Added confirm and AFK animations to BF on freeplay menu

This commit is contained in:
Eric Myllyoja 2022-11-15 02:23:44 -05:00
parent 72b433b547
commit 37ae96fba7
3 changed files with 197 additions and 30 deletions

View file

@ -65,6 +65,8 @@ class FreeplayState extends MusicBeatSubstate
private var grpCapsules:FlxTypedGroup<SongMenuItem>;
private var curPlaying:Bool = false;
private var dj:DJBoyfriend;
private var iconArray:Array<HealthIcon> = [];
override function create()
@ -178,7 +180,7 @@ class FreeplayState extends MusicBeatSubstate
funnyScroll3.speed = -0.8;
grpTxtScrolls.add(funnyScroll3);
var dj:DJBoyfriend = new DJBoyfriend(0, -100);
dj = new DJBoyfriend(0, -100);
add(dj);
var bgDad:FlxSprite = new FlxSprite(pinkBack.width * 0.75, 0).loadGraphic(Paths.image('freeplay/freeplayBGdad'));
@ -231,7 +233,7 @@ class FreeplayState extends MusicBeatSubstate
fp.visible = false;
add(fp);
dj.animHITsignal.add(function()
dj.onIntroDone.add(function()
{
FlxTween.tween(grpDifficulties, {x: 90}, 0.6, {ease: FlxEase.quartOut});
@ -483,17 +485,32 @@ class FreeplayState extends MusicBeatSubstate
#end
if (upP)
{
dj.resetAFKTimer();
changeSelection(-1);
}
if (downP)
{
dj.resetAFKTimer();
changeSelection(1);
}
if (FlxG.mouse.wheel != 0)
{
dj.resetAFKTimer();
changeSelection(-Math.round(FlxG.mouse.wheel / 4));
}
if (controls.UI_LEFT_P)
{
dj.resetAFKTimer();
changeDiff(-1);
}
if (controls.UI_RIGHT_P)
{
dj.resetAFKTimer();
changeDiff(1);
}
if (controls.BACK)
{
@ -540,7 +557,15 @@ class FreeplayState extends MusicBeatSubstate
PlayState.storyWeek = songs[curSelected].week;
trace(' CUR WEEK ' + PlayState.storyWeek);
LoadingState.loadAndSwitchState(new PlayState());
// Visual and audio effects.
FlxG.sound.play(Paths.sound('confirmMenu'));
dj.confirm();
new FlxTimer().start(1, function(tmr:FlxTimer)
{
LoadingState.loadAndSwitchState(new PlayState(), true);
});
}
}

View file

@ -2,46 +2,168 @@ package funkin.freeplayStuff;
import flixel.FlxSprite;
import flixel.util.FlxSignal;
import funkin.util.assets.FlxAnimationUtil;
class DJBoyfriend extends FlxSprite
{
public var animHITsignal:FlxSignal;
// Represents the sprite's current status.
// Without state machines I would have driven myself crazy years ago.
public var currentState:DJBoyfriendState = Intro;
// A callback activated when the intro animation finishes.
public var onIntroDone:FlxSignal = new FlxSignal();
// A callback activated when Boyfriend gets spooked.
public var onSpook:FlxSignal = new FlxSignal();
// playAnim stolen from Character.hx, cuz im lazy lol!
// TODO: Switch this class to use SwagSprite instead.
public var animOffsets:Map<String, Array<Dynamic>>;
static final SPOOK_PERIOD:Float = 180.0;
// Time since dad last SPOOKED you.
var timeSinceSpook:Float = 0;
public function new(x:Float, y:Float)
{
super(x, y);
animHITsignal = new FlxSignal();
animOffsets = new Map<String, Array<Dynamic>>();
frames = Paths.getSparrowAtlas('freeplay/bfFreeplay');
animation.addByPrefix('intro', "boyfriend dj intro", 24, false);
animation.addByPrefix('idle', "Boyfriend DJ0", 24);
animation.addByPrefix('confirm', "Boyfriend DJ confirm", 24);
setupAnimations();
addOffset('intro', 0, 0);
addOffset('idle', -4, -426);
animation.finishCallback = onFinishAnim;
}
playAnimation('intro');
animation.finishCallback = function(anim)
public override function update(elapsed:Float):Void
{
switch (anim)
super.update(elapsed);
if (FlxG.keys.justPressed.LEFT)
{
animOffsets["confirm"] = [animOffsets["confirm"][0] + 1, animOffsets["confirm"][1]];
applyAnimOffset();
}
else if (FlxG.keys.justPressed.RIGHT)
{
animOffsets["confirm"] = [animOffsets["confirm"][0] - 1, animOffsets["confirm"][1]];
applyAnimOffset();
}
else if (FlxG.keys.justPressed.UP)
{
animOffsets["confirm"] = [animOffsets["confirm"][0], animOffsets["confirm"][1] + 1];
applyAnimOffset();
}
else if (FlxG.keys.justPressed.DOWN)
{
animOffsets["confirm"] = [animOffsets["confirm"][0], animOffsets["confirm"][1] - 1];
applyAnimOffset();
}
switch (currentState)
{
case Intro:
// Play the intro animation then leave this state immediately.
if (getCurrentAnimation() != 'intro')
playAnimation('intro', true);
timeSinceSpook = 0;
case Idle:
// We are in this state the majority of the time.
if (getCurrentAnimation() != 'idle' || animation.finished)
{
if (timeSinceSpook > SPOOK_PERIOD)
{
currentState = Spook;
}
else
{
playAnimation('idle', false);
}
}
timeSinceSpook += elapsed;
case Confirm:
if (getCurrentAnimation() != 'confirm')
playAnimation('confirm', false);
timeSinceSpook = 0;
case Spook:
if (getCurrentAnimation() != 'spook')
{
onSpook.dispatch();
playAnimation('spook', false);
}
timeSinceSpook = 0;
default:
// I shit myself.
}
}
function onFinishAnim(name:String):Void
{
switch (name)
{
case "intro":
animHITsignal.dispatch();
playAnimation('idle'); // plays idle anim after playing intro
trace('Finished intro');
currentState = Idle;
onIntroDone.dispatch();
case "idle":
trace('Finished idle');
case "spook":
trace('Finished spook');
currentState = Idle;
case "confirm":
trace('Finished confirm');
}
};
}
// playAnim stolen from Character.hx, cuz im lazy lol!
public var animOffsets:Map<String, Array<Dynamic>>;
public function resetAFKTimer():Void
{
timeSinceSpook = 0;
}
function setupAnimations():Void
{
frames = FlxAnimationUtil.combineFramesCollections(Paths.getSparrowAtlas('freeplay/bfFreeplay'), Paths.getSparrowAtlas('freeplay/bf-freeplay-afk'));
animation.addByPrefix('intro', "boyfriend dj intro", 24, false);
addOffset('intro', 0, 0);
animation.addByPrefix('idle', "Boyfriend DJ0", 24, false);
addOffset('idle', -4, -426);
animation.addByPrefix('confirm', "Boyfriend DJ confirm", 24, false);
addOffset('confirm', 40, -451);
animation.addByPrefix('spook', "bf dj afk0", 24, false);
addOffset('spook', -3, -272);
}
public function confirm():Void
{
currentState = Confirm;
}
public inline function addOffset(name:String, x:Float = 0, y:Float = 0)
{
animOffsets[name] = [x, y];
}
public function getCurrentAnimation():String
{
if (this.animation == null || this.animation.curAnim == null)
return "";
return this.animation.curAnim.name;
}
public function playAnimation(AnimName:String, Force:Bool = false, Reversed:Bool = false, Frame:Int = 0):Void
{
animation.play(AnimName, Force, Reversed, Frame);
applyAnimOffset();
}
function applyAnimOffset()
{
var AnimName = getCurrentAnimation();
var daOffset = animOffsets.get(AnimName);
if (animOffsets.exists(AnimName))
{
@ -50,9 +172,12 @@ class DJBoyfriend extends FlxSprite
else
offset.set(0, 0);
}
}
public function addOffset(name:String, x:Float = 0, y:Float = 0)
enum DJBoyfriendState
{
animOffsets[name] = [x, y];
}
Intro;
Idle;
Confirm;
Spook;
}

View file

@ -1,6 +1,7 @@
package funkin.util.assets;
import flixel.FlxSprite;
import flixel.graphics.frames.FlxFramesCollection;
import funkin.play.AnimationData;
class FlxAnimationUtil
@ -39,4 +40,20 @@ class FlxAnimationUtil
addAtlasAnimation(target, anim);
}
}
public static function combineFramesCollections(a:FlxFramesCollection, b:FlxFramesCollection):FlxFramesCollection
{
var result:FlxFramesCollection = new FlxFramesCollection(null, ATLAS, null);
for (frame in a.frames)
{
result.pushFrame(frame);
}
for (frame in b.frames)
{
result.pushFrame(frame);
}
return result;
}
}