEditorState.GRID_SIZE;
var stepTime:Float = inline noteData.getStepTime();
var notePosY:Float = stepTime * ChartEditorState.GRID_SIZE;
if (origin != null) notePosY += origin.y;
// True if the note is above the view area.
var aboveViewArea = (notePosY + noteHeight < viewAreaTop);
// True if the note is below the view area.
var belowViewArea = (notePosY > viewAreaBottom);
return !aboveViewArea && !belowViewArea;
}
}