Refactor InitState plus fix a couple crash bugs

This commit is contained in:
EliteMasterEric 2023-06-26 20:39:47 -04:00
parent 4c85e59037
commit 6d5c5f5acb
5 changed files with 224 additions and 207 deletions

View file

@ -77,17 +77,6 @@ class Main extends Sprite
* -Eric
*/
#if !debug
/**
* Someone was like "hey let's make a state that only runs code on debug builds"
* then put essential initialization code in it.
* The easiest fix is to make it run in all builds.
* -Eric
*/
// TODO: Fix this properly.
// initialState = funkin.TitleState;
#end
initHaxeUI();
addChild(new FlxGame(gameWidth, gameHeight, initialState, framerate, framerate, skipSplash, startFullscreen));

View file

@ -6,52 +6,82 @@ import flixel.addons.transition.TransitionData;
import flixel.graphics.FlxGraphic;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.FlxSprite;
import flixel.system.debug.log.LogStyle;
import flixel.util.FlxColor;
import funkin.modding.module.ModuleHandler;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.play.cutscene.dialogue.ConversationDataParser;
import funkin.play.cutscene.dialogue.DialogueBoxDataParser;
import funkin.play.cutscene.dialogue.SpeakerDataParser;
import funkin.play.event.SongEventData.SongEventParser;
import funkin.play.PlayState;
import funkin.play.song.SongData.SongDataParser;
import funkin.play.stage.StageData.StageDataParser;
import funkin.ui.PreferencesMenu;
import funkin.util.macro.MacroUtil;
import funkin.util.WindowUtil;
import funkin.play.PlayStatePlaylist;
import openfl.display.BitmapData;
#if discord_rpc
import Discord.DiscordClient;
#end
/**
* Initializes the game state using custom defines.
* Only used in Debug builds.
* The initialization state has several functions:
* - Calls code to set up the game, including loading saves and parsing game data.
* - Chooses whether to start via debug or via launching normally.
*/
class InitState extends FlxTransitionableState
{
override public function create():Void
/**
* Perform a bunch of game setup, then immediately transition to the title screen.
*/
public override function create():Void
{
setupShit();
loadSaveData();
startGame();
}
/**
* Setup a bunch of important Flixel stuff.
*/
function setupShit()
{
//
// FLIXEL SETUP
// GAME SETUP
//
// Setup window events (like callbacks for onWindowClose)
WindowUtil.initWindowEvents();
// Disable the thing on Windows where it tries to send a bug report to Microsoft because why do they care?
WindowUtil.disableCrashHandler();
// This ain't a pixel art game! (most of the time)
FlxSprite.defaultAntialiasing = true;
Application.current.onExit.add(function(exitCode) {
DiscordClient.shutdown();
});
#end
// Disable default keybinds for volume (we manually control volume in MusicBeatState with custom binds)
FlxG.sound.volumeUpKeys = [];
FlxG.sound.volumeDownKeys = [];
FlxG.sound.muteKeys = [];
// ==== flixel shit ==== //
// TODO: Make sure volume still saves/loads properly.
// if (FlxG.save.data.volume != null) FlxG.sound.volume = FlxG.save.data.volume;
// if (FlxG.save.data.mute != null) FlxG.sound.muted = FlxG.save.data.mute;
// Set the game to a lower frame rate while it is in the background.
FlxG.game.focusLostFramerate = 30;
//
// FLIXEL DEBUG SETUP
//
#if debug
// Disable using ~ to open the console (we use that for the Editor menu)
FlxG.debugger.toggleKeys = [F2];
// Adds an additional Close Debugger button.
// This big obnoxious white button is for MOBILE, so that you can press it
// easily with your finger when debug bullshit pops up during testing lol!
FlxG.debugger.addButton(LEFT, new BitmapData(200, 200), function() {
FlxG.debugger.visible = false;
});
// Adds a red button to the debugger.
// This pauses the game AND the music! This ensures the Conductor stops.
FlxG.debugger.addButton(CENTER, new BitmapData(20, 20, true, 0xFFCC2233), function() {
if (FlxG.vcr.paused)
{
@ -77,7 +107,8 @@ class InitState extends FlxTransitionableState
}
});
#if FLX_DEBUG
// Adds a blue button to the debugger.
// This skips forward in the song.
FlxG.debugger.addButton(CENTER, new BitmapData(20, 20, true, 0xFF2222CC), function() {
FlxG.game.debugger.vcr.onStep();
@ -90,175 +121,197 @@ class InitState extends FlxTransitionableState
FlxG.sound.music.pause();
FlxG.sound.music.time += FlxG.elapsed * 1000;
});
// 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;
}
#end
FlxG.sound.muteKeys = [ZERO];
FlxG.game.focusLostFramerate = 60;
// FlxG.stage.window.borderless = true;
// FlxG.stage.window.mouseLock = true;
//
// FLIXEL TRANSITIONS
//
// Diamond Transition
var diamond:FlxGraphic = FlxGraphic.fromClass(GraphicTransTileDiamond);
diamond.persist = true;
diamond.destroyOnNoUse = false;
FlxTransitionableState.defaultTransIn = new TransitionData(FADE, FlxColor.BLACK, 1, new FlxPoint(0, -1), {asset: diamond, width: 32, height: 32},
new FlxRect(-200, -200, FlxG.width * 1.4, FlxG.height * 1.4));
FlxTransitionableState.defaultTransOut = new TransitionData(FADE, FlxColor.BLACK, 0.7, new FlxPoint(0, 1), {asset: diamond, width: 32, height: 32},
new FlxRect(-200, -200, FlxG.width * 1.4, FlxG.height * 1.4));
// ===== save shit ===== //
FlxG.save.bind('funkin', 'ninjamuffin99');
// https://github.com/HaxeFlixel/flixel/pull/2396
// IF/WHEN MY PR GOES THRU AND IT GETS INTO MAIN FLIXEL, DELETE THIS CHUNKOF CODE, AND THEN UNCOMMENT THE LINE BELOW
// FlxG.sound.loadSavedPrefs();
if (FlxG.save.data.volume != null) FlxG.sound.volume = FlxG.save.data.volume;
if (FlxG.save.data.mute != null) FlxG.sound.muted = FlxG.save.data.mute;
// Make errors and warnings less annoying.
LogStyle.ERROR.openConsole = false;
LogStyle.ERROR.errorSound = null;
LogStyle.WARNING.openConsole = false;
LogStyle.WARNING.errorSound = null;
// FlxG.save.close();
// FlxG.sound.loadSavedPrefs();
WindowUtil.initWindowEvents();
WindowUtil.disableCrashHandler();
PreferencesMenu.initPrefs();
PlayerSettings.init();
Highscore.load();
if (FlxG.save.data.weekUnlocked != null)
{
// FIX LATER!!!
// WEEK UNLOCK PROGRESSION!!
// StoryMenuState.weekUnlocked = FlxG.save.data.weekUnlocked;
// if (StoryMenuState.weekUnlocked.length < 4) StoryMenuState.weekUnlocked.insert(0, true);
// QUICK PATCH OOPS!
// if (!StoryMenuState.weekUnlocked[0]) StoryMenuState.weekUnlocked[0] = true;
}
if (FlxG.save.data.seenVideo != null) VideoState.seenVideo = FlxG.save.data.seenVideo;
// ===== fuck outta here ===== //
// FlxTransitionableState.skipNextTransOut = true;
// FlxTransitionableState.defaultTransIn = new TransitionData(FADE, FlxColor.BLACK, 1, new FlxPoint(0, -1), {asset: diamond, width: 32, height: 32},
// new FlxRect(-200, -200, FlxG.width * 1.4, FlxG.height * 1.4));
// FlxTransitionableState.defaultTransOut = new TransitionData(FADE, FlxColor.BLACK, 0.7, new FlxPoint(0, 1), {asset: diamond, width: 32, height: 32},
// new FlxRect(-200, -200, FlxG.width * 1.4, FlxG.height * 1.4));
// Don't play transition in when entering the title state.
FlxTransitionableState.skipNextTransIn = true;
// TODO: Register custom event callbacks here
//
// NEWGROUNDS API SETUP
//
#if newgrounds
NGio.init();
#end
//
// DISCORD API SETUP
//
#if discord_rpc
DiscordClient.initialize();
Application.current.onExit.add(function(exitCode) {
DiscordClient.shutdown();
});
#end
//
// ANDROID SETUP
//
#if android
FlxG.android.preventDefaultKeys = [flixel.input.android.FlxAndroidKey.BACK];
#end
//
// GAME DATA PARSING
//
funkin.data.level.LevelRegistry.instance.loadEntries();
SongEventParser.loadEventCache();
ConversationDataParser.loadConversationCache();
DialogueBoxDataParser.loadDialogueBoxCache();
SpeakerDataParser.loadSpeakerCache();
SongDataParser.loadSongCache();
StageDataParser.loadStageCache();
CharacterDataParser.loadCharacterCache();
ModuleHandler.buildModuleCallbacks();
ModuleHandler.loadModuleCache();
funkin.play.event.SongEventData.SongEventParser.loadEventCache();
funkin.play.cutscene.dialogue.ConversationDataParser.loadConversationCache();
funkin.play.cutscene.dialogue.DialogueBoxDataParser.loadDialogueBoxCache();
funkin.play.cutscene.dialogue.SpeakerDataParser.loadSpeakerCache();
funkin.play.song.SongData.SongDataParser.loadSongCache();
funkin.play.stage.StageData.StageDataParser.loadStageCache();
funkin.play.character.CharacterData.CharacterDataParser.loadCharacterCache();
funkin.modding.module.ModuleHandler.buildModuleCallbacks();
funkin.modding.module.ModuleHandler.loadModuleCache();
FlxG.debugger.toggleKeys = [F2];
funkin.modding.module.ModuleHandler.callOnCreate();
}
ModuleHandler.callOnCreate();
/**
* Retrive and parse data from the user's save.
*/
function loadSaveData()
{
// Bind save data.
// TODO: Migrate save data to a better format.
FlxG.save.bind('funkin', 'ninjamuffin99');
#if song
var song:String = getSong();
// Load player options from save data.
PreferencesMenu.initPrefs();
// Load controls from save data.
PlayerSettings.init();
// Load highscores from save data.
Highscore.load();
// TODO: Load level/character/cosmetic unlocks from save data.
}
var weeks:Array<Array<String>> = [
['bopeebo', 'fresh', 'dadbattle'],
['spookeez', 'south', 'monster'],
['spooky', 'spooky', 'monster'],
['pico', 'philly', 'blammed'],
['satin-panties', 'high', 'milf'],
['cocoa', 'eggnog', 'winter-horrorland'],
['senpai', 'roses', 'thorns'],
['ugh', 'guns', 'stress']
];
var week:Int = 0;
for (i in 0...weeks.length)
{
if (weeks[i].contains(song))
{
week = i + 1;
break;
}
}
if (week == 0) throw 'Invalid -D song=$song';
startSong(week, song, false);
#elseif week
var week:Int = getWeek();
var songs:Array<String> = [
'bopeebo',
'spookeez',
'spooky',
'pico',
'satin-panties',
'cocoa',
'senpai',
'ugh'
];
if (week <= 0 || week >= songs.length) throw 'invalid -D week=' + week;
startSong(week, songs[week - 1], true);
#elseif FREEPLAY
/**
* Start the game.
*
* By default, moves to the `TitleState`.
* But based on compile defines, the game can start immediately on a specific song,
* or immediately in a specific debug menu.
*/
function startGame():Void
{
#if SONG // -DSONG=bopeebo
startSong(defineSong(), defineDifficulty());
#elseif LEVEL // -DLEVEL=week1 -DDIFFICULTY=hard
startLevel(defineLevel(), defineDifficulty());
#elseif FREEPLAY // -DFREEPLAY
FlxG.switchState(new FreeplayState());
#elseif ANIMATE
#elseif ANIMATE // -DANIMATE
FlxG.switchState(new funkin.ui.animDebugShit.FlxAnimateTest());
#elseif CHARTING
#elseif CHARTING // -DCHARTING
FlxG.switchState(new funkin.ui.debug.charting.ChartEditorState());
#elseif STAGEBUILD
FlxG.switchState(new StageBuilderState());
#elseif FIGHT
FlxG.switchState(new PicoFight());
#elseif ANIMDEBUG
#elseif STAGEBUILD // -DSTAGEBUILD
FlxG.switchState(new funkin.ui.stageBullshit.StageBuilderState());
#elseif ANIMDEBUG // -DANIMDEBUG
FlxG.switchState(new funkin.ui.animDebugShit.DebugBoundingState());
#elseif LATENCY
FlxG.switchState(new LatencyState());
#elseif NETTEST
FlxG.switchState(new netTest.NetTest());
#elseif LATENCY // -DLATENCY
FlxG.switchState(new funkin.LatencyState());
#else
FlxG.sound.cache(Paths.music('freakyMenu'));
FlxG.switchState(new TitleState());
startGameNormally();
#end
}
function startSong(week, song, isStoryMode):Void
/**
* Start the game by moving to the title state and play the game as normal.
*/
function startGameNormally():Void
{
var dif:Int = getDif();
FlxG.sound.cache(Paths.music('freakyMenu'));
FlxG.switchState(new TitleState());
}
var targetDifficulty = switch (dif)
/**
* Start the game by directly loading into a specific song.
* @param songId
* @param difficultyId
*/
function startSong(songId:String, difficultyId:String = 'normal'):Void
{
var songData:funkin.play.song.Song = funkin.play.song.SongData.SongDataParser.fetchSong(songId);
if (songData == null)
{
case 0: 'easy';
case 1: 'normal';
case 2: 'hard';
default: 'normal';
};
LoadingState.loadAndSwitchState(new PlayState(
startGameNormally();
return;
}
LoadingState.loadAndSwitchState(new funkin.play.PlayState(
{
targetSong: SongDataParser.fetchSong(song),
targetDifficulty: targetDifficulty,
targetSong: songData,
targetDifficulty: difficultyId,
}));
}
/**
* Start the game by directly loading into a specific story mode level.
* @param levelId
* @param difficultyId
*/
function startLevel(levelId:String, difficultyId:String = 'normal'):Void
{
var currentLevel:funkin.ui.story.Level = funkin.data.level.LevelRegistry.instance.fetchEntry(levelId);
if (currentLevel == null)
{
startGameNormally();
return;
}
PlayStatePlaylist.playlistSongIds = currentLevel.getSongs();
PlayStatePlaylist.isStoryMode = true;
PlayStatePlaylist.campaignScore = 0;
var targetSongId:String = PlayStatePlaylist.playlistSongIds.shift();
var targetSong:funkin.play.song.Song = funkin.play.song.SongData.SongDataParser.fetchSong(targetSongId);
LoadingState.loadAndSwitchState(new funkin.play.PlayState(
{
targetSong: targetSong,
targetDifficulty: difficultyId,
}));
}
function defineSong():String
{
return MacroUtil.getDefine('SONG');
}
function defineLevel():String
{
return MacroUtil.getDefine('LEVEL');
}
function defineDifficulty():String
{
return MacroUtil.getDefine('DIFFICULTY');
}
}
function getWeek():Int
return Std.parseInt(MacroUtil.getDefine('week'));
function getSong():String
return MacroUtil.getDefine('song');
function getDif():Int
return Std.parseInt(MacroUtil.getDefine('dif', '1'));

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@ -26,8 +26,10 @@ class PlayerSettings
// public var avatar:Player;
// public var camera(get, never):PlayCamera;
function new(id)
function new(id:Int)
{
trace('loading player settings for id: $id');
this.id = id;
this.controls = new Controls('player$id', None);
@ -52,7 +54,11 @@ class PlayerSettings
}
}
if (useDefault) controls.setKeyboardScheme(Solo);
if (useDefault)
{
trace("falling back to default control scheme");
controls.setKeyboardScheme(Solo);
}
// Apply loaded settings.
PreciseInputManager.instance.initializeKeys(controls);

View file

@ -44,6 +44,7 @@ class TitleState extends MusicBeatState
override public function create():Void
{
super.create();
swagShader = new ColorSwap();
curWacky = FlxG.random.getObject(getIntroTextShit());
@ -51,38 +52,6 @@ class TitleState extends MusicBeatState
// DEBUG BULLSHIT
super.create();
/*
#elseif web
if (!initialized)
{
video = new Video();
FlxG.stage.addChild(video);
var netConnection = new NetConnection();
netConnection.connect(null);
netStream = new NetStream(netConnection);
netStream.client = {onMetaData: client_onMetaData};
netStream.addEventListener(AsyncErrorEvent.ASYNC_ERROR, netStream_onAsyncError);
netConnection.addEventListener(NetStatusEvent.NET_STATUS, netConnection_onNetStatus);
// netStream.addEventListener(NetStatusEvent.NET_STATUS) // netStream.play(Paths.file('music/kickstarterTrailer.mp4'));
overlay = new Sprite();
overlay.graphics.beginFill(0, 0.5);
overlay.graphics.drawRect(0, 0, 1280, 720);
overlay.addEventListener(MouseEvent.MOUSE_DOWN, overlay_onMouseDown);
overlay.buttonMode = true;
// FlxG.stage.addChild(overlay);
}
*/
// netConnection.addEventListener(MouseEvent.MOUSE_DOWN, overlay_onMouseDown);
new FlxTimer().start(1, function(tmr:FlxTimer) {
startIntro();

View file

@ -110,7 +110,7 @@ class StoryMenuState extends MusicBeatState
transIn = FlxTransitionableState.defaultTransIn;
transOut = FlxTransitionableState.defaultTransOut;
if (!FlxG.sound.music.playing)
if (FlxG.sound.music == null || !FlxG.sound.music.playing)
{
FlxG.sound.playMusic(Paths.music('freakyMenu'));
FlxG.sound.music.fadeIn(4, 0, 0.7);