Merge branch 'feature/2hot-cutscenes-eric' into bugfix/weekend-1-can-death-freeze

This commit is contained in:
Cameron Taylor 2024-04-23 04:20:28 -04:00
commit 5aba4008ac
5 changed files with 109 additions and 40 deletions

2
art

@ -1 +1 @@
Subproject commit 00463685fa570f0c853d08e250b46ef80f30bc48
Subproject commit 03e7c2a2353b184e45955c96d763b7cdf1acbc34

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@ -39,27 +39,39 @@ class Conductor
static var _instance:Null<Conductor> = null;
static function get_instance():Conductor
{
if (_instance == null) _instance = new Conductor();
return _instance;
}
/**
* Signal fired when the current Conductor instance advances to a new measure.
* Signal fired when the current static Conductor instance advances to a new measure.
*/
public static var measureHit(default, null):FlxSignal = new FlxSignal();
/**
* Signal fired when THIS Conductor instance advances to a new measure.
* TODO: This naming sucks but we can't make a static and instance field with the same name!
*/
public var onMeasureHit(default, null):FlxSignal = new FlxSignal();
/**
* Signal fired when the current Conductor instance advances to a new beat.
*/
public static var beatHit(default, null):FlxSignal = new FlxSignal();
/**
* Signal fired when THIS Conductor instance advances to a new beat.
* TODO: This naming sucks but we can't make a static and instance field with the same name!
*/
public var onBeatHit(default, null):FlxSignal = new FlxSignal();
/**
* Signal fired when the current Conductor instance advances to a new step.
*/
public static var stepHit(default, null):FlxSignal = new FlxSignal();
/**
* Signal fired when THIS Conductor instance advances to a new step.
* TODO: This naming sucks but we can't make a static and instance field with the same name!
*/
public var onStepHit(default, null):FlxSignal = new FlxSignal();
/**
* The list of time changes in the song.
* There should be at least one time change (at the beginning of the song) to define the BPM.
@ -247,6 +259,69 @@ class Conductor
return Std.int(timeSignatureNumerator / timeSignatureDenominator * Constants.STEPS_PER_BEAT * Constants.STEPS_PER_BEAT);
}
/**
* Reset the Conductor, replacing the current instance with a fresh one.
*/
public static function reset():Void
{
set_instance(new Conductor());
}
static function dispatchMeasureHit():Void
{
Conductor.measureHit.dispatch();
}
static function dispatchBeatHit():Void
{
Conductor.beatHit.dispatch();
}
static function dispatchStepHit():Void
{
Conductor.stepHit.dispatch();
}
static function setupSingleton(input:Conductor):Void
{
input.onMeasureHit.add(dispatchMeasureHit);
input.onBeatHit.add(dispatchBeatHit);
input.onStepHit.add(dispatchStepHit);
}
static function clearSingleton(input:Conductor):Void
{
input.onMeasureHit.remove(dispatchMeasureHit);
input.onBeatHit.remove(dispatchBeatHit);
input.onStepHit.remove(dispatchStepHit);
}
static function get_instance():Conductor
{
if (Conductor._instance == null) set_instance(new Conductor());
if (Conductor._instance == null) throw "Could not initialize singleton Conductor!";
return Conductor._instance;
}
static function set_instance(instance:Conductor):Conductor
{
// Use _instance in here to avoid recursion
if (Conductor._instance != null) clearSingleton(Conductor._instance);
Conductor._instance = instance;
if (Conductor._instance != null) setupSingleton(Conductor._instance);
return Conductor._instance;
}
/**
* The constructor.
*/
public function new() {}
/**
@ -257,6 +332,7 @@ class Conductor
*
* WARNING: Avoid this for things like setting the BPM of the title screen music,
* you should have a metadata file for it instead.
* We should probably deprecate this in the future.
*/
public function forceBPM(?bpm:Float):Void
{
@ -277,7 +353,7 @@ class Conductor
* BPM, current step, etc. will be re-calculated based on the song position.
*
* @param songPosition The current position in the song in milliseconds.
* Leave blank to use the FlxG.sound.music position.
* Leave blank to use the `FlxG.sound.music` position.
*/
public function update(?songPos:Float):Void
{
@ -330,24 +406,20 @@ class Conductor
this.currentMeasure = Math.floor(currentMeasureTime);
}
// Only fire the signal if we are THE Conductor.
if (this == Conductor.instance)
{
// FlxSignals are really cool.
if (currentStep != oldStep)
{
Conductor.stepHit.dispatch();
this.onStepHit.dispatch();
}
if (currentBeat != oldBeat)
{
Conductor.beatHit.dispatch();
this.onBeatHit.dispatch();
}
if (currentMeasure != oldMeasure)
{
Conductor.measureHit.dispatch();
}
this.onMeasureHit.dispatch();
}
}
@ -517,20 +589,14 @@ class Conductor
/**
* Add variables of the current Conductor instance to the Flixel debugger.
*/
public static function watchQuick():Void
public static function watchQuick(?target:Conductor):Void
{
FlxG.watch.addQuick('songPosition', Conductor.instance.songPosition);
FlxG.watch.addQuick('bpm', Conductor.instance.bpm);
FlxG.watch.addQuick('currentMeasureTime', Conductor.instance.currentMeasureTime);
FlxG.watch.addQuick('currentBeatTime', Conductor.instance.currentBeatTime);
FlxG.watch.addQuick('currentStepTime', Conductor.instance.currentStepTime);
}
if (target == null) target = Conductor.instance;
/**
* Reset the Conductor, replacing the current instance with a fresh one.
*/
public static function reset():Void
{
_instance = new Conductor();
FlxG.watch.addQuick('songPosition', target.songPosition);
FlxG.watch.addQuick('bpm', target.bpm);
FlxG.watch.addQuick('currentMeasureTime', target.currentMeasureTime);
FlxG.watch.addQuick('currentBeatTime', target.currentBeatTime);
FlxG.watch.addQuick('currentStepTime', target.currentStepTime);
}
}

View file

@ -813,6 +813,7 @@ class PlayState extends MusicBeatSubState
super.update(elapsed);
var list = FlxG.sound.list;
updateHealthBar();
updateScoreText();
@ -969,7 +970,7 @@ class PlayState extends MusicBeatSubState
if (health < Constants.HEALTH_MIN) health = Constants.HEALTH_MIN;
// Apply camera zoom + multipliers.
if (subState == null && cameraZoomRate > 0.0 && !isInCutscene)
if (subState == null && cameraZoomRate > 0.0) // && !isInCutscene)
{
cameraBopMultiplier = FlxMath.lerp(1.0, cameraBopMultiplier, 0.95); // Lerp bop multiplier back to 1.0x
var zoomPlusBop = currentCameraZoom * cameraBopMultiplier; // Apply camera bop multiplier.
@ -1869,6 +1870,8 @@ class PlayState extends MusicBeatSubState
isInCutscene = false;
camCutscene.visible = false;
// TODO: Maybe tween in the camera after any cutscenes.
camHUD.visible = true;
}

View file

@ -127,7 +127,7 @@ class FocusCameraSongEvent extends SongEvent
switch (ease)
{
case 'CLASSIC': // Old-school. No ease. Just set follow point.
PlayState.instance.cancelCameraFollowTween();
PlayState.instance.resetCamera();
PlayState.instance.cameraFollowPoint.setPosition(targetX, targetY);
case 'INSTANT': // Instant ease. Duration is automatically 0.
PlayState.instance.tweenCameraToPosition(targetX, targetY, 0);

View file

@ -218,7 +218,7 @@ class Constants
public static final DEFAULT_VARIATION:String = 'default';
/**
* Standard variations used by the game.
* Standardized variations for charts
*/
public static final DEFAULT_VARIATION_LIST:Array<String> = ['default', 'erect', 'pico'];