Merge branch 'rewrite/master' into input-offsets

This commit is contained in:
Cameron Taylor 2024-02-13 03:02:33 -05:00
commit 6b80e292e5
59 changed files with 1625 additions and 408 deletions

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@ -31,7 +31,7 @@ jobs:
sudo apt-get install -y libx11-dev xorg-dev libgl-dev libxi-dev libxext-dev libasound2-dev libxinerama-dev libxrandr-dev libgl1-mesa-dev
- name: build game
run: |
haxelib run lime build html5 -release --times
haxelib run lime build html5 -release --times -DGITHUB_BUILD
ls
- uses: ./.github/actions/upload-itch
with:
@ -68,7 +68,7 @@ jobs:
key: ${{ runner.os }}-build-win-${{ github.ref_name }}-${{ hashFiles('**/hmm.json') }}
- name: build game
run: |
haxelib run lime build windows -release -DNO_REDIRECT_ASSETS_FOLDER
haxelib run lime build windows -release -DNO_REDIRECT_ASSETS_FOLDER -DGITHUB_BUILD
dir
env:
HXCPP_COMPILE_CACHE: "${{ runner.temp }}\\hxcpp_cache"
@ -110,7 +110,7 @@ jobs:
key: ${{ runner.os }}-build-mac-${{ github.ref_name }}-${{ hashFiles('**/hmm.json') }}
- name: Build game
run: |
haxelib run lime build macos -release --times
haxelib run lime build macos -release --times -DGITHUB_BUILD
ls
env:
HXCPP_COMPILE_CACHE: "${{ runner.temp }}/hxcpp_cache"
@ -119,7 +119,7 @@ jobs:
butler-key: ${{ secrets.BUTLER_API_KEY}}
build-dir: export/release/macos/bin
target: macos
# test-unit-win:
# needs: create-nightly-win
# runs-on: windows-latest

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@ -91,7 +91,8 @@
NOT USING A DIRECT THING TO THE ASSET!!!
-->
<assets path="assets/fonts" embed="true" />
<!-- If compiled via github actions, enable force debug -->
<set name="FORCE_DEBUG_VERSION" if="GITHUB_BUILD"/>
<!-- _______________________________ Libraries ______________________________ -->
<haxelib name="lime" /> <!-- Game engine backend -->
<haxelib name="openfl" /> <!-- Game engine backend -->
@ -118,15 +119,15 @@
<!--Disable the Flixel core focus lost screen-->
<haxedef name="FLX_NO_FOCUS_LOST_SCREEN" />
<!--Disable the Flixel core debugger. Automatically gets set whenever you compile in release mode!-->
<haxedef name="FLX_NO_DEBUG" unless="debug" />
<haxedef name="FLX_NO_DEBUG" unless="debug || FORCE_DEBUG_VERSION" />
<!--Enable this for Nape release builds for a serious peformance improvement-->
<haxedef name="NAPE_RELEASE_BUILD" unless="debug" />
<!--
Hide deprecation warnings until they're fixed.
TODO: REMOVE THIS!!!!
<haxeflag name="-w" value="-WDeprecated" />
-->
<haxeflag name="-w" value="-WDeprecated" />
<!-- Haxe 4.3.0+: Enable pretty syntax errors and stuff. -->
<haxedef name="message.reporting" value="pretty" />
@ -211,15 +212,8 @@
<haxedef name="openfl-enable-handle-error" />
</section>
<section>
<!-- TODO: Add a flag to Github Actions to turn this on or something. -->
<!-- Forces the version string to include the Git hash even on release builds (which are used for performance reasons). -->
<haxedef name="FORCE_DEBUG_VERSION" />
</section>
<!-- Run a script before and after building. -->
<postbuild haxe="source/Prebuild.hx"/> -->
<prebuild haxe="source/Prebuild.hx"/> -->
<postbuild haxe="source/Postbuild.hx"/> -->
<!-- Enable this on platforms which do not support dropping files onto the window. -->

View file

@ -13,7 +13,7 @@ This game was made with love to Newgrounds and it's community. Extra love to Tom
**PLEASE USE THE LINKS ABOVE IF YOU JUST WANT TO PLAY THE GAME**
To learn how to install the necessary dependencies and compile the game from source, please check out our [building the game]() guide.
To learn how to install the necessary dependencies and compile the game from source, please check out our [building the game](/docs/compiling.md) guide.
# Contributing

2
assets

@ -1 +1 @@
Subproject commit 594853037cbea06caa5c141b0d9ed3736818e592
Subproject commit 599169f4786d1feb62a089d25112035977647805

19
docs/COMPILING.md Normal file
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@ -0,0 +1,19 @@
# Compiling Friday Night Funkin'
0. Setup
- Download Haxe from [Haxe.org](https://haxe.org)
1. Cloning the Repository: Make sure when you clone, you clone the submodules to get the assets repo:
- `git clone --recurse-submodules https://github.com/FunkinCrew/funkin-secret.git`
- If you accidentally cloned without the `assets` submodule (aka didn't follow the step above), you can run `git submodule update --init --recursive` to get the assets in a foolproof way.
2. Install `hmm` (run `haxelib --global install hmm` and then `haxelib --global run hmm setup`)
3. Install all haxelibs of the current branch by running `hmm install`
4. Platform setup
- For Windows, download the [Visual Studio Build Tools](https://aka.ms/vs/17/release/vs_BuildTools.exe)
- When prompted, select "Individual Components" and make sure to download the following:
- MSVC v143 VS 2022 C++ x64/x86 build tools
- Windows 10/11 SDK
- Mac: [`lime setup mac` Documentation](https://lime.openfl.org/docs/advanced-setup/macos/)
- Linux: [`lime setup linux` Documentation](https://lime.openfl.org/docs/advanced-setup/linux/)
- HTML5: Compiles without any extra setup
5. If you are targeting for native, you likely need to run `lime rebuild PLATFORM` and `lime rebuild PLATFORM -debug`
6. `lime test PLATFORM` !

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@ -10,3 +10,6 @@
- `Class lists not properly generated. Try cleaning out your export folder, restarting your IDE, and rebuilding your project.`
- This is a bug specific to HTML5. Simply perform the steps listed (don't forget to restart the IDE too).
- `LINK : fatal error LNK1201: error writing to program database ''; check for insufficient disk space, invalid path, or insufficient privilege`
- This error occurs if the PDB file located in your `export` folder is in use or exceeds 4 GB. Try deleting the `export` folder and building again from scratch.

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@ -11,7 +11,7 @@
"name": "flixel",
"type": "git",
"dir": null,
"ref": "07c6018008801972d12275690fc144fcc22e3de6",
"ref": "4d054bd10b05bb1309a0ba3427ffa5378e0b4b99",
"url": "https://github.com/FunkinCrew/flixel"
},
{
@ -88,8 +88,10 @@
},
{
"name": "hxcpp-debug-server",
"type": "haxelib",
"version": "1.2.4"
"type": "git",
"dir": "hxcpp-debug-server",
"ref": "147294123f983e35f50a966741474438069a7a8f",
"url": "https://github.com/FunkinCrew/hxcpp-debugger"
},
{
"name": "hxp",
@ -152,6 +154,13 @@
"ref": "0b53e478bc375ec51b760b650201ac7a965d2ef4",
"url": "https://github.com/larsiusprime/polymod"
},
{
"name": "thx.core",
"type": "git",
"dir": null,
"ref": "22605ff44f01971d599641790d6bae4869f7d9f4",
"url": "https://github.com/FunkinCrew/thx.core"
},
{
"name": "thx.semver",
"type": "haxelib",

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@ -16,7 +16,7 @@ import flixel.addons.transition.FlxTransitionableState;
* var in:TransitionData = new TransitionData(...); // add your data where "..." is
* var out:TransitionData = new TransitionData(...);
*
* FlxG.switchState(new FooState(in,out));
* FlxG.switchState(() -> new FooState(in,out));
* ```
*
* Method 2:
@ -25,7 +25,7 @@ import flixel.addons.transition.FlxTransitionableState;
* FlxTransitionableSubState.defaultTransIn = new TransitionData(...);
* FlxTransitionableSubState.defaultTransOut = new TransitionData(...);
*
* FlxG.switchState(new FooState());
* FlxG.switchState(() -> new FooState());
* ```
*/
class FlxTransitionableSubState extends FlxSubState

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@ -89,7 +89,7 @@ class InitState extends FlxState
//
// FLIXEL DEBUG SETUP
//
#if debug
#if (debug || FORCE_DEBUG_VERSION)
// Disable using ~ to open the console (we use that for the Editor menu)
FlxG.debugger.toggleKeys = [F2];
@ -141,16 +141,14 @@ class InitState extends FlxState
FlxG.sound.music.pause();
FlxG.sound.music.time += FlxG.elapsed * 1000;
});
#end
// Make errors and warnings less annoying.
// TODO: Disable this so we know to fix warnings.
if (false)
{
LogStyle.ERROR.openConsole = false;
LogStyle.ERROR.errorSound = null;
LogStyle.WARNING.openConsole = false;
LogStyle.WARNING.errorSound = null;
}
#if FORCE_DEBUG_VERSION
LogStyle.ERROR.openConsole = false;
LogStyle.ERROR.errorSound = null;
LogStyle.WARNING.openConsole = false;
LogStyle.WARNING.errorSound = null;
#end
//
@ -247,21 +245,21 @@ class InitState extends FlxState
#elseif LEVEL // -DLEVEL=week1 -DDIFFICULTY=hard
startLevel(defineLevel(), defineDifficulty());
#elseif FREEPLAY // -DFREEPLAY
FlxG.switchState(new FreeplayState());
FlxG.switchState(() -> new funkin.ui.freeplay.FreeplayState());
#elseif DIALOGUE // -DDIALOGUE
FlxG.switchState(new funkin.ui.debug.dialogue.ConversationDebugState());
FlxG.switchState(() -> new funkin.ui.debug.dialogue.ConversationDebugState());
#elseif ANIMATE // -DANIMATE
FlxG.switchState(new funkin.ui.debug.anim.FlxAnimateTest());
FlxG.switchState(() -> new funkin.ui.debug.anim.FlxAnimateTest());
#elseif WAVEFORM // -DWAVEFORM
FlxG.switchState(new funkin.ui.debug.WaveformTestState());
FlxG.switchState(() -> new funkin.ui.debug.WaveformTestState());
#elseif CHARTING // -DCHARTING
FlxG.switchState(new funkin.ui.debug.charting.ChartEditorState());
FlxG.switchState(() -> new funkin.ui.debug.charting.ChartEditorState());
#elseif STAGEBUILD // -DSTAGEBUILD
FlxG.switchState(new funkin.ui.debug.stage.StageBuilderState());
FlxG.switchState(() -> new funkin.ui.debug.stage.StageBuilderState());
#elseif ANIMDEBUG // -DANIMDEBUG
FlxG.switchState(new funkin.ui.debug.anim.DebugBoundingState());
FlxG.switchState(() -> new funkin.ui.debug.anim.DebugBoundingState());
#elseif LATENCY // -DLATENCY
FlxG.switchState(new funkin.LatencyState());
FlxG.switchState(() -> new funkin.LatencyState());
#else
startGameNormally();
#end
@ -277,7 +275,7 @@ class InitState extends FlxState
if (params.chart.shouldLoadChart)
{
FlxG.switchState(new ChartEditorState(
FlxG.switchState(() -> new ChartEditorState(
{
fnfcTargetPath: params.chart.chartPath,
}));
@ -285,7 +283,7 @@ class InitState extends FlxState
else
{
FlxG.sound.cache(Paths.music('freakyMenu/freakyMenu'));
FlxG.switchState(new TitleState());
FlxG.switchState(() -> new TitleState());
}
}
@ -308,7 +306,7 @@ class InitState extends FlxState
// TODO: Do this in the loading state.
songData.cacheCharts(true);
LoadingState.loadAndSwitchState(new funkin.play.PlayState(
LoadingState.loadAndSwitchState(() -> new funkin.play.PlayState(
{
targetSong: songData,
targetDifficulty: difficultyId,
@ -338,7 +336,7 @@ class InitState extends FlxState
var targetSong:funkin.play.song.Song = SongRegistry.instance.fetchEntry(targetSongId);
LoadingState.loadAndSwitchState(new funkin.play.PlayState(
LoadingState.loadAndSwitchState(() -> new funkin.play.PlayState(
{
targetSong: targetSong,
targetDifficulty: difficultyId,

View file

@ -936,6 +936,28 @@ class SongNoteDataRaw implements ICloneable<SongNoteDataRaw>
return SongNoteData.buildDirectionName(this.data, strumlineSize);
}
/**
* The strumline index of the note, if applicable.
* Strips the direction from the data.
*
* 0 = player, 1 = opponent, etc.
*/
public function getStrumlineIndex(strumlineSize:Int = 4):Int
{
return Math.floor(this.data / strumlineSize);
}
/**
* Returns true if the note is one that Boyfriend should try to hit (i.e. it's on his side).
* TODO: The name of this function is a little misleading; what about mines?
* @param strumlineSize Defaults to 4.
* @return True if it's Boyfriend's note.
*/
public function getMustHitNote(strumlineSize:Int = 4):Bool
{
return getStrumlineIndex(strumlineSize) == 0;
}
@:jignored
var _stepTime:Null<Float> = null;
@ -1024,28 +1046,6 @@ abstract SongNoteData(SongNoteDataRaw) from SongNoteDataRaw to SongNoteDataRaw
}
}
/**
* The strumline index of the note, if applicable.
* Strips the direction from the data.
*
* 0 = player, 1 = opponent, etc.
*/
public inline function getStrumlineIndex(strumlineSize:Int = 4):Int
{
return Math.floor(this.data / strumlineSize);
}
/**
* Returns true if the note is one that Boyfriend should try to hit (i.e. it's on his side).
* TODO: The name of this function is a little misleading; what about mines?
* @param strumlineSize Defaults to 4.
* @return True if it's Boyfriend's note.
*/
public inline function getMustHitNote(strumlineSize:Int = 4):Bool
{
return getStrumlineIndex(strumlineSize) == 0;
}
@:jignored
public var isHoldNote(get, never):Bool;

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@ -0,0 +1,257 @@
package funkin.graphics;
import flash.geom.ColorTransform;
import flixel.FlxCamera;
import flixel.graphics.FlxGraphic;
import flixel.graphics.frames.FlxFrame;
import flixel.math.FlxMatrix;
import flixel.math.FlxRect;
import flixel.system.FlxAssets.FlxShader;
import funkin.graphics.shaders.RuntimeCustomBlendShader;
import funkin.graphics.framebuffer.BitmapDataUtil;
import funkin.graphics.framebuffer.FixedBitmapData;
import openfl.Lib;
import openfl.display.BitmapData;
import openfl.display.BlendMode;
import openfl.display3D.textures.TextureBase;
import openfl.filters.BitmapFilter;
import openfl.filters.ShaderFilter;
/**
* A FlxCamera with additional powerful features:
* - Grab the camera screen as a `BitmapData` and use it as a texture
* - Support `sprite.blend = DARKEN/HARDLIGHT/LIGHTEN/OVERLAY` to apply visual effects using certain sprites
* - NOTE: Several other blend modes work without FunkinCamera. Some still do not work.
* - NOTE: Framerate-independent camera tweening is fixed in Flixel 6.x. Rest in peace, SwagCamera.
*/
@:access(openfl.display.DisplayObject)
@:access(openfl.display.BitmapData)
@:access(openfl.display3D.Context3D)
@:access(openfl.display3D.textures.TextureBase)
@:access(flixel.graphics.FlxGraphic)
@:access(flixel.graphics.frames.FlxFrame)
class FunkinCamera extends FlxCamera
{
final grabbed:Array<BitmapData> = [];
final texturePool:Array<TextureBase> = [];
final bgTexture:TextureBase;
final bgBitmap:BitmapData;
final bgFrame:FlxFrame;
final customBlendShader:RuntimeCustomBlendShader;
final customBlendFilter:ShaderFilter;
var filtersApplied:Bool = false;
var bgItemCount:Int = 0;
public var shouldDraw:Bool = true;
public function new(x:Int = 0, y:Int = 0, width:Int = 0, height:Int = 0, zoom:Float = 0)
{
super(x, y, width, height, zoom);
bgTexture = pickTexture(width, height);
bgBitmap = FixedBitmapData.fromTexture(bgTexture);
bgFrame = new FlxFrame(new FlxGraphic('', null));
bgFrame.parent.bitmap = bgBitmap;
bgFrame.frame = new FlxRect();
customBlendShader = new RuntimeCustomBlendShader();
customBlendFilter = new ShaderFilter(customBlendShader);
}
/**
* Grabs the camera screen and returns it as a `BitmapData`. The returned bitmap
* will not be referred by the camera so, changing it will not affect the scene.
* The returned bitmap **will be reused in the next frame**, so the content is available
* only in the current frame.
* @param applyFilters if this is `true`, the camera's filters will be applied to the grabbed bitmap,
* and the camera's filters will be disabled until the beginning of the next frame
* @param isolate if this is `true`, sprites to be rendered will only be rendered to the grabbed bitmap,
* and the grabbed bitmap will not include any previously rendered sprites
* @return the grabbed bitmap data
*/
public function grabScreen(applyFilters:Bool, isolate:Bool = false):BitmapData
{
final texture = pickTexture(width, height);
final bitmap = FixedBitmapData.fromTexture(texture);
squashTo(bitmap, applyFilters, isolate);
grabbed.push(bitmap);
return bitmap;
}
/**
* Applies the filter immediately to the camera. This will be done independently from
* the camera's filters. This method can only be called after the first `grabScreen`
* in the frame.
* @param filter the filter
*/
public function applyFilter(filter:BitmapFilter):Void
{
if (grabbed.length == 0)
{
FlxG.log.error('grab screen before you can apply a filter!');
return;
}
BitmapDataUtil.applyFilter(bgBitmap, filter);
}
function squashTo(bitmap:BitmapData, applyFilters:Bool, isolate:Bool, clearScreen:Bool = false):Void
{
if (applyFilters && isolate)
{
FlxG.log.error('cannot apply filters while isolating!');
}
if (filtersApplied && applyFilters)
{
FlxG.log.warn('filters already applied!');
}
static final matrix = new FlxMatrix();
// resize the background bitmap if needed
if (bgTexture.__width != width || bgTexture.__height != height)
{
BitmapDataUtil.resizeTexture(bgTexture, width, height);
bgBitmap.__resize(width, height);
bgFrame.parent.bitmap = bgBitmap;
}
// grab the bitmap
renderSkipping(isolate ? bgItemCount : 0);
bitmap.fillRect(bitmap.rect, 0);
matrix.setTo(1, 0, 0, 1, flashSprite.x, flashSprite.y);
if (applyFilters)
{
bitmap.draw(flashSprite, matrix);
flashSprite.filters = null;
filtersApplied = true;
}
else
{
final tmp = flashSprite.filters;
flashSprite.filters = null;
bitmap.draw(flashSprite, matrix);
flashSprite.filters = tmp;
}
if (!isolate)
{
// also copy to the background bitmap
bgBitmap.fillRect(bgBitmap.rect, 0);
bgBitmap.draw(bitmap);
}
if (clearScreen)
{
// clear graphics data
super.clearDrawStack();
canvas.graphics.clear();
}
// render the background bitmap
bgFrame.frame.set(0, 0, width, height);
matrix.setTo(viewWidth / width, 0, 0, viewHeight / height, viewMarginLeft, viewMarginTop);
drawPixels(bgFrame, matrix);
// count background draw items for future isolation
bgItemCount = 0;
{
var item = _headOfDrawStack;
while (item != null)
{
item = item.next;
bgItemCount++;
}
}
}
function renderSkipping(count:Int):Void
{
var item = _headOfDrawStack;
while (item != null)
{
if (--count < 0) item.render(this);
item = item.next;
}
}
override function drawPixels(?frame:FlxFrame, ?pixels:BitmapData, matrix:FlxMatrix, ?transform:ColorTransform, ?blend:BlendMode, ?smoothing:Bool = false,
?shader:FlxShader):Void
{
if (!shouldDraw) return;
if ( switch blend
{
case DARKEN | HARDLIGHT | LIGHTEN | OVERLAY: true;
case _: false;
})
{
// squash the screen
grabScreen(false);
// render without blend
super.drawPixels(frame, pixels, matrix, transform, null, smoothing, shader);
// get the isolated bitmap
final isolated = grabScreen(false, true);
// apply fullscreen blend
customBlendShader.blend = blend;
customBlendShader.source = isolated;
customBlendShader.updateViewInfo(FlxG.width, FlxG.height, this);
applyFilter(customBlendFilter);
}
else
{
super.drawPixels(frame, pixels, matrix, transform, blend, smoothing, shader);
}
}
override function destroy():Void
{
super.destroy();
disposeTextures();
}
override function clearDrawStack():Void
{
super.clearDrawStack();
// also clear grabbed bitmaps
for (bitmap in grabbed)
{
texturePool.push(bitmap.__texture);
bitmap.dispose(); // this doesn't release the texture
}
grabbed.clear();
// clear filters applied flag
filtersApplied = false;
bgItemCount = 0;
}
function pickTexture(width:Int, height:Int):TextureBase
{
// zero-sized textures will be problematic
width = width < 1 ? 1 : width;
height = height < 1 ? 1 : height;
if (texturePool.length > 0)
{
final res = texturePool.pop();
BitmapDataUtil.resizeTexture(res, width, height);
return res;
}
return Lib.current.stage.context3D.createTexture(width, height, BGRA, true);
}
function disposeTextures():Void
{
trace('disposing textures');
for (bitmap in grabbed)
{
bitmap.dispose();
}
grabbed.clear();
for (texture in texturePool)
{
texture.dispose();
}
texturePool.resize(0);
bgTexture.dispose();
bgBitmap.dispose();
}
}

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@ -0,0 +1,123 @@
package funkin.graphics.framebuffer;
import flixel.FlxG;
import openfl.Lib;
import openfl.display.Bitmap;
import openfl.display.BitmapData;
import openfl.display.Sprite;
import openfl.display3D.Context3DTextureFormat;
import openfl.display3D.textures.TextureBase;
import openfl.filters.BitmapFilter;
/**
* Provides cool stuff for `BitmapData`s that have a hardware texture internally.
*/
@:access(openfl.display.BitmapData)
@:access(openfl.display3D.textures.TextureBase)
@:access(openfl.display3D.Context3D)
class BitmapDataUtil
{
static function getCache():{sprite:Sprite, bitmap:Bitmap}
{
static var cache:{sprite:Sprite, bitmap:Bitmap} = null;
if (cache == null)
{
final sprite = new Sprite();
final bitmap = new Bitmap();
sprite.addChild(bitmap);
cache =
{
sprite: sprite,
bitmap: bitmap
}
}
return cache;
}
/**
* Applies a bitmap filter to a bitmap immediately. The bitmap filter may refer
* the bitmap itself as a shader input.
* @param bitmap the bitmap data
* @param filter the bitmap filter
*/
public static function applyFilter(bitmap:BitmapData, filter:BitmapFilter):Void
{
hardwareCheck(bitmap);
final cache = getCache();
cache.bitmap.bitmapData = bitmap;
cache.sprite.filters = [filter];
bitmap.draw(cache.sprite);
}
/**
* Creates a bitmap with a hardware texture.
* @param width the width
* @param height the height
* @param format the format if the internal texture
* @return the bitmap
*/
public static function create(width:Int, height:Int, format:Context3DTextureFormat = BGRA):FixedBitmapData
{
final texture = Lib.current.stage.context3D.createTexture(width, height, format, true);
return FixedBitmapData.fromTexture(texture);
}
/**
* Resizes the bitmap.
* @param bitmap the bitmap data
* @param width the width
* @param height the height
*/
public static function resize(bitmap:BitmapData, width:Int, height:Int):Void
{
hardwareCheck(bitmap);
if (bitmap.width == width && bitmap.height == height) return;
bitmap.width = width;
bitmap.height = height;
resizeTexture(bitmap.__texture, width, height);
}
/**
* Resizes the texture.
* @param texture the texture
* @param width the width
* @param height the height
*/
public static function resizeTexture(texture:TextureBase, width:Int, height:Int):Void
{
if (texture.__width == width && texture.__height == height) return;
texture.__width = width;
texture.__height = height;
final context = texture.__context;
final gl = context.gl;
context.__bindGLTexture2D(texture.__textureID);
gl.texImage2D(gl.TEXTURE_2D, 0, texture.__internalFormat, width, height, 0, texture.__format, gl.UNSIGNED_BYTE, null);
context.__bindGLTexture2D(null);
}
/**
* Copies the content of `src` to `dst`. The destination bitmap `dst` will be resized
* so that it has the same size as `src`.
* @param dst the destination bitmap
* @param src the source bitmap
*/
public static function copy(dst:BitmapData, src:BitmapData):Void
{
hardwareCheck(dst);
hardwareCheck(src);
final cache = getCache();
cache.bitmap.bitmapData = src;
cache.sprite.filters = null;
resize(dst, src.width, src.height);
dst.fillRect(dst.rect, 0);
dst.draw(cache.sprite);
}
static function hardwareCheck(bitmap:BitmapData):Void
{
if (bitmap.readable)
{
FlxG.log.error('do not use `BitmapDataUtil` for non-GPU bitmaps!');
}
}
}

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@ -0,0 +1,42 @@
package funkin.graphics.framebuffer;
import openfl.display.BitmapData;
import openfl.display.DisplayObject;
import openfl.display.DisplayObjectContainer;
import openfl.display.IBitmapDrawable;
import openfl.display.OpenGLRenderer;
import openfl.display3D.textures.TextureBase;
/**
* `BitmapData` is kinda broken so I fixed it.
*/
@:access(openfl.display3D.textures.TextureBase)
@:access(openfl.display.OpenGLRenderer)
class FixedBitmapData extends BitmapData
{
override function __drawGL(source:IBitmapDrawable, renderer:OpenGLRenderer):Void
{
if (Std.isOfType(source, DisplayObject))
{
final object:DisplayObjectContainer = cast source;
renderer.__stage = object.stage;
}
super.__drawGL(source, renderer);
}
/**
* Never use `BitmapData.fromTexture`, always use this.
* @param texture the texture
* @return the bitmap data
*/
public static function fromTexture(texture:TextureBase):FixedBitmapData
{
if (texture == null) return null;
final bitmapData = new FixedBitmapData(texture.__width, texture.__height, true, 0);
bitmapData.readable = false;
bitmapData.__texture = texture;
bitmapData.__textureContext = texture.__textureContext;
bitmapData.image = null;
return bitmapData;
}
}

View file

@ -0,0 +1,132 @@
package funkin.graphics.framebuffer;
import flixel.FlxSprite;
import flixel.FlxCamera;
import flixel.util.FlxColor;
import openfl.Lib;
import openfl.display.BitmapData;
import openfl.display3D.textures.TextureBase;
import openfl.geom.Matrix;
import openfl.geom.Rectangle;
/**
* A single frame buffer. Used by `FrameBufferManager`.
*/
class FrameBuffer
{
/**
* The bitmap data of the frame buffer.
*/
public var bitmap(default, null):BitmapData = null;
var texture:TextureBase;
final camera:FlxCamera;
final spriteCopies:Array<SpriteCopy> = [];
public function new()
{
camera = new FlxCamera();
camera.antialiasing = false;
camera.bgColor = FlxColor.TRANSPARENT;
@:privateAccess camera.flashSprite.stage = Lib.current.stage;
}
/**
* Creates a frame buffer with the given size.
* @param width the width
* @param height the height
* @param bgColor the background color
*/
public function create(width:Int, height:Int, bgColor:FlxColor):Void
{
dispose();
texture = Lib.current.stage.context3D.createTexture(width, height, BGRA, true);
bitmap = FixedBitmapData.fromTexture(texture);
camera.bgColor = bgColor;
}
/**
* Makes the internal camera follows the target camera.
* @param target the target camera
*/
public function follow(target:FlxCamera):Void
{
camera.x = target.x;
camera.y = target.y;
camera.width = target.width;
camera.height = target.height;
camera.scroll.x = target.scroll.x;
camera.scroll.y = target.scroll.y;
camera.setScale(target.scaleX, target.scaleY);
}
/**
* Locks the frame buffer and clears the buffer.
*/
@:access(flixel.FlxCamera)
public function lock():Void
{
camera.clearDrawStack();
camera.canvas.graphics.clear();
camera.fill(camera.bgColor.to24Bit(), camera.useBgAlphaBlending, camera.bgColor.alphaFloat);
#if FLX_DEBUG
camera.debugLayer.graphics.clear();
#end
}
/**
* Renders all sprite copies.
*/
@:access(flixel.FlxCamera)
public function render():Void
{
for (spriteCopy in spriteCopies)
{
spriteCopy.render(camera);
}
camera.render();
}
/**
* Unlocks the frame buffer and makes the bitmap ready to use.
*/
public function unlock():Void
{
bitmap.fillRect(new Rectangle(0, 0, bitmap.width, bitmap.height), 0);
bitmap.draw(camera.flashSprite, new Matrix(1, 0, 0, 1, camera.flashSprite.x, camera.flashSprite.y));
}
/**
* Diposes stuff. Call `create` again if you want to reuse the instance.
*/
public function dispose():Void
{
if (texture != null)
{
texture.dispose();
texture = null;
bitmap.dispose();
bitmap = null;
}
spriteCopies.resize(0);
}
/**
* Adds a sprite copy to the frame buffer.
* @param spriteCopy the sprite copy
*/
public function addSpriteCopy(spriteCopy:SpriteCopy):Void
{
spriteCopies.push(spriteCopy);
}
/**
* Adds the sprite to the frame buffer. The sprite will only be seen from
* the frame buffer.
* @param sprite the sprite
*/
public function moveSprite(sprite:FlxSprite):Void
{
sprite.cameras = [camera];
}
}

View file

@ -0,0 +1,127 @@
package funkin.graphics.framebuffer;
import flixel.FlxCamera;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.util.FlxColor;
import openfl.display.BitmapData;
/**
* Manages frame buffers and gives access to each frame buffer.
*/
class FrameBufferManager
{
final camera:FlxCamera;
final frameBufferMap:Map<String, FrameBuffer> = [];
/**
* Creates a frame buffer manager that targets `camera`.
* @param camera the target camera.
*/
public function new(camera:FlxCamera)
{
this.camera = camera;
}
/**
* Creates a new frame buffer with a name.
* @param name the name
* @param bgColor the background color
* @return the bitmap data of the frame buffer. the bitmap data instance
* will not be changed through frame buffer updates.
*/
public function createFrameBuffer(name:String, bgColor:FlxColor):BitmapData
{
if (frameBufferMap.exists(name))
{
FlxG.log.warn('frame buffer "$name" already exists');
frameBufferMap[name].dispose();
frameBufferMap.remove(name);
}
final fb = new FrameBuffer();
fb.create(camera.width, camera.height, bgColor);
frameBufferMap[name] = fb;
return fb.bitmap;
}
/**
* Adds a copy of the sprite to the frame buffer.
* @param name the name of the frame buffer
* @param sprite the sprite
* @param color if this is not `null`, the sprite will be filled with the color.
* if this is `null`, the sprite will keep its original color.
*/
public function copySpriteTo(name:String, sprite:FlxSprite, color:Null<FlxColor> = null):Void
{
if (!frameBufferMap.exists(name))
{
FlxG.log.warn('frame buffer "$name" does not exist');
return;
}
frameBufferMap[name].addSpriteCopy(new SpriteCopy(sprite, color));
}
/**
* Adds the sprite to the frame buffer. The sprite will only be seen from the frame buffer.
* @param name the name of the frame buffer
* @param sprite the sprite
*/
public function moveSpriteTo(name:String, sprite:FlxSprite):Void
{
if (!frameBufferMap.exists(name))
{
FlxG.log.warn('frame buffer "$name" does not exist');
return;
}
frameBufferMap[name].moveSprite(sprite);
}
/**
* Call this before drawing anything.
*/
public function lock():Void
{
for (_ => fb in frameBufferMap)
{
fb.follow(camera);
fb.lock();
}
}
/**
* Unlocks the frame buffers. This updates the bitmap data of each frame buffer.
*/
public function unlock():Void
{
for (_ => fb in frameBufferMap)
{
fb.render();
}
for (_ => fb in frameBufferMap)
{
fb.unlock();
}
}
/**
* Returns the bitmap data of the frame buffer
* @param name the name of the frame buffer
* @return the bitmap data
*/
public function getFrameBuffer(name:String):BitmapData
{
return frameBufferMap[name].bitmap;
}
/**
* Disposes all frame buffers. The instance can be reused.
*/
public function dispose():Void
{
for (_ => fb in frameBufferMap)
{
fb.dispose();
}
frameBufferMap.clear();
}
}

View file

@ -0,0 +1,59 @@
package funkin.graphics.framebuffer;
import flixel.FlxCamera;
import flixel.FlxSprite;
import flixel.util.FlxColor;
/**
* A copy of a `FlxSprite` with a specified color. Used to render the sprite to a frame buffer.
*/
class SpriteCopy
{
final sprite:FlxSprite;
final color:Null<FlxColor>;
public function new(sprite:FlxSprite, color:Null<FlxColor>)
{
this.sprite = sprite;
this.color = color;
}
/**
* Renders the copy to the camera.
* @param camera the camera
*/
@:access(flixel.FlxSprite)
public function render(camera:FlxCamera):Void
{
if (color == null)
{
final tmpCameras = sprite._cameras;
sprite._cameras = [camera];
sprite.draw();
sprite._cameras = tmpCameras;
}
else
{
final rMult = sprite.colorTransform.redMultiplier;
final gMult = sprite.colorTransform.greenMultiplier;
final bMult = sprite.colorTransform.blueMultiplier;
final aMult = sprite.colorTransform.alphaMultiplier;
final rOff = Std.int(sprite.colorTransform.redOffset);
final gOff = Std.int(sprite.colorTransform.greenOffset);
final bOff = Std.int(sprite.colorTransform.blueOffset);
final aOff = Std.int(sprite.colorTransform.alphaOffset);
final tmpCameras = sprite._cameras;
final tmpShader = sprite.shader;
sprite._cameras = [camera];
sprite.shader = null;
sprite.setColorTransform(0, 0, 0, 1, color.red, color.green, color.blue, 0);
sprite.draw();
sprite._cameras = tmpCameras;
sprite.shader = tmpShader;
sprite.setColorTransform(rMult, gMult, bMult, aMult, rOff, gOff, bOff, aOff);
}
}
}

View file

@ -0,0 +1,12 @@
package funkin.graphics.shaders;
import flixel.addons.display.FlxRuntimeShader;
import openfl.Assets;
class PuddleShader extends FlxRuntimeShader
{
public function new()
{
super(Assets.getText(Paths.frag('puddle')));
}
}

View file

@ -0,0 +1,29 @@
package funkin.graphics.shaders;
import openfl.display.BitmapData;
import openfl.display.BlendMode;
import openfl.utils.Assets;
class RuntimeCustomBlendShader extends RuntimePostEffectShader
{
public var source(default, set):BitmapData;
function set_source(value:BitmapData):BitmapData
{
this.setBitmapData("source", value);
return source = value;
}
public var blend(default, set):BlendMode;
function set_blend(value:BlendMode):BlendMode
{
this.setInt("blendMode", cast value);
return blend = value;
}
public function new()
{
super(Assets.getText("assets/shaders/customBlend.frag"));
}
}

View file

@ -0,0 +1,105 @@
package funkin.graphics.shaders;
import flixel.FlxCamera;
import flixel.FlxG;
import flixel.addons.display.FlxRuntimeShader;
import lime.graphics.opengl.GLProgram;
import lime.utils.Log;
class RuntimePostEffectShader extends FlxRuntimeShader
{
@:glVertexHeader('
// normalized screen coord
// (0, 0) is the top left of the window
// (1, 1) is the bottom right of the window
varying vec2 screenCoord;
', true)
@:glVertexBody('
screenCoord = vec2(
openfl_TextureCoord.x > 0.0 ? 1.0 : 0.0,
openfl_TextureCoord.y > 0.0 ? 1.0 : 0.0
);
')
@:glFragmentHeader('
// normalized screen coord
// (0, 0) is the top left of the window
// (1, 1) is the bottom right of the window
varying vec2 screenCoord;
// equals (FlxG.width, FlxG.height)
uniform vec2 uScreenResolution;
// equals (camera.viewLeft, camera.viewTop, camera.viewRight, camera.viewBottom)
uniform vec4 uCameraBounds;
// screen coord -> world coord conversion
// returns world coord in px
vec2 screenToWorld(vec2 screenCoord) {
float left = uCameraBounds.x;
float top = uCameraBounds.y;
float right = uCameraBounds.z;
float bottom = uCameraBounds.w;
vec2 scale = vec2(right - left, bottom - top);
vec2 offset = vec2(left, top);
return screenCoord * scale + offset;
}
// world coord -> screen coord conversion
// returns normalized screen coord
vec2 worldToScreen(vec2 worldCoord) {
float left = uCameraBounds.x;
float top = uCameraBounds.y;
float right = uCameraBounds.z;
float bottom = uCameraBounds.w;
vec2 scale = vec2(right - left, bottom - top);
vec2 offset = vec2(left, top);
return (worldCoord - offset) / scale;
}
// internally used to get the maximum `openfl_TextureCoordv`
vec2 bitmapCoordScale() {
return openfl_TextureCoordv / screenCoord;
}
// internally used to compute bitmap coord
vec2 screenToBitmap(vec2 screenCoord) {
return screenCoord * bitmapCoordScale();
}
// samples the frame buffer using a screen coord
vec4 sampleBitmapScreen(vec2 screenCoord) {
return texture2D(bitmap, screenToBitmap(screenCoord));
}
// samples the frame buffer using a world coord
vec4 sampleBitmapWorld(vec2 worldCoord) {
return sampleBitmapScreen(worldToScreen(worldCoord));
}
', true)
public function new(fragmentSource:String = null, glVersion:String = null)
{
super(fragmentSource, null, glVersion);
uScreenResolution.value = [FlxG.width, FlxG.height];
}
// basically `updateViewInfo(FlxG.width, FlxG.height, FlxG.camera)` is good
public function updateViewInfo(screenWidth:Float, screenHeight:Float, camera:FlxCamera):Void
{
uScreenResolution.value = [screenWidth, screenHeight];
uCameraBounds.value = [camera.viewLeft, camera.viewTop, camera.viewRight, camera.viewBottom];
}
override function __createGLProgram(vertexSource:String, fragmentSource:String):GLProgram
{
try
{
final res = super.__createGLProgram(vertexSource, fragmentSource);
return res;
}
catch (error)
{
Log.warn(error); // prevent the app from dying immediately
return null;
}
}
}

View file

@ -0,0 +1,144 @@
package funkin.graphics.shaders;
import flixel.system.FlxAssets.FlxShader;
import openfl.display.BitmapData;
import openfl.display.ShaderParameter;
import openfl.display.ShaderParameterType;
import openfl.utils.Assets;
typedef Light =
{
var position:Array<Float>;
var color:Array<Float>;
var radius:Float;
}
class RuntimeRainShader extends RuntimePostEffectShader
{
static final MAX_LIGHTS:Int = 8;
public var lights:Array<
{
position:ShaderParameter<Float>,
color:ShaderParameter<Float>,
radius:ShaderParameter<Float>,
}>;
public var time(default, set):Float = 1;
function set_time(value:Float):Float
{
this.setFloat('uTime', value);
return time = value;
}
// The scale of the rain depends on the world coordinate system, so higher resolution makes
// the raindrops smaller. This parameter can be used to adjust the total scale of the scene.
// The size of the raindrops is proportional to the value of this parameter.
public var scale(default, set):Float = 1;
function set_scale(value:Float):Float
{
this.setFloat('uScale', value);
return scale = value;
}
// The intensity of the rain. Zero means no rain and one means the maximum amount of rain.
public var intensity(default, set):Float = 0.5;
function set_intensity(value:Float):Float
{
this.setFloat('uIntensity', value);
return intensity = value;
}
// the y coord of the puddle, used to mirror things
public var puddleY(default, set):Float = 0;
function set_puddleY(value:Float):Float
{
this.setFloat('uPuddleY', value);
return puddleY = value;
}
// the y scale of the puddle, the less this value the more the puddle effects squished
public var puddleScaleY(default, set):Float = 0;
function set_puddleScaleY(value:Float):Float
{
this.setFloat('uPuddleScaleY', value);
return puddleScaleY = value;
}
public var blurredScreen(default, set):BitmapData;
function set_blurredScreen(value:BitmapData):BitmapData
{
this.setBitmapData('uBlurredScreen', value);
return blurredScreen = value;
}
public var mask(default, set):BitmapData;
function set_mask(value:BitmapData):BitmapData
{
this.setBitmapData('uMask', value);
return mask = value;
}
public var lightMap(default, set):BitmapData;
function set_lightMap(value:BitmapData):BitmapData
{
this.setBitmapData('uLightMap', value);
return lightMap = value;
}
public var numLights(default, set):Int = 0;
function set_numLights(value:Int):Int
{
this.setInt('numLights', value);
return numLights = value;
}
public function new()
{
super(Assets.getText(Paths.frag('rain')));
}
public function update(elapsed:Float):Void
{
time += elapsed;
}
override function __processGLData(source:String, storageType:String):Void
{
super.__processGLData(source, storageType);
if (storageType == 'uniform')
{
lights = [
for (i in 0...MAX_LIGHTS)
{
position: addFloatUniform('lights[$i].position', 2),
color: addFloatUniform('lights[$i].color', 3),
radius: addFloatUniform('lights[$i].radius', 1),
}
];
}
}
@:access(openfl.display.ShaderParameter)
function addFloatUniform(name:String, length:Int):ShaderParameter<Float>
{
final res = new ShaderParameter<Float>();
res.name = name;
res.type = [null, FLOAT, FLOAT2, FLOAT3, FLOAT4][length];
res.__arrayLength = 1;
res.__isFloat = true;
res.__isUniform = true;
res.__length = length;
__paramFloat.push(res);
return res;
}
}

View file

@ -6,6 +6,7 @@ import funkin.util.Constants;
import funkin.Paths;
import funkin.Preferences;
import flixel.FlxG; // This one in particular causes a compile error if you're using macros.
import flixel.system.debug.watch.Tracker;
// These are great.
using Lambda;

View file

@ -0,0 +1,8 @@
package funkin.modding.base;
/**
* A script that can be tied to an FlxAtlasSprite
* Create a scripted class that extends FlxAtlasSprite to use this.
*/
@:hscriptClass
class ScriptedFlxAtlasSprite extends funkin.graphics.adobeanimate.FlxAtlasSprite implements HScriptedClass {}

View file

@ -0,0 +1,8 @@
package funkin.modding.base;
/**
* A script that can be tied to an FlxSprite.
* Create a scripted class that extends FlxSprite to use this.
*/
@:hscriptClass
class ScriptedFunkinSprite extends funkin.graphics.FunkinSprite implements HScriptedClass {}

View file

@ -90,6 +90,7 @@ class GameOverSubState extends MusicBeatSubState
{
animationSuffix = "";
musicSuffix = "";
blueBallSuffix = "";
}
override public function create()
@ -207,11 +208,11 @@ class GameOverSubState extends MusicBeatSubState
}
else if (PlayStatePlaylist.isStoryMode)
{
FlxG.switchState(new StoryMenuState());
FlxG.switchState(() -> new StoryMenuState());
}
else
{
FlxG.switchState(new FreeplayState());
FlxG.switchState(() -> new FreeplayState());
}
}

View file

@ -66,11 +66,11 @@ class GitarooPause extends MusicBeatState
{
FlxTransitionableState.skipNextTransIn = false;
FlxTransitionableState.skipNextTransOut = false;
FlxG.switchState(new PlayState(previousParams));
FlxG.switchState(() -> new PlayState(previousParams));
}
else
{
FlxG.switchState(new MainMenuState());
FlxG.switchState(() -> new MainMenuState());
}
}

View file

@ -41,7 +41,8 @@ class PauseSubState extends MusicBeatSubState
var practiceText:FlxText;
var exitingToMenu:Bool = false;
public var exitingToMenu:Bool = false;
var bg:FlxSprite;
var metaDataGrp:FlxTypedGroup<FlxSprite>;
@ -171,7 +172,7 @@ class PauseSubState extends MusicBeatSubState
var downP = controls.UI_DOWN_P;
var accepted = controls.ACCEPT;
#if debug
#if (debug || FORCE_DEBUG_VERSION)
// to pause the game and get screenshots easy, press H on pause menu!
if (FlxG.keys.justPressed.H)
{
@ -237,11 +238,11 @@ class PauseSubState extends MusicBeatSubState
if (PlayStatePlaylist.isStoryMode)
{
PlayStatePlaylist.reset();
openSubState(new funkin.ui.transition.StickerSubState(null, STORY));
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new funkin.ui.story.StoryMenuState(sticker)));
}
else
{
openSubState(new funkin.ui.transition.StickerSubState(null, FREEPLAY));
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new funkin.ui.freeplay.FreeplayState(null, sticker)));
}
case 'Adjust Input Offsets':
openSubState(new LatencyState());

View file

@ -1,68 +1,79 @@
package funkin.play;
import funkin.ui.SwagCamera;
import flixel.addons.transition.FlxTransitionableSubState;
import funkin.ui.debug.charting.ChartEditorState;
import haxe.Int64;
import funkin.play.notes.notestyle.NoteStyle;
import funkin.data.notestyle.NoteStyleData;
import funkin.data.notestyle.NoteStyleRegistry;
import flixel.addons.display.FlxPieDial;
import flixel.addons.transition.Transition;
import flixel.addons.display.FlxPieDial;
import flixel.addons.transition.FlxTransitionableState;
import flixel.addons.transition.FlxTransitionableState;
import flixel.addons.transition.FlxTransitionableSubState;
import flixel.addons.transition.FlxTransitionableSubState;
import flixel.addons.transition.Transition;
import flixel.addons.transition.Transition;
import flixel.FlxCamera;
import flixel.FlxObject;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.FlxSubState;
import flixel.input.keyboard.FlxKey;
import flixel.math.FlxMath;
import funkin.play.components.ComboMilestone;
import flixel.math.FlxPoint;
import funkin.play.components.HealthIcon;
import funkin.ui.MusicBeatSubState;
import flixel.math.FlxRect;
import flixel.text.FlxText;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.ui.FlxBar;
import flixel.util.FlxColor;
import funkin.api.newgrounds.NGio;
import flixel.util.FlxTimer;
import funkin.api.newgrounds.NGio;
import funkin.audio.VoicesGroup;
import funkin.save.Save;
import funkin.audio.VoicesGroup;
import funkin.data.dialogue.ConversationRegistry;
import funkin.data.event.SongEventRegistry;
import funkin.data.notestyle.NoteStyleData;
import funkin.data.notestyle.NoteStyleRegistry;
import funkin.data.notestyle.NoteStyleRegistry;
import funkin.data.song.SongData.SongCharacterData;
import funkin.data.song.SongData.SongEventData;
import funkin.data.song.SongData.SongNoteData;
import funkin.data.song.SongRegistry;
import funkin.data.stage.StageRegistry;
import funkin.Highscore.Tallies;
import funkin.input.PreciseInputManager;
import funkin.modding.events.ScriptEvent;
import funkin.ui.mainmenu.MainMenuState;
import funkin.modding.events.ScriptEventDispatcher;
import funkin.play.character.BaseCharacter;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.play.components.ComboMilestone;
import funkin.play.components.HealthIcon;
import funkin.play.components.PopUpStuff;
import funkin.play.cutscene.dialogue.Conversation;
import funkin.play.cutscene.dialogue.Conversation;
import funkin.data.dialogue.ConversationRegistry;
import funkin.play.cutscene.VanillaCutscenes;
import funkin.play.cutscene.VideoCutscene;
import funkin.data.event.SongEventRegistry;
import funkin.play.notes.NoteSprite;
import funkin.play.notes.NoteDirection;
import funkin.play.notes.NoteSplash;
import funkin.play.notes.NoteSprite;
import funkin.play.notes.NoteSprite;
import funkin.play.notes.notestyle.NoteStyle;
import funkin.play.notes.notestyle.NoteStyle;
import funkin.play.notes.Strumline;
import funkin.play.notes.SustainTrail;
import funkin.play.scoring.Scoring;
import funkin.play.song.Song;
import funkin.data.song.SongRegistry;
import funkin.data.stage.StageRegistry;
import funkin.data.song.SongData.SongEventData;
import funkin.data.song.SongData.SongNoteData;
import funkin.data.song.SongData.SongCharacterData;
import funkin.play.stage.Stage;
import funkin.ui.transition.LoadingState;
import funkin.play.components.PopUpStuff;
import funkin.ui.options.PreferencesMenu;
import funkin.save.Save;
import funkin.ui.debug.charting.ChartEditorState;
import funkin.ui.debug.stage.StageOffsetSubState;
import funkin.ui.mainmenu.MainMenuState;
import funkin.ui.MusicBeatSubState;
import funkin.ui.options.PreferencesMenu;
import funkin.ui.story.StoryMenuState;
import funkin.graphics.FunkinCamera;
import funkin.ui.transition.LoadingState;
import funkin.util.SerializerUtil;
import funkin.util.SortUtil;
import haxe.Int64;
import lime.ui.Haptic;
import openfl.display.BitmapData;
import openfl.geom.Rectangle;
import openfl.Lib;
#if discord_rpc
import Discord.DiscordClient;
#end
@ -83,10 +94,16 @@ typedef PlayStateParams =
*/
?targetDifficulty:String,
/**
* The character to play as.
* @default `bf`, or the first character in the song's character list.
* The variation to play on.
* @default `Constants.DEFAULT_VARIATION` .
*/
?targetCharacter:String,
?targetVariation:String,
/**
* The instrumental to play with.
* Significant if the `targetSong` supports alternate instrumentals.
* @default `null`
*/
?targetInstrumental:String,
/**
* Whether the song should start in Practice Mode.
* @default `false`
@ -147,9 +164,9 @@ class PlayState extends MusicBeatSubState
public var currentDifficulty:String = Constants.DEFAULT_DIFFICULTY;
/**
* The player character being used for this level, as a character ID.
* The currently selected variation.
*/
public var currentPlayerId:String = 'bf';
public var currentVariation:String = Constants.DEFAULT_VARIATION;
/**
* The currently active Stage. This is the object containing all the props.
@ -439,6 +456,17 @@ class PlayState extends MusicBeatSubState
return this.subState != null;
}
var isExitingViaPauseMenu(get, never):Bool;
function get_isExitingViaPauseMenu():Bool
{
if (this.subState == null) return false;
if (!Std.isOfType(this.subState, PauseSubState)) return false;
var pauseSubState:PauseSubState = cast this.subState;
return pauseSubState.exitingToMenu;
}
/**
* Data for the current difficulty for the current song.
* Includes chart data, scroll speed, and other information.
@ -448,7 +476,7 @@ class PlayState extends MusicBeatSubState
function get_currentChart():SongDifficulty
{
if (currentSong == null || currentDifficulty == null) return null;
return currentSong.getDifficulty(currentDifficulty);
return currentSong.getDifficulty(currentDifficulty, currentVariation);
}
/**
@ -506,7 +534,7 @@ class PlayState extends MusicBeatSubState
// Apply parameters.
currentSong = params.targetSong;
if (params.targetDifficulty != null) currentDifficulty = params.targetDifficulty;
if (params.targetCharacter != null) currentPlayerId = params.targetCharacter;
if (params.targetVariation != null) currentVariation = params.targetVariation;
isPracticeMode = params.practiceMode ?? false;
isMinimalMode = params.minimalMode ?? false;
startTimestamp = params.startTimestamp ?? 0.0;
@ -638,7 +666,7 @@ class PlayState extends MusicBeatSubState
rightWatermarkText.cameras = [camHUD];
// Initialize some debug stuff.
#if debug
#if (debug || FORCE_DEBUG_VERSION)
// Display the version number (and git commit hash) in the bottom right corner.
this.rightWatermarkText.text = Constants.VERSION;
@ -684,9 +712,9 @@ class PlayState extends MusicBeatSubState
{
message = 'The was a critical error selecting a difficulty for this song. Click OK to return to the main menu.';
}
else if (currentSong.getDifficulty(currentDifficulty) == null)
else if (currentChart == null)
{
message = 'The was a critical error retrieving data for this song on "$currentDifficulty" difficulty. Click OK to return to the main menu.';
message = 'The was a critical error retrieving data for this song on "$currentDifficulty" difficulty with variation "$currentVariation". Click OK to return to the main menu.';
}
// Display a popup. This blocks the application until the user clicks OK.
@ -699,7 +727,7 @@ class PlayState extends MusicBeatSubState
}
else
{
FlxG.switchState(new MainMenuState());
FlxG.switchState(() -> new MainMenuState());
}
return false;
}
@ -828,11 +856,11 @@ class PlayState extends MusicBeatSubState
// It's a reference to Gitaroo Man, which doesn't let you pause the game.
if (!isSubState && event.gitaroo)
{
FlxG.switchState(new GitarooPause(
FlxG.switchState(() -> new GitarooPause(
{
targetSong: currentSong,
targetDifficulty: currentDifficulty,
targetCharacter: currentPlayerId,
targetVariation: currentVariation,
}));
}
else
@ -879,7 +907,7 @@ class PlayState extends MusicBeatSubState
// TODO: Add a song event for Handle GF dance speed.
// Handle player death.
if (!isInCutscene && !disableKeys && !_exiting)
if (!isInCutscene && !disableKeys)
{
// RESET = Quick Game Over Screen
if (controls.RESET)
@ -907,7 +935,7 @@ class PlayState extends MusicBeatSubState
// Disable updates, preventing animations in the background from playing.
persistentUpdate = false;
#if debug
#if (debug || FORCE_DEBUG_VERSION)
if (FlxG.keys.pressed.THREE)
{
// TODO: Change the key or delete this?
@ -918,7 +946,7 @@ class PlayState extends MusicBeatSubState
{
#end
persistentDraw = false;
#if debug
#if (debug || FORCE_DEBUG_VERSION)
}
#end
@ -1276,7 +1304,7 @@ class PlayState extends MusicBeatSubState
*/
function initCameras():Void
{
camGame = new SwagCamera();
camGame = new FunkinCamera();
camGame.bgColor = BACKGROUND_COLOR; // Show a pink background behind the stage.
camHUD = new FlxCamera();
camHUD.bgColor.alpha = 0; // Show the game scene behind the camera.
@ -1368,7 +1396,7 @@ class PlayState extends MusicBeatSubState
// Add the stage to the scene.
this.add(currentStage);
#if debug
#if (debug || FORCE_DEBUG_VERSION)
FlxG.console.registerObject('stage', currentStage);
#end
}
@ -1389,7 +1417,7 @@ class PlayState extends MusicBeatSubState
trace('Song difficulty could not be loaded.');
}
var currentCharacterData:SongCharacterData = currentChart.characters; // Switch the character we are playing as by manipulating currentPlayerId.
var currentCharacterData:SongCharacterData = currentChart.characters; // Switch the variation we are playing on by manipulating targetVariation.
//
// GIRLFRIEND
@ -1458,7 +1486,7 @@ class PlayState extends MusicBeatSubState
{
currentStage.addCharacter(girlfriend, GF);
#if debug
#if (debug || FORCE_DEBUG_VERSION)
FlxG.console.registerObject('gf', girlfriend);
#end
}
@ -1467,7 +1495,7 @@ class PlayState extends MusicBeatSubState
{
currentStage.addCharacter(boyfriend, BF);
#if debug
#if (debug || FORCE_DEBUG_VERSION)
FlxG.console.registerObject('bf', boyfriend);
#end
}
@ -1478,7 +1506,7 @@ class PlayState extends MusicBeatSubState
// Camera starts at dad.
cameraFollowPoint.setPosition(dad.cameraFocusPoint.x, dad.cameraFocusPoint.y);
#if debug
#if (debug || FORCE_DEBUG_VERSION)
FlxG.console.registerObject('dad', dad);
#end
}
@ -1733,7 +1761,7 @@ class PlayState extends MusicBeatSubState
*/
function resyncVocals():Void
{
if (_exiting || vocals == null) return;
if (vocals == null) return;
// Skip this if the music is paused (GameOver, Pause menu, start-of-song offset, etc.)
if (!FlxG.sound.music.playing) return;
@ -1959,7 +1987,7 @@ class PlayState extends MusicBeatSubState
// Mute vocals and play miss animation, but don't penalize.
vocals.playerVolume = 0;
currentStage.getBoyfriend().playSingAnimation(holdNote.noteData.getDirection(), true);
if (currentStage != null && currentStage.getBoyfriend() != null) currentStage.getBoyfriend().playSingAnimation(holdNote.noteData.getDirection(), true);
}
}
}
@ -2229,7 +2257,7 @@ class PlayState extends MusicBeatSubState
#end
// Eject button
if (FlxG.keys.justPressed.F4) FlxG.switchState(new MainMenuState());
if (FlxG.keys.justPressed.F4) FlxG.switchState(() -> new MainMenuState());
if (FlxG.keys.justPressed.F5) debug_refreshModules();
@ -2247,13 +2275,13 @@ class PlayState extends MusicBeatSubState
{
disableKeys = true;
persistentUpdate = false;
FlxG.switchState(new ChartEditorState(
FlxG.switchState(() -> new ChartEditorState(
{
targetSongId: currentSong.id,
}));
}
#if debug
#if (debug || FORCE_DEBUG_VERSION)
// 1: End the song immediately.
if (FlxG.keys.justPressed.ONE) endSong();
@ -2267,7 +2295,7 @@ class PlayState extends MusicBeatSubState
// 9: Toggle the old icon.
if (FlxG.keys.justPressed.NINE) iconP1.toggleOldIcon();
#if debug
#if (debug || FORCE_DEBUG_VERSION)
// PAGEUP: Skip forward two sections.
// SHIFT+PAGEUP: Skip forward twenty sections.
if (FlxG.keys.justPressed.PAGEUP) changeSection(FlxG.keys.pressed.SHIFT ? 20 : 2);
@ -2513,8 +2541,8 @@ class PlayState extends MusicBeatSubState
{
FlxG.sound.playMusic(Paths.music('freakyMenu/freakyMenu'));
transIn = FlxTransitionableState.defaultTransIn;
transOut = FlxTransitionableState.defaultTransOut;
// transIn = FlxTransitionableState.defaultTransIn;
// transOut = FlxTransitionableState.defaultTransOut;
// TODO: Rework week unlock logic.
// StoryMenuState.weekUnlocked[Std.int(Math.min(storyWeek + 1, StoryMenuState.weekUnlocked.length - 1))] = true;
@ -2589,14 +2617,16 @@ class PlayState extends MusicBeatSubState
// TODO: Do this in the loading state.
targetSong.cacheCharts(true);
var nextPlayState:PlayState = new PlayState(
{
targetSong: targetSong,
targetDifficulty: PlayStatePlaylist.campaignDifficulty,
targetCharacter: currentPlayerId,
});
nextPlayState.previousCameraFollowPoint = new FlxSprite(cameraFollowPoint.x, cameraFollowPoint.y);
LoadingState.loadAndSwitchState(nextPlayState);
LoadingState.loadAndSwitchState(() -> {
var nextPlayState:PlayState = new PlayState(
{
targetSong: targetSong,
targetDifficulty: PlayStatePlaylist.campaignDifficulty,
targetVariation: currentVariation,
});
nextPlayState.previousCameraFollowPoint = new FlxSprite(cameraFollowPoint.x, cameraFollowPoint.y);
return nextPlayState;
});
});
}
else
@ -2605,14 +2635,16 @@ class PlayState extends MusicBeatSubState
// Load and cache the song's charts.
// TODO: Do this in the loading state.
targetSong.cacheCharts(true);
var nextPlayState:PlayState = new PlayState(
{
targetSong: targetSong,
targetDifficulty: PlayStatePlaylist.campaignDifficulty,
targetCharacter: currentPlayerId,
});
nextPlayState.previousCameraFollowPoint = new FlxSprite(cameraFollowPoint.x, cameraFollowPoint.y);
LoadingState.loadAndSwitchState(nextPlayState);
LoadingState.loadAndSwitchState(() -> {
var nextPlayState:PlayState = new PlayState(
{
targetSong: targetSong,
targetDifficulty: PlayStatePlaylist.campaignDifficulty,
targetVariation: currentVariation,
});
nextPlayState.previousCameraFollowPoint = new FlxSprite(cameraFollowPoint.x, cameraFollowPoint.y);
return nextPlayState;
});
}
}
}
@ -2650,13 +2682,16 @@ class PlayState extends MusicBeatSubState
{
// Stop the music.
FlxG.sound.music.pause();
vocals.stop();
if (vocals != null) vocals.stop();
}
else
{
FlxG.sound.music.pause();
vocals.pause();
remove(vocals);
if (vocals != null)
{
vocals.pause();
remove(vocals);
}
}
// Remove reference to stage and remove sprites from it to save memory.
@ -2768,7 +2803,7 @@ class PlayState extends MusicBeatSubState
FlxG.camera.focusOn(cameraFollowPoint.getPosition());
}
#if debug
#if (debug || FORCE_DEBUG_VERSION)
/**
* Jumps forward or backward a number of sections in the song.
* Accounts for BPM changes, does not prevent death from skipped notes.

View file

@ -352,11 +352,11 @@ class ResultState extends MusicBeatSubState
{
if (params.storyMode)
{
FlxG.switchState(new StoryMenuState());
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new StoryMenuState(sticker)));
}
else
{
FlxG.switchState(new FreeplayState());
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new FreeplayState(null, sticker)));
}
}

View file

@ -148,11 +148,12 @@ class HealthIcon extends FlxSprite
{
if (characterId == 'bf-old')
{
characterId = PlayState.instance.currentPlayerId;
PlayState.instance.currentStage.getBoyfriend().initHealthIcon(false);
}
else
{
characterId = 'bf-old';
loadCharacter(characterId);
}
}

View file

@ -184,7 +184,8 @@ class Song implements IPlayStateScriptedClass implements IRegistryEntry<SongMeta
difficulty.characters = metadata.playData.characters;
difficulties.set(diffId, difficulty);
var variationSuffix = (metadata.variation != Constants.DEFAULT_VARIATION) ? '-${metadata.variation}' : '';
difficulties.set('$diffId$variationSuffix', difficulty);
}
}
}
@ -218,13 +219,14 @@ class Song implements IPlayStateScriptedClass implements IRegistryEntry<SongMeta
for (diffId in chartNotes.keys())
{
// Retrieve the cached difficulty data.
var difficulty:Null<SongDifficulty> = difficulties.get(diffId);
var variationSuffix = (variation != Constants.DEFAULT_VARIATION) ? '-$variation' : '';
var difficulty:Null<SongDifficulty> = difficulties.get('$diffId$variationSuffix');
if (difficulty == null)
{
trace('Fabricated new difficulty for $diffId.');
difficulty = new SongDifficulty(this, diffId, variation);
var metadata = _metadata.get(variation);
difficulties.set(diffId, difficulty);
difficulties.set('$diffId$variationSuffix', difficulty);
if (metadata != null)
{
@ -254,41 +256,80 @@ class Song implements IPlayStateScriptedClass implements IRegistryEntry<SongMeta
/**
* Retrieve the metadata for a specific difficulty, including the chart if it is loaded.
* @param diffId The difficulty ID, such as `easy` or `hard`.
* @param variation The variation ID to fetch the difficulty for. Or you can use `variations`.
* @param variations A list of variations to fetch the difficulty for. Looks for the first variation that exists.
* @return The difficulty data.
*/
public inline function getDifficulty(?diffId:String):Null<SongDifficulty>
public function getDifficulty(?diffId:String, ?variation:String, ?variations:Array<String>):Null<SongDifficulty>
{
if (diffId == null) diffId = listDifficulties()[0];
if (diffId == null) diffId = listDifficulties(variation)[0];
if (variation == null) variation = Constants.DEFAULT_VARIATION;
if (variations == null) variations = [variation];
return difficulties.get(diffId);
for (currentVariation in variations)
{
var variationSuffix = (currentVariation != Constants.DEFAULT_VARIATION) ? '-$currentVariation' : '';
if (difficulties.exists('$diffId$variationSuffix'))
{
return difficulties.get('$diffId$variationSuffix');
}
}
return null;
}
public function getFirstValidVariation(?diffId:String, ?possibleVariations:Array<String>):Null<String>
{
if (variations == null) possibleVariations = variations;
if (diffId == null) diffId = listDifficulties(null, possibleVariations)[0];
for (variation in variations)
{
if (difficulties.exists('$diffId-$variation')) return variation;
}
return null;
}
/**
* List all the difficulties in this song.
* @param variationId Optionally filter by variation.
* @param variationId Optionally filter by a single variation.
* @param variationIds Optionally filter by multiple variations.
* @return The list of difficulties.
*/
public function listDifficulties(?variationId:String):Array<String>
public function listDifficulties(?variationId:String, ?variationIds:Array<String>):Array<String>
{
if (variationId == '') variationId = null;
if (variationIds == null) variationIds = [];
if (variationId != null) variationIds.push(variationId);
var diffFiltered:Array<String> = difficulties.keys().array().filter(function(diffId:String):Bool {
if (variationId == null) return true;
// The difficulties array contains entries like 'normal', 'nightmare-erect', and 'normal-pico',
// so we have to map it to the actual difficulty names.
// We also filter out difficulties that don't match the variation or that don't exist.
var diffFiltered:Array<String> = difficulties.keys().array().map(function(diffId:String):Null<String> {
var difficulty:Null<SongDifficulty> = difficulties.get(diffId);
if (difficulty == null) return false;
return difficulty.variation == variationId;
});
if (difficulty == null) return null;
if (variationIds.length > 0 && !variationIds.contains(difficulty.variation)) return null;
return difficulty.difficulty;
}).nonNull().unique();
diffFiltered.sort(SortUtil.defaultsThenAlphabetically.bind(Constants.DEFAULT_DIFFICULTY_LIST));
return diffFiltered;
}
public function hasDifficulty(diffId:String, ?variationId:String):Bool
public function hasDifficulty(diffId:String, ?variationId:String, ?variationIds:Array<String>):Bool
{
if (variationId == '') variationId = null;
var difficulty:Null<SongDifficulty> = difficulties.get(diffId);
return variationId == null ? (difficulty != null) : (difficulty != null && difficulty.variation == variationId);
if (variationIds == null) variationIds = [];
if (variationId != null) variationIds.push(variationId);
for (targetVariation in variationIds)
{
var variationSuffix = (targetVariation != Constants.DEFAULT_VARIATION) ? '-$targetVariation' : '';
if (difficulties.exists('$diffId$variationSuffix')) return true;
}
return false;
}
/**
@ -445,12 +486,14 @@ class SongDifficulty
{
if (instrumental != '' && characters.altInstrumentals.contains(instrumental))
{
FlxG.sound.cache(Paths.inst(this.song.id, instrumental));
var instId = '-$instrumental';
FlxG.sound.cache(Paths.inst(this.song.id, instId));
}
else
{
// Fallback to default instrumental.
FlxG.sound.cache(Paths.inst(this.song.id, characters.instrumental));
var instId = (characters.instrumental ?? '') != '' ? '-${characters.instrumental}' : '';
FlxG.sound.cache(Paths.inst(this.song.id, instId));
}
}
else
@ -492,7 +535,8 @@ class SongDifficulty
var suffix:String = (variation != null && variation != '' && variation != 'default') ? '-$variation' : '';
// Automatically resolve voices by removing suffixes.
// For example, if `Voices-bf-car.ogg` does not exist, check for `Voices-bf.ogg`.
// For example, if `Voices-bf-car-erect.ogg` does not exist, check for `Voices-bf-erect.ogg`.
// Then, check for `Voices-bf-car.ogg`, then `Voices-bf.ogg`.
var playerId:String = characters.player;
var voicePlayer:String = Paths.voices(this.song.id, '-$playerId$suffix');
@ -504,6 +548,19 @@ class SongDifficulty
// Try again.
voicePlayer = playerId == '' ? null : Paths.voices(this.song.id, '-${playerId}$suffix');
}
if (voicePlayer == null)
{
// Try again without $suffix.
playerId = characters.player;
voicePlayer = Paths.voices(this.song.id, '-${playerId}');
while (voicePlayer != null && !Assets.exists(voicePlayer))
{
// Remove the last suffix.
playerId = playerId.split('-').slice(0, -1).join('-');
// Try again.
voicePlayer = playerId == '' ? null : Paths.voices(this.song.id, '-${playerId}$suffix');
}
}
var opponentId:String = characters.opponent;
var voiceOpponent:String = Paths.voices(this.song.id, '-${opponentId}$suffix');
@ -514,6 +571,19 @@ class SongDifficulty
// Try again.
voiceOpponent = opponentId == '' ? null : Paths.voices(this.song.id, '-${opponentId}$suffix');
}
if (voiceOpponent == null)
{
// Try again without $suffix.
opponentId = characters.opponent;
voiceOpponent = Paths.voices(this.song.id, '-${opponentId}');
while (voiceOpponent != null && !Assets.exists(voiceOpponent))
{
// Remove the last suffix.
opponentId = opponentId.split('-').slice(0, -1).join('-');
// Try again.
voiceOpponent = opponentId == '' ? null : Paths.voices(this.song.id, '-${opponentId}$suffix');
}
}
var result:Array<String> = [];
if (voicePlayer != null) result.push(voicePlayer);

View file

@ -1,10 +1,17 @@
package funkin.play.stage;
import openfl.display.BlendMode;
import funkin.graphics.framebuffer.FrameBufferManager;
import flixel.util.FlxColor;
import funkin.graphics.framebuffer.SpriteCopy;
import funkin.graphics.FunkinCamera;
import flixel.FlxCamera;
import flixel.FlxSprite;
import flixel.group.FlxSpriteGroup;
import flixel.math.FlxPoint;
import flixel.system.FlxAssets.FlxShader;
import flixel.util.FlxSort;
import openfl.display.BitmapData;
import flixel.util.FlxColor;
import funkin.modding.IScriptedClass;
import funkin.modding.events.ScriptEvent;
@ -46,6 +53,13 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
return _data?.cameraZoom ?? 1.0;
}
var frameBufferMan:FrameBufferManager;
/**
* The texture that has the mask information. Used for shader effects.
*/
public var maskTexture:BitmapData;
var namedProps:Map<String, StageProp> = new Map<String, StageProp>();
var characters:Map<String, BaseCharacter> = new Map<String, BaseCharacter>();
var boppers:Array<Bopper> = new Array<Bopper>();
@ -75,6 +89,10 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
*/
public function onCreate(event:ScriptEvent):Void
{
if (frameBufferMan != null) frameBufferMan.dispose();
frameBufferMan = new FrameBufferManager(FlxG.camera);
setupFrameBuffers();
buildStage();
this.refresh();
@ -701,6 +719,11 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
{
debugIconGroup = null;
}
if (frameBufferMan != null)
{
frameBufferMan.dispose();
}
}
/**
@ -724,13 +747,7 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
}
}
public function onUpdate(event:UpdateScriptEvent)
{
if (FlxG.keys.justPressed.F3)
{
debugIconGroup.visible = !debugIconGroup.visible;
}
}
public function onUpdate(event:UpdateScriptEvent) {}
public override function kill()
{
@ -753,6 +770,53 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
return Sprite;
}
override function draw():Void
{
if (frameBufferMan != null)
{
frameBufferMan.lock();
}
super.draw();
if (frameBufferMan != null)
{
frameBufferMan.unlock();
}
frameBuffersUpdated();
}
/**
* Called when the frame buffer manager is ready.
* Create frame buffers inside this method.
*/
function setupFrameBuffers():Void {}
/**
* Called when all the frame buffers are updated. If you need any
* frame buffers before `grabScreen()`, make sure you
* grab the screen inside this method since it immediately uses the
* frame buffers.
*/
function frameBuffersUpdated():Void {}
/**
* Grabs the current screen and returns it as a bitmap data. You can sefely modify it.
* @param applyFilters if this is `true`, the filters set to the camera will be applied to the resulting bitmap
* @return the grabbed screen
*/
function grabScreen(applyFilters:Bool):BitmapData
{
if (Std.isOfType(FlxG.camera, FunkinCamera))
{
final cam:FunkinCamera = cast FlxG.camera;
return cam.grabScreen(applyFilters);
}
else
{
FlxG.log.error('cannot grab the screen: the main camera is not grabbable');
return null;
}
}
static function _fetchData(id:String):Null<StageData>
{
return StageRegistry.instance.parseEntryDataWithMigration(id, StageRegistry.instance.fetchEntryVersion(id));

View file

@ -75,7 +75,7 @@ class MusicBeatState extends FlxTransitionableState implements IEventHandler
function handleFunctionControls():Void
{
// Emergency exit button.
if (FlxG.keys.justPressed.F4) FlxG.switchState(new MainMenuState());
if (FlxG.keys.justPressed.F4) FlxG.switchState(() -> new MainMenuState());
// This can now be used in EVERY STATE YAY!
if (FlxG.keys.justPressed.F5) debug_refreshModules();

View file

@ -16,7 +16,7 @@ import funkin.input.Controls;
/**
* MusicBeatSubState reincorporates the functionality of MusicBeatState into an FlxSubState.
*/
class MusicBeatSubState extends FlxTransitionableSubState implements IEventHandler
class MusicBeatSubState extends FlxSubState implements IEventHandler
{
public var leftWatermarkText:FlxText = null;
public var rightWatermarkText:FlxText = null;
@ -60,7 +60,7 @@ class MusicBeatSubState extends FlxTransitionableSubState implements IEventHandl
else if (controls.VOLUME_DOWN) FlxG.sound.changeVolume(-0.1);
// Emergency exit button.
if (FlxG.keys.justPressed.F4) FlxG.switchState(new MainMenuState());
if (FlxG.keys.justPressed.F4) FlxG.switchState(() -> new MainMenuState());
// This can now be used in EVERY STATE YAY!
if (FlxG.keys.justPressed.F5) debug_refreshModules();

View file

@ -1,103 +0,0 @@
package funkin.ui;
import flixel.FlxCamera;
import flixel.FlxSprite;
import flixel.math.FlxPoint;
import funkin.util.MathUtil;
class SwagCamera extends FlxCamera
{
/**
* properly follow framerate
* most of this just copied from FlxCamera,
* only lines 96 and 97 are changed
*/
override public function updateFollow():Void
{
// Either follow the object closely,
// or double check our deadzone and update accordingly.
if (deadzone == null)
{
target.getMidpoint(_point);
_point.addPoint(targetOffset);
focusOn(_point);
}
else
{
var edge:Float;
var targetX:Float = target.x + targetOffset.x;
var targetY:Float = target.y + targetOffset.y;
if (style == SCREEN_BY_SCREEN)
{
if (targetX >= (scroll.x + width))
{
_scrollTarget.x += width;
}
else if (targetX < scroll.x)
{
_scrollTarget.x -= width;
}
if (targetY >= (scroll.y + height))
{
_scrollTarget.y += height;
}
else if (targetY < scroll.y)
{
_scrollTarget.y -= height;
}
}
else
{
edge = targetX - deadzone.x;
if (_scrollTarget.x > edge)
{
_scrollTarget.x = edge;
}
edge = targetX + target.width - deadzone.x - deadzone.width;
if (_scrollTarget.x < edge)
{
_scrollTarget.x = edge;
}
edge = targetY - deadzone.y;
if (_scrollTarget.y > edge)
{
_scrollTarget.y = edge;
}
edge = targetY + target.height - deadzone.y - deadzone.height;
if (_scrollTarget.y < edge)
{
_scrollTarget.y = edge;
}
}
if ((target is FlxSprite))
{
if (_lastTargetPosition == null)
{
_lastTargetPosition = FlxPoint.get(target.x, target.y); // Creates this point.
}
_scrollTarget.x += (target.x - _lastTargetPosition.x) * followLead.x;
_scrollTarget.y += (target.y - _lastTargetPosition.y) * followLead.y;
_lastTargetPosition.x = target.x;
_lastTargetPosition.y = target.y;
}
if (followLerp >= 60 / FlxG.updateFramerate)
{
scroll.copyFrom(_scrollTarget); // no easing
}
else
{
// THIS THE PART THAT ACTUALLY MATTERS LOL
scroll.x = MathUtil.coolLerp(scroll.x, _scrollTarget.x, followLerp);
scroll.y = MathUtil.coolLerp(scroll.y, _scrollTarget.y, followLerp);
// scroll.x += (_scrollTarget.x - scroll.x) * MathUtil.cameraLerp(followLerp);
// scroll.y += (_scrollTarget.y - scroll.y) * MathUtil.cameraLerp(followLerp);
}
}
}
}

View file

@ -90,7 +90,9 @@ class DebugMenuSubState extends MusicBeatSubState
function openChartEditor()
{
FlxG.switchState(new ChartEditorState());
FlxTransitionableState.skipNextTransIn = true;
FlxG.switchState(() -> new ChartEditorState());
}
function openInputOffsetTesting()
@ -101,7 +103,7 @@ class DebugMenuSubState extends MusicBeatSubState
function openAnimationEditor()
{
FlxG.switchState(new funkin.ui.debug.anim.DebugBoundingState());
FlxG.switchState(() -> new funkin.ui.debug.anim.DebugBoundingState());
trace('Animation Editor');
}

View file

@ -364,7 +364,7 @@ class DebugBoundingState extends FlxState
if (FlxG.keys.justPressed.H) hudCam.visible = !hudCam.visible;
if (FlxG.keys.justPressed.F4) FlxG.switchState(new MainMenuState());
if (FlxG.keys.justPressed.F4) FlxG.switchState(() -> new MainMenuState());
MouseUtil.mouseCamDrag();
MouseUtil.mouseWheelZoom();

View file

@ -8,6 +8,7 @@ import flixel.FlxSprite;
import flixel.FlxSubState;
import flixel.graphics.FlxGraphic;
import flixel.group.FlxGroup.FlxTypedGroup;
import funkin.graphics.FunkinCamera;
import flixel.group.FlxSpriteGroup;
import flixel.input.keyboard.FlxKey;
import flixel.input.mouse.FlxMouseEvent;
@ -2094,7 +2095,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
loadPreferences();
uiCamera = new FlxCamera();
uiCamera = new FunkinCamera();
FlxG.cameras.reset(uiCamera);
buildDefaultSongData();
@ -3183,7 +3184,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
handleTestKeybinds();
handleHelpKeybinds();
#if debug
#if (debug || FORCE_DEBUG_VERSION)
handleQuickWatch();
#end
@ -5097,7 +5098,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
stopWelcomeMusic();
// TODO: PR Flixel to make onComplete nullable.
if (audioInstTrack != null) audioInstTrack.onComplete = null;
FlxG.switchState(new MainMenuState());
FlxG.switchState(() -> new MainMenuState());
resetWindowTitle();
@ -5363,8 +5364,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
{
targetSong: targetSong,
targetDifficulty: selectedDifficulty,
// TODO: Add this.
// targetCharacter: targetCharacter,
targetVariation: selectedVariation,
practiceMode: playtestPracticeMode,
minimalMode: minimal,
startTimestamp: startTimestamp,
@ -5381,7 +5381,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
// Kill and replace the UI camera so it doesn't get destroyed during the state transition.
uiCamera.kill();
FlxG.cameras.remove(uiCamera, false);
FlxG.cameras.reset(new FlxCamera());
FlxG.cameras.reset(new FunkinCamera());
this.persistentUpdate = false;
this.persistentDraw = false;

View file

@ -138,7 +138,7 @@ class CopyItemsCommand implements ChartEditorCommand
state.txtCopyNotif.y = FlxG.mouse.y - 16;
FlxTween.tween(state.txtCopyNotif, {y: state.txtCopyNotif.y - 32}, 0.5,
{
type: FlxTween.ONESHOT,
type: FlxTweenType.ONESHOT,
ease: FlxEase.quadOut,
onComplete: function(_) {
state.txtCopyNotif.visible = false;

View file

@ -1,7 +1,7 @@
package funkin.ui.debug.charting.handlers;
import flixel.system.FlxAssets.FlxSoundAsset;
import flixel.system.FlxSound;
import flixel.sound.FlxSound;
import funkin.audio.VoicesGroup;
import funkin.audio.FunkinSound;
import funkin.play.character.BaseCharacter.CharacterType;

View file

@ -72,28 +72,28 @@ class ChartEditorImportExportHandler
{
state.loadInstFromAsset(Paths.inst(songId, '-$variation'), variation);
}
}
for (difficultyId in song.listDifficulties())
{
var diff:Null<SongDifficulty> = song.getDifficulty(difficultyId);
if (diff == null) continue;
for (difficultyId in song.listDifficulties(variation))
{
var diff:Null<SongDifficulty> = song.getDifficulty(difficultyId, variation);
if (diff == null) continue;
var instId:String = diff.variation == Constants.DEFAULT_VARIATION ? '' : diff.variation;
var voiceList:Array<String> = diff.buildVoiceList(); // SongDifficulty accounts for variation already.
var instId:String = diff.variation == Constants.DEFAULT_VARIATION ? '' : diff.variation;
var voiceList:Array<String> = diff.buildVoiceList(); // SongDifficulty accounts for variation already.
if (voiceList.length == 2)
{
state.loadVocalsFromAsset(voiceList[0], diff.characters.player, instId);
state.loadVocalsFromAsset(voiceList[1], diff.characters.opponent, instId);
}
else if (voiceList.length == 1)
{
state.loadVocalsFromAsset(voiceList[0], diff.characters.player, instId);
}
else
{
trace('[WARN] Strange quantity of voice paths for difficulty ${difficultyId}: ${voiceList.length}');
if (voiceList.length == 2)
{
state.loadVocalsFromAsset(voiceList[0], diff.characters.player, instId);
state.loadVocalsFromAsset(voiceList[1], diff.characters.opponent, instId);
}
else if (voiceList.length == 1)
{
state.loadVocalsFromAsset(voiceList[0], diff.characters.player, instId);
}
else
{
trace('[WARN] Strange quantity of voice paths for difficulty ${difficultyId}: ${voiceList.length}');
}
}
}

View file

@ -290,7 +290,7 @@ class ChartEditorFreeplayToolbox extends ChartEditorBaseToolbox
// waveformMusic.waveform.forceUpdate = true;
var perfStart = haxe.Timer.stamp();
var waveformData1 = playerVoice.waveformData;
var waveformData2 = opponentVoice.waveformData;
var waveformData2 = opponentVoice?.waveformData ?? playerVoice.waveformData; // this null check is for songs that only have 1 vocals file!
var waveformData3 = chartEditorState.audioInstTrack.waveformData;
var waveformData = waveformData1.merge(waveformData2).merge(waveformData3);
trace('Waveform data merging took: ${haxe.Timer.stamp() - perfStart} seconds');

View file

@ -276,8 +276,13 @@ class ChartEditorOffsetsToolbox extends ChartEditorBaseToolbox
// Build opponent waveform.
// waveformOpponent.waveform.forceUpdate = true;
waveformOpponent.waveform.waveformData = opponentVoice.waveformData;
waveformOpponent.waveform.duration = opponentVoice.length / Constants.MS_PER_SEC;
// note: if song only has one set of vocals (Vocals.ogg/mp3) then this is null and crashes charting editor
// so we null check
if (opponentVoice != null)
{
waveformOpponent.waveform.waveformData = opponentVoice.waveformData;
waveformOpponent.waveform.duration = opponentVoice.length / Constants.MS_PER_SEC;
}
// Build instrumental waveform.
// waveformInstrumental.waveform.forceUpdate = true;

View file

@ -14,6 +14,7 @@ import flixel.group.FlxSpriteGroup;
import flixel.input.touch.FlxTouch;
import flixel.math.FlxAngle;
import flixel.math.FlxMath;
import funkin.graphics.FunkinCamera;
import flixel.math.FlxPoint;
import flixel.system.debug.watch.Tracker.TrackerProfile;
import flixel.text.FlxText;
@ -54,8 +55,26 @@ import funkin.util.MathUtil;
import lime.app.Future;
import lime.utils.Assets;
/**
* Parameters used to initialize the FreeplayState.
*/
typedef FreeplayStateParams =
{
?character:String,
};
class FreeplayState extends MusicBeatSubState
{
//
// Params
//
/**
* The current character for this FreeplayState.
* You can't change this without transitioning to a new FreeplayState.
*/
final currentCharacter:String;
/**
* For the audio preview, the duration of the fade-in effect.
*/
@ -116,6 +135,8 @@ class FreeplayState extends MusicBeatSubState
var ostName:FlxText;
var difficultyStars:DifficultyStars;
var displayedVariations:Array<String>;
var dj:DJBoyfriend;
var letterSort:LetterSort;
@ -124,12 +145,13 @@ class FreeplayState extends MusicBeatSubState
var stickerSubState:StickerSubState;
//
static var rememberedDifficulty:Null<String> = Constants.DEFAULT_DIFFICULTY;
static var rememberedSongId:Null<String> = null;
public function new(?stickers:StickerSubState = null)
public function new(?params:FreeplayStateParams, ?stickers:StickerSubState)
{
currentCharacter = params?.character ?? Constants.DEFAULT_CHARACTER;
if (stickers != null)
{
stickerSubState = stickers;
@ -172,6 +194,10 @@ class FreeplayState extends MusicBeatSubState
// Add a null entry that represents the RANDOM option
songs.push(null);
// TODO: This makes custom variations disappear from Freeplay. Figure out a better solution later.
// Default character (BF) shows default and Erect variations. Pico shows only Pico variations.
displayedVariations = (currentCharacter == "bf") ? [Constants.DEFAULT_VARIATION, "erect"] : [currentCharacter];
// programmatically adds the songs via LevelRegistry and SongRegistry
for (levelId in LevelRegistry.instance.listBaseGameLevelIds())
{
@ -179,9 +205,12 @@ class FreeplayState extends MusicBeatSubState
{
var song:Song = SongRegistry.instance.fetchEntry(songId);
songs.push(new FreeplaySongData(levelId, songId, song));
// Only display songs which actually have available charts for the current character.
var availableDifficultiesForSong = song.listDifficulties(displayedVariations);
if (availableDifficultiesForSong.length == 0) continue;
for (difficulty in song.listDifficulties())
songs.push(new FreeplaySongData(levelId, songId, song, displayedVariations));
for (difficulty in availableDifficultiesForSong)
{
diffIdsTotal.pushUnique(difficulty);
}
@ -300,6 +329,8 @@ class FreeplayState extends MusicBeatSubState
x: -dj.width * 1.6,
speed: 0.5
});
// TODO: Replace this.
if (currentCharacter == "pico") dj.visible = false;
add(dj);
var bgDad:FlxSprite = new FlxSprite(pinkBack.width * 0.75, 0).loadGraphic(Paths.image('freeplay/freeplayBGdad'));
@ -543,7 +574,7 @@ class FreeplayState extends MusicBeatSubState
var swag:Alphabet = new Alphabet(1, 0, "swag");
var funnyCam = new FlxCamera(0, 0, FlxG.width, FlxG.height);
var funnyCam = new FunkinCamera(0, 0, FlxG.width, FlxG.height);
funnyCam.bgColor = FlxColor.TRANSPARENT;
FlxG.cameras.add(funnyCam);
@ -869,6 +900,16 @@ class FreeplayState extends MusicBeatSubState
changeDiff(1);
}
// TODO: DEBUG REMOVE THIS
if (FlxG.keys.justPressed.P)
{
var newParams:FreeplayStateParams =
{
character: currentCharacter == "bf" ? "pico" : "bf",
};
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new funkin.ui.freeplay.FreeplayState(newParams, sticker)));
}
if (controls.BACK && !typing.hasFocus)
{
FlxTween.globalManager.clear();
@ -920,7 +961,7 @@ class FreeplayState extends MusicBeatSubState
}
else
{
FlxG.switchState(new MainMenuState());
FlxG.switchState(() -> new MainMenuState());
}
});
}
@ -1086,13 +1127,7 @@ class FreeplayState extends MusicBeatSubState
return;
}
var targetDifficulty:String = currentDifficulty;
// TODO: Implement Pico into the interface properly.
var targetCharacter:String = 'bf';
if (FlxG.keys.pressed.P)
{
targetCharacter = 'pico';
}
var targetVariation:String = targetSong.getFirstValidVariation(targetDifficulty);
PlayStatePlaylist.campaignId = cap.songData.levelId;
@ -1106,11 +1141,11 @@ class FreeplayState extends MusicBeatSubState
new FlxTimer().start(1, function(tmr:FlxTimer) {
Paths.setCurrentLevel(cap.songData.levelId);
LoadingState.loadAndSwitchState(new PlayState(
LoadingState.loadAndSwitchState(() -> new PlayState(
{
targetSong: targetSong,
targetDifficulty: targetDifficulty,
targetCharacter: targetCharacter,
targetVariation: targetVariation,
}), true);
});
}
@ -1275,31 +1310,33 @@ class FreeplaySongData
public var songRating(default, null):Int = 0;
public var currentDifficulty(default, set):String = Constants.DEFAULT_DIFFICULTY;
public var displayedVariations(default, null):Array<String> = [Constants.DEFAULT_VARIATION];
function set_currentDifficulty(value:String):String
{
if (currentDifficulty == value) return value;
currentDifficulty = value;
updateValues();
updateValues(displayedVariations);
return value;
}
public function new(levelId:String, songId:String, song:Song)
public function new(levelId:String, songId:String, song:Song, ?displayedVariations:Array<String>)
{
this.levelId = levelId;
this.songId = songId;
this.song = song;
if (displayedVariations != null) this.displayedVariations = displayedVariations;
updateValues();
updateValues(displayedVariations);
}
function updateValues():Void
function updateValues(displayedVariations:Array<String>):Void
{
this.songDifficulties = song.listDifficulties();
this.songDifficulties = song.listDifficulties(displayedVariations);
if (!this.songDifficulties.contains(currentDifficulty)) currentDifficulty = Constants.DEFAULT_DIFFICULTY;
var songDifficulty:SongDifficulty = song.getDifficulty(currentDifficulty);
var songDifficulty:SongDifficulty = song.getDifficulty(currentDifficulty, displayedVariations);
if (songDifficulty == null) return;
this.songName = songDifficulty.songName;
this.songCharacter = songDifficulty.characters.opponent;

View file

@ -45,7 +45,7 @@ class HaxeUISubState extends MusicBeatSubState
super.update(elapsed);
// Force quit.
if (FlxG.keys.justPressed.F4) FlxG.switchState(new MainMenuState());
if (FlxG.keys.justPressed.F4) FlxG.switchState(() -> new MainMenuState());
// Refresh the component.
if (FlxG.keys.justPressed.F5)

View file

@ -8,10 +8,12 @@ import flixel.FlxState;
import flixel.addons.transition.FlxTransitionableState;
import flixel.effects.FlxFlicker;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.util.typeLimit.NextState;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.input.touch.FlxTouch;
import flixel.text.FlxText;
import flixel.tweens.FlxEase;
import funkin.graphics.FunkinCamera;
import flixel.tweens.FlxTween;
import funkin.ui.MusicBeatState;
import flixel.util.FlxTimer;
@ -94,7 +96,7 @@ class MainMenuState extends MusicBeatState
});
menuItems.enabled = true; // can move on intro
createMenuItem('storymode', 'mainmenu/storymode', function() startExitState(new StoryMenuState()));
createMenuItem('storymode', 'mainmenu/storymode', function() startExitState(() -> new StoryMenuState()));
createMenuItem('freeplay', 'mainmenu/freeplay', function() {
persistentDraw = true;
persistentUpdate = false;
@ -110,7 +112,7 @@ class MainMenuState extends MusicBeatState
#end
createMenuItem('options', 'mainmenu/options', function() {
startExitState(new funkin.ui.options.OptionsState());
startExitState(() -> new funkin.ui.options.OptionsState());
});
// Reset position of menu items.
@ -151,7 +153,7 @@ class MainMenuState extends MusicBeatState
function resetCamStuff()
{
FlxG.cameras.reset(new SwagCamera());
FlxG.cameras.reset(new FunkinCamera());
FlxG.camera.follow(camFollow, null, 0.06);
}
@ -255,7 +257,7 @@ class MainMenuState extends MusicBeatState
openSubState(prompt);
}
function startExitState(state:FlxState)
function startExitState(state:NextState)
{
menuItems.enabled = false; // disable for exit
var duration = 0.4;
@ -313,7 +315,7 @@ class MainMenuState extends MusicBeatState
if (controls.BACK && menuItems.enabled && !menuItems.busy)
{
FlxG.sound.play(Paths.sound('cancelMenu'));
FlxG.switchState(new TitleState());
FlxG.switchState(() -> new TitleState());
}
}
}

View file

@ -4,6 +4,7 @@ import funkin.util.InputUtil;
import flixel.FlxCamera;
import flixel.FlxObject;
import flixel.FlxSprite;
import funkin.graphics.FunkinCamera;
import flixel.group.FlxGroup;
import flixel.input.actions.FlxActionInput;
import flixel.input.gamepad.FlxGamepadInputID;
@ -47,7 +48,7 @@ class ControlsMenu extends funkin.ui.options.OptionsState.Page
{
super();
menuCamera = new FlxCamera();
menuCamera = new FunkinCamera();
FlxG.cameras.add(menuCamera, false);
menuCamera.bgColor = 0x0;
camera = menuCamera;

View file

@ -103,7 +103,7 @@ class OptionsState extends MusicBeatState
{
currentPage.enabled = false;
// TODO: Animate this transition?
FlxG.switchState(new MainMenuState());
FlxG.switchState(() -> new MainMenuState());
}
}

View file

@ -6,6 +6,7 @@ import flixel.FlxSprite;
import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
import funkin.ui.AtlasText.AtlasFont;
import funkin.ui.options.OptionsState.Page;
import funkin.graphics.FunkinCamera;
import funkin.ui.TextMenuList.TextMenuItem;
class PreferencesMenu extends Page
@ -20,7 +21,7 @@ class PreferencesMenu extends Page
{
super();
menuCamera = new SwagCamera();
menuCamera = new FunkinCamera();
FlxG.cameras.add(menuCamera, false);
menuCamera.bgColor = 0x0;
camera = menuCamera;

View file

@ -150,7 +150,8 @@ class Level implements IRegistryEntry<LevelData>
if (firstSong != null)
{
for (difficulty in firstSong.listDifficulties())
// Don't display alternate characters in Story Mode.
for (difficulty in firstSong.listDifficulties([Constants.DEFAULT_VARIATION, "erect"]))
{
difficulties.push(difficulty);
}
@ -168,7 +169,7 @@ class Level implements IRegistryEntry<LevelData>
for (difficulty in difficulties)
{
if (!song.hasDifficulty(difficulty))
if (!song.hasDifficulty(difficulty, [Constants.DEFAULT_VARIATION, "erect"]))
{
difficulties.remove(difficulty);
}

View file

@ -397,7 +397,7 @@ class StoryMenuState extends MusicBeatState
{
FlxG.sound.play(Paths.sound('cancelMenu'));
exitingMenu = true;
FlxG.switchState(new MainMenuState());
FlxG.switchState(() -> new MainMenuState());
}
}
@ -565,7 +565,7 @@ class StoryMenuState extends MusicBeatState
FlxTransitionableState.skipNextTransIn = false;
FlxTransitionableState.skipNextTransOut = false;
LoadingState.loadAndSwitchState(new PlayState(
LoadingState.loadAndSwitchState(() -> new PlayState(
{
targetSong: targetSong,
targetDifficulty: PlayStatePlaylist.campaignDifficulty,

View file

@ -105,6 +105,6 @@ class AttractState extends MusicBeatState
vid.destroy();
vid = null;
FlxG.switchState(new TitleState());
FlxG.switchState(() -> new TitleState());
}
}

View file

@ -39,7 +39,7 @@ class OutdatedSubState extends MusicBeatState
if (controls.BACK)
{
leftState = true;
FlxG.switchState(new MainMenuState());
FlxG.switchState(() -> new MainMenuState());
}
super.update(elapsed);
}

View file

@ -9,6 +9,7 @@ import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import flixel.util.FlxDirectionFlags;
import flixel.util.FlxTimer;
import flixel.util.typeLimit.NextState;
import funkin.audio.visualize.SpectogramSprite;
import funkin.graphics.shaders.ColorSwap;
import funkin.graphics.shaders.LeftMaskShader;
@ -213,7 +214,7 @@ class TitleState extends MusicBeatState
*/
function moveToAttract():Void
{
FlxG.switchState(new AttractState());
FlxG.switchState(() -> new AttractState());
}
function playMenuMusic():Void
@ -294,7 +295,7 @@ class TitleState extends MusicBeatState
{
if (touch.justPressed)
{
FlxG.switchState(new FreeplayState());
FlxG.switchState(() -> new FreeplayState());
pressedEnter = true;
}
}
@ -313,7 +314,7 @@ class TitleState extends MusicBeatState
// If you spam Enter, we should skip the transition.
if (pressedEnter && transitioning && skippedIntro)
{
FlxG.switchState(new MainMenuState());
FlxG.switchState(() -> new MainMenuState());
}
if (pressedEnter && !transitioning && skippedIntro)
@ -328,7 +329,7 @@ class TitleState extends MusicBeatState
FlxG.sound.play(Paths.sound('confirmMenu'), 0.7);
transitioning = true;
var targetState:FlxState = new MainMenuState();
var targetState:NextState = () -> new MainMenuState();
new FlxTimer().start(2, function(tmr:FlxTimer) {
// These assets are very unlikely to be used for the rest of gameplay, so it unloads them from cache/memory

View file

@ -1,7 +1,6 @@
package funkin.ui.transition;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.math.FlxMath;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
@ -21,12 +20,13 @@ import lime.utils.AssetManifest;
import lime.utils.Assets as LimeAssets;
import openfl.filters.ShaderFilter;
import openfl.utils.Assets;
import flixel.util.typeLimit.NextState;
class LoadingState extends MusicBeatState
{
inline static var MIN_TIME = 1.0;
var target:FlxState;
var target:NextState;
var stopMusic = false;
var callbacks:MultiCallback;
var danceLeft = false;
@ -34,7 +34,7 @@ class LoadingState extends MusicBeatState
var loadBar:FlxSprite;
var funkay:FlxSprite;
function new(target:FlxState, stopMusic:Bool)
function new(target:NextState, stopMusic:Bool)
{
super();
this.target = target;
@ -172,12 +172,12 @@ class LoadingState extends MusicBeatState
return Paths.inst(PlayState.instance.currentSong.id);
}
inline static public function loadAndSwitchState(nextState:FlxState, shouldStopMusic = false):Void
inline static public function loadAndSwitchState(nextState:NextState, shouldStopMusic = false):Void
{
FlxG.switchState(getNextState(nextState, shouldStopMusic));
}
static function getNextState(nextState:FlxState, shouldStopMusic = false):FlxState
static function getNextState(nextState:NextState, shouldStopMusic = false):NextState
{
Paths.setCurrentLevel(PlayStatePlaylist.campaignId);
@ -186,7 +186,7 @@ class LoadingState extends MusicBeatState
// && (!PlayState.currentSong.needsVoices || isSoundLoaded(getVocalPath()))
// && isLibraryLoaded('shared');
//
if (true) return new LoadingState(nextState, shouldStopMusic);
if (true) return () -> new LoadingState(nextState, shouldStopMusic);
#end
if (shouldStopMusic && FlxG.sound.music != null) FlxG.sound.music.stop();
@ -332,7 +332,7 @@ class MultiCallback
public function getUnfired():Array<Void->Void>
return unfired.array();
public static function coolSwitchState(state:FlxState, transitionTex:String = "shaderTransitionStuff/coolDots", time:Float = 2)
public static function coolSwitchState(state:NextState, transitionTex:String = "shaderTransitionStuff/coolDots", time:Float = 2)
{
var screenShit:FlxSprite = new FlxSprite().loadGraphic(Paths.image("shaderTransitionStuff/coolDots"));
var screenWipeShit:ScreenWipeShader = new ScreenWipeShader();
@ -343,9 +343,9 @@ class MultiCallback
ease: FlxEase.quadInOut,
onComplete: function(twn) {
screenShit.destroy();
FlxG.switchState(new MainMenuState());
FlxG.switchState(state);
}
});
FlxG.camera.setFilters([new ShaderFilter(screenWipeShit)]);
FlxG.camera.filters = [new ShaderFilter(screenWipeShit)];
}
}

View file

@ -19,6 +19,7 @@ import funkin.ui.freeplay.FreeplayState;
import openfl.geom.Matrix;
import openfl.display.Sprite;
import openfl.display.Bitmap;
import flixel.FlxState;
using Lambda;
using StringTools;
@ -30,7 +31,12 @@ class StickerSubState extends MusicBeatSubState
// yes... a damn OpenFL sprite!!!
public var dipshit:Sprite;
var nextState:NEXTSTATE = FREEPLAY;
/**
* The state to switch to after the stickers are done.
* This is a FUNCTION so we can pass it directly to `FlxG.switchState()`,
* and we can add constructor parameters in the caller.
*/
var targetState:StickerSubState->FlxState;
// what "folders" to potentially load from (as of writing only "keys" exist)
var soundSelections:Array<String> = [];
@ -38,10 +44,12 @@ class StickerSubState extends MusicBeatSubState
var soundSelection:String = "";
var sounds:Array<String> = [];
public function new(?oldStickers:Array<StickerSprite>, ?nextState:NEXTSTATE = FREEPLAY):Void
public function new(?oldStickers:Array<StickerSprite>, ?targetState:StickerSubState->FlxState):Void
{
super();
this.targetState = (targetState == null) ? ((sticker) -> new MainMenuState()) : targetState;
// todo still
// make sure that ONLY plays mp3/ogg files
// if there's no mp3/ogg file, then it regenerates/reloads the random folder
@ -84,10 +92,6 @@ class StickerSubState extends MusicBeatSubState
trace(sounds);
// trace(assetsInList);
this.nextState = nextState;
grpStickers = new FlxTypedGroup<StickerSprite>();
add(grpStickers);
@ -112,10 +116,19 @@ class StickerSubState extends MusicBeatSubState
{
grpStickers.cameras = FlxG.cameras.list;
if (dipshit != null)
/*
if (dipshit != null)
{
FlxG.removeChild(dipshit);
dipshit = null;
}
*/
if (grpStickers.members == null || grpStickers.members.length == 0)
{
FlxG.removeChild(dipshit);
dipshit = null;
switchingState = false;
close();
return;
}
for (ind => sticker in grpStickers.members)
@ -228,33 +241,26 @@ class StickerSubState extends MusicBeatSubState
if (ind == grpStickers.members.length - 1)
{
switchingState = true;
FlxTransitionableState.skipNextTransIn = true;
FlxTransitionableState.skipNextTransOut = true;
dipshit = new Sprite();
var scrn:BitmapData = new BitmapData(FlxG.width, FlxG.height, true, 0x00000000);
var mat:Matrix = new Matrix();
scrn.draw(grpStickers.cameras[0].canvas, mat);
// I think this grabs the screen and puts it under the stickers?
// Leaving this commented out rather than stripping it out because it's cool...
/*
dipshit = new Sprite();
var scrn:BitmapData = new BitmapData(FlxG.width, FlxG.height, true, 0x00000000);
var mat:Matrix = new Matrix();
scrn.draw(grpStickers.cameras[0].canvas, mat);
var bitmap:Bitmap = new Bitmap(scrn);
var bitmap:Bitmap = new Bitmap(scrn);
dipshit.addChild(bitmap);
FlxG.addChildBelowMouse(dipshit);
dipshit.addChild(bitmap);
// FlxG.addChildBelowMouse(dipshit);
*/
switch (nextState)
{
case FREEPLAY:
FlxG.switchState(new FreeplayState(this));
case STORY:
FlxG.switchState(new StoryMenuState(this));
case MAIN_MENU:
FlxG.switchState(new MainMenuState());
default:
FlxG.switchState(new MainMenuState());
}
FlxG.switchState(() -> targetState(this));
}
// sticky.angle *= FlxG.random.float(0, 0.05);
});
});
}
@ -368,10 +374,3 @@ typedef StickerShit =
stickers:Map<String, Array<String>>,
stickerPacks:Map<String, Array<String>>
}
enum abstract NEXTSTATE(String)
{
var MAIN_MENU = 'mainmenu';
var FREEPLAY = 'freeplay';
var STORY = 'story';
}

View file

@ -24,7 +24,7 @@ class EvacuateDebugPlugin extends FlxBasic
if (FlxG.keys.justPressed.F4)
{
FlxG.switchState(new funkin.ui.mainmenu.MainMenuState());
FlxG.switchState(() -> new funkin.ui.mainmenu.MainMenuState());
}
}

View file

@ -22,6 +22,17 @@ class WatchPlugin extends FlxBasic
{
super.update(elapsed);
var stateClassName = Type.getClassName(Type.getClass(FlxG.state));
FlxG.watch.addQuick("currentState", stateClassName);
var subStateClassNames = [];
var subState = FlxG.state.subState;
while (subState != null)
{
subStateClassNames.push(Type.getClassName(Type.getClass(subState)));
subState = subState.subState;
}
FlxG.watch.addQuick("currentSubStates", subStateClassNames.join(", "));
FlxG.watch.addQuick("songPosition", Conductor.instance.songPosition);
FlxG.watch.addQuick("songPositionNoOffset", Conductor.instance.songPosition + Conductor.instance.instrumentalOffset);
FlxG.watch.addQuick("musicTime", FlxG.sound?.music?.time ?? 0.0);

View file

@ -23,6 +23,24 @@ class ArrayTools
return result;
}
/**
* Returns a copy of the array with all `null` elements removed.
* @param array The array to remove `null` elements from.
* @return A copy of the array with all `null` elements removed.
*/
public static function nonNull<T>(array:Array<Null<T>>):Array<T>
{
var result:Array<T> = [];
for (element in array)
{
if (element != null)
{
result.push(element);
}
}
return result;
}
/**
* Return the first element of the array that satisfies the predicate, or null if none do.
* @param input The array to search

View file

@ -18,9 +18,9 @@ class Int64Tools
public static function toFloat(i:Int64):Float
{
var f:Float = Int64.getLow(i);
var f:Float = i.low;
if (f < 0) f += MAX_32_PRECISION;
return (Int64.getHigh(i) * MAX_32_PRECISION + f);
return (i.high * MAX_32_PRECISION + f);
}
public static function isToIntSafe(i:Int64):Bool