Merge remote-tracking branch 'origin/rewrite/master' into feature/2hot-death-animation

This commit is contained in:
EliteMasterEric 2024-02-22 21:01:07 -05:00
commit 11bb69002b
7 changed files with 89 additions and 29 deletions

2
assets

@ -1 +1 @@
Subproject commit 24bf8d3c13532ee06923818d04cd44699d6be952
Subproject commit 499bb17c15620ca9140f8254029f05bb7c96f1f4

View file

@ -202,8 +202,9 @@ class InitState extends FlxState
//
// Plugins provide a useful interface for globally active Flixel objects,
// that receive update events regardless of the current state.
// TODO: Move Module behavior to a Flixel plugin.
// TODO: Move scripted Module behavior to a Flixel plugin.
funkin.util.plugins.EvacuateDebugPlugin.initialize();
funkin.util.plugins.ForceCrashPlugin.initialize();
funkin.util.plugins.ReloadAssetsDebugPlugin.initialize();
funkin.util.plugins.ScreenshotPlugin.initialize();
funkin.util.plugins.VolumePlugin.initialize();

View file

@ -40,6 +40,7 @@ import openfl.utils.ByteArray;
import funkin.input.Cursor;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.util.SortUtil;
import haxe.ui.core.Screen;
using flixel.util.FlxSpriteUtil;
@ -75,21 +76,19 @@ class DebugBoundingState extends FlxState
var uiStuff:Component;
var haxeUIFocused(get, default):Bool = false;
function get_haxeUIFocused():Bool
{
// get the screen position, according to the HUD camera, temp default to FlxG.camera juuust in case?
var hudMousePos:FlxPoint = FlxG.mouse.getScreenPosition(hudCam ?? FlxG.camera);
return Screen.instance.hasSolidComponentUnderPoint(hudMousePos.x, hudMousePos.y);
}
override function create()
{
Paths.setCurrentLevel('week1');
var str = Paths.xml('ui/animation-editor/offset-editor-view');
uiStuff = RuntimeComponentBuilder.fromAsset(str);
// uiStuff.findComponent("btnViewSpriteSheet").onClick = _ -> curView = SPRITESHEET;
var dropdown:DropDown = cast uiStuff.findComponent("swapper");
dropdown.onChange = function(e:UIEvent) {
trace(e.type);
curView = cast e.data.curView;
trace(e.data);
// trace(e.data);
};
// lv.
// lv.onChange = function(e:UIEvent)
// {
@ -106,23 +105,40 @@ class DebugBoundingState extends FlxState
hudCam = new FlxCamera();
hudCam.bgColor.alpha = 0;
FlxG.cameras.add(hudCam, false);
bg = FlxGridOverlay.create(10, 10);
// bg = new FlxSprite().makeGraphic(FlxG.width, FlxG.height, FlxColor.GREEN);
bg.scrollFactor.set();
add(bg);
initSpritesheetView();
initOffsetView();
// we are setting this as the default draw camera only temporarily, to trick haxeui
FlxG.cameras.add(hudCam);
Cursor.show();
var str = Paths.xml('ui/animation-editor/offset-editor-view');
uiStuff = RuntimeComponentBuilder.fromAsset(str);
// uiStuff.findComponent("btnViewSpriteSheet").onClick = _ -> curView = SPRITESHEET;
var dropdown:DropDown = cast uiStuff.findComponent("swapper");
dropdown.onChange = function(e:UIEvent) {
trace(e.type);
curView = cast e.data.curView;
trace(e.data);
// trace(e.data);
};
uiStuff.cameras = [hudCam];
add(uiStuff);
// sets the default camera back to FlxG.camera, since we set it to hudCamera for haxeui stuf
FlxG.cameras.setDefaultDrawTarget(FlxG.camera, true);
FlxG.cameras.setDefaultDrawTarget(hudCam, false);
initSpritesheetView();
initOffsetView();
Cursor.show();
super.create();
}
@ -359,7 +375,7 @@ class DebugBoundingState extends FlxState
offsetView.visible = true;
offsetView.active = true;
offsetControls();
mouseOffsetMovement();
if (!haxeUIFocused) mouseOffsetMovement();
}
if (FlxG.keys.justPressed.H) hudCam.visible = !hudCam.visible;
@ -367,7 +383,7 @@ class DebugBoundingState extends FlxState
if (FlxG.keys.justPressed.F4) FlxG.switchState(() -> new MainMenuState());
MouseUtil.mouseCamDrag();
MouseUtil.mouseWheelZoom();
if (!haxeUIFocused) MouseUtil.mouseWheelZoom();
// bg.scale.x = FlxG.camera.zoom;
// bg.scale.y = FlxG.camera.zoom;

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@ -5258,14 +5258,6 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
{
// F1 = Open Help
if (FlxG.keys.justPressed.F1) this.openUserGuideDialog();
// DEBUG KEYBIND: Ctrl + Alt + Shift + L = Crash the game.
#if debug
if (FlxG.keys.pressed.CONTROL && FlxG.keys.pressed.ALT && FlxG.keys.pressed.SHIFT && FlxG.keys.justPressed.L)
{
throw "DEBUG: Crashing the chart editor!";
}
#end
}
function handleQuickWatch():Void

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@ -133,6 +133,16 @@ class CrashHandler
fullContents += '=====================\n';
fullContents += '\n';
fullContents += 'Flixel Current State: ${Type.getClassName(Type.getClass(FlxG.state))}\n';
fullContents += '\n';
fullContents += '=====================\n';
fullContents += '\n';
fullContents += 'Haxelibs: \n';
for (lib in Constants.LIBRARY_VERSIONS)

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@ -0,0 +1,37 @@
package funkin.util.plugins;
import flixel.FlxBasic;
/**
* A plugin which forcibly crashes the application.
* TODO: Should we disable this in release builds?
*/
class ForceCrashPlugin extends FlxBasic
{
public function new()
{
super();
}
public static function initialize():Void
{
FlxG.plugins.addPlugin(new ForceCrashPlugin());
}
public override function update(elapsed:Float):Void
{
super.update(elapsed);
// Ctrl + Shift + L = Crash the game for debugging purposes
if (FlxG.keys.pressed.CONTROL && FlxG.keys.pressed.SHIFT && FlxG.keys.pressed.L)
{
// TODO: Make this message 87% funnier.
throw "DEBUG: Crashing the game via debug keybind!";
}
}
public override function destroy():Void
{
super.destroy();
}
}

View file

@ -13,6 +13,7 @@ import flixel.util.FlxSignal;
import flixel.util.FlxTimer;
import funkin.graphics.FunkinSprite;
import funkin.input.Cursor;
import funkin.audio.FunkinSound;
import openfl.display.Bitmap;
import openfl.display.Sprite;
import openfl.display.BitmapData;
@ -162,7 +163,7 @@ class ScreenshotPlugin extends FlxBasic
final CAMERA_FLASH_DURATION = 0.25;
/**
* Visual (and audio?) feedback when a screenshot is taken.
* Visual and audio feedback when a screenshot is taken.
*/
function showCaptureFeedback():Void
{
@ -171,6 +172,9 @@ class ScreenshotPlugin extends FlxBasic
flashSpr.addChild(flashBitmap);
FlxG.stage.addChild(flashSpr);
FlxTween.tween(flashSpr, {alpha: 0}, 0.15, {ease: FlxEase.quadOut, onComplete: _ -> FlxG.stage.removeChild(flashSpr)});
// Play a sound (auto-play is true).
FunkinSound.load(Paths.sound('screenshot'), 1.0, false, true, true);
}
static final PREVIEW_INITIAL_DELAY = 0.25; // How long before the preview starts fading in.