Funkin/source/Main.hx

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package;
import flixel.FlxGame;
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import flixel.FlxState;
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import funkin.MemoryCounter;
import haxe.ui.Toolkit;
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import openfl.Lib;
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import openfl.display.FPS;
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import openfl.display.Sprite;
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import openfl.events.Event;
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import openfl.media.Video;
import openfl.net.NetStream;
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class Main extends Sprite
{
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var gameWidth:Int = 1280; // Width of the game in pixels (might be less / more in actual pixels depending on your zoom).
var gameHeight:Int = 720; // Height of the game in pixels (might be less / more in actual pixels depending on your zoom).
var initialState:Class<FlxState> = funkin.InitState; // The FlxState the game starts with.
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var zoom:Float = -1; // If -1, zoom is automatically calculated to fit the window dimensions.
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#if web
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var framerate:Int = 60; // How many frames per second the game should run at.
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#else
// TODO: This should probably be in the options menu?
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var framerate:Int = 144; // How many frames per second the game should run at.
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#end
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var skipSplash:Bool = true; // Whether to skip the flixel splash screen that appears in release mode.
var startFullscreen:Bool = false; // Whether to start the game in fullscreen on desktop targets
// You can pretty much ignore everything from here on - your code should go in your states.
public static function main():Void
{
Lib.current.addChild(new Main());
}
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public function new()
{
super();
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// TODO: Replace this with loadEnabledMods().
funkin.modding.PolymodHandler.loadAllMods();
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if (stage != null)
{
init();
}
else
{
addEventListener(Event.ADDED_TO_STAGE, init);
}
}
private function init(?E:Event):Void
{
if (hasEventListener(Event.ADDED_TO_STAGE))
{
removeEventListener(Event.ADDED_TO_STAGE, init);
}
setupGame();
}
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var video:Video;
var netStream:NetStream;
private var overlay:Sprite;
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public static var fpsCounter:FPS;
public static var memoryCounter:MemoryCounter;
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private function setupGame():Void
{
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/**
* The `zoom` argument of FlxGame was removed in the dev branch of Flixel,
* since it was considered confusing and unintuitive.
* If you want to change how the game scales when you resize the window,
* you can use `FlxG.scaleMode`.
* -Eric
*/
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#if !debug
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/**
* Someone was like "hey let's make a state that only runs code on debug builds"
* then put essential initialization code in it.
* The easiest fix is to make it run in all builds.
* -Eric
*/
// initialState = funkin.TitleState;
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#end
initHaxeUI();
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addChild(new FlxGame(gameWidth, gameHeight, initialState, framerate, framerate, skipSplash, startFullscreen));
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#if debug
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fpsCounter = new FPS(10, 3, 0xFFFFFF);
addChild(fpsCounter);
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#if !html5
memoryCounter = new MemoryCounter(10, 13, 0xFFFFFF);
addChild(memoryCounter);
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#end
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#end
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}
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function initHaxeUI()
{
// Calling this before any HaxeUI components get used is important:
// - It initializes the theme styles.
// - It scans the class path and registers any HaxeUI components.
Toolkit.init();
Toolkit.theme = "dark"; // don't be cringe
}
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}