Merge branch 'develop' into bugfix/animation-editor

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Eric 2024-09-16 18:37:35 -04:00 committed by GitHub
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171 changed files with 12596 additions and 3231 deletions

4
.gitattributes vendored
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@ -1 +1,3 @@
* text=auto eol=lf
* text=auto eol=lf
*.hxc linguist-language=Haxe
*.hxp linguist-language=Haxe

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@ -1,50 +0,0 @@
---
name: Bug Report
about: Report a bug or critical performance issue
title: 'Bug Report: [DESCRIBE YOUR BUG IN DETAIL HERE]'
labels: bug
---
<!-- FILL THIS ISSUE THING OUT AS MUCH AS POSSIBLE
OR ELSE YOUR ISSUE WILL BE LESS LIKELY TO BE SOLVED!
Do not post about issues from other FNF mod engines!
We cannot and probably won't solve those!
You can hopefully go to their respective GitHub issues and report them there, thank you :)
Please check for duplicates or similar issues, as well performing simple troubleshooting steps (such as clearing cookies, clearing AppData, trying another browser) before submitting an issue.
From Joel On Software:
"Its pretty easy to remember the rule for a good bug report. Every good bug report needs exactly three things.
1. Steps to reproduce,
2. What you expected to see, and
3. What you saw instead."
-->
## Describe the bug
<!-- A clear and concise description of what the bug is. -->
## To Reproduce
<!-- Describe in DETAIL how to reproduce the bug/issue you are running into. -->
## Expected behavior
<!-- A clear and concise description of what you expected to happen. -->
## Screenshots/Video
<!-- If applicable, add screenshots/video to help explain your problem.
Remember to mark the area in the application thats impacted. -->
## Desktop
- OS:
<!-- [e.g. Windows 10, 11, Mac, Linux Mint, Ubuntu, Arch (btw)] -->
- Browser
<!-- [e.g. chrome, safari, firefox, edge, operaGX] -->
- Version:
<!-- [e.g. 0.4.0, 0.3.3, this can be found in the bottom left corner of the main menu!] -->
## Additional context
<!-- Add any other context about the problem here. -->
<!-- If you're game is FROZEN and you're playing a web version, press F12 to open up browser dev window, and go to console, and copy-paste whatever red error you're getting -->

62
.github/ISSUE_TEMPLATE/bug.yml vendored Normal file
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@ -0,0 +1,62 @@
name: Bug Report
description: Report a bug or an issue in the game.
labels: ["type: minor bug", "status: pending triage"]
title: "Bug Report: "
body:
- type: checkboxes
attributes:
label: Issue Checklist
options:
- label: I have properly named the issue
- label: I have checked the issues/discussions pages to see if the issue has been previously reported
- type: dropdown
attributes:
label: What platform are you using?
options:
- Newgrounds (Web)
- Itch.io (Web)
- Itch.io (Downloadable Build) - Windows
- Itch.io (Downloadable Build) - MacOS
- Itch.io (Downloadable Build) - Linux
validations:
required: true
- type: dropdown
attributes:
label: If you are playing on a browser, which one are you using?
options:
- Google Chrome
- Microsoft Edge
- Firefox
- Opera
- Safari
- Other (Specify below)
- type: input
attributes:
label: Version
description: What version are you using?
placeholder: ex. 0.4.1
validations:
required: true
- type: markdown
attributes:
value: "## Describe your bug."
- type: markdown
attributes:
value: "### Please do not report issues from other engines. These must be reported in their respective repositories."
- type: markdown
attributes:
value: "#### Provide as many details as you can."
- type: textarea
attributes:
label: Context (Provide images, videos, etc.)
- type: textarea
attributes:
label: Steps to reproduce (or crash logs, errors, etc.)

1
.github/ISSUE_TEMPLATE/config.yml vendored Normal file
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@ -0,0 +1 @@
blank_issues_enabled: false

70
.github/ISSUE_TEMPLATE/crash.yml vendored Normal file
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@ -0,0 +1,70 @@
name: Crash Report
description: Report a crash that occurred while playing the game.
labels: ["type: major bug", "status: pending triage"]
title: "Crash Report: "
body:
- type: checkboxes
attributes:
label: Issue Checklist
options:
- label: I have properly named the issue
- label: I have checked the issues/discussions pages to see if the issue has been previously reported
- type: dropdown
attributes:
label: What platform are you using?
options:
- Newgrounds (Web)
- Itch.io (Web)
- Itch.io (Downloadable Build) - Windows
- Itch.io (Downloadable Build) - MacOS
- Itch.io (Downloadable Build) - Linux
validations:
required: true
- type: dropdown
attributes:
label: If you are playing on a browser, which one are you using?
options:
- Google Chrome
- Microsoft Edge
- Firefox
- Opera
- Safari
- Other (Specify below)
- type: input
attributes:
label: Version
description: What version are you using?
placeholder: ex. 0.4.1
validations:
required: true
- type: markdown
attributes:
value: "## Describe your issue."
- type: markdown
attributes:
value: "### Please do not report issues from other engines. These must be reported in their respective repositories."
- type: markdown
attributes:
value: "#### Provide as many details as you can."
- type: textarea
attributes:
label: Context (Provide screenshots or videos of the crash happening)
- type: textarea
attributes:
label: Steps to reproduce
validations:
required: true
- type: textarea
attributes:
label: Crash logs (can be found in the logs folder where Funkin.exe is)
validations:
required: true

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@ -1,8 +0,0 @@
---
name: Enhancement
about: Suggest a new feature
title: 'Enhancement: '
labels: enhancement
---
#### Please check for duplicates or similar issues before creating this issue.
## What is your suggestion, and why should it be implemented?

15
.github/ISSUE_TEMPLATE/enhancement.yml vendored Normal file
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@ -0,0 +1,15 @@
name: Enhancement
description: Suggest a new feature.
labels: ["type: enhancement", "status: pending triage"]
title: "Enhancement: "
body:
- type: checkboxes
attributes:
label: Issue Checklist
options:
- label: I have properly named the enhancement
- label: I have checked the issues/discussions pages to see if the enhancement has been previously suggested
- type: textarea
attributes:
label: What is your suggestion, and why should it be implemented?

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@ -1,10 +0,0 @@
---
name: Bug Fix
about: Fix a bug or critical performance issue
title: 'Bug Fix: '
labels: bug
---
#### Please check for duplicates or similar PRs before creating this issue.
## Does this PR close any issue(s)? If so, link them below.
## Briefly describe the issue(s) fixed.

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@ -1,10 +0,0 @@
---
name: Enhancement
about: Add a new feature
title: 'Enhancement: '
labels: enhancement
---
#### Please check for duplicates or similar PRs before creating this issue.
## Does this PR close any issue(s)? If so, link them below.
## What do your change(s) add, and why should they be implemented?

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@ -44,7 +44,7 @@ runs:
g++ \
libx11-dev libxi-dev libxext-dev libxinerama-dev libxrandr-dev \
libgl-dev libgl1-mesa-dev \
libasound2-dev
libasound2-dev libpulse-dev
ln -s /usr/lib/x86_64-linux-gnu/libffi.so.8 /usr/lib/x86_64-linux-gnu/libffi.so.6 || true
- name: Install linux-specific dependencies
if: ${{ runner.os == 'Linux' && contains(inputs.targets, 'linux') }}
@ -56,12 +56,17 @@ runs:
shell: bash
run: |
echo "TIMER_HAXELIB=$(date +%s)" >> "$GITHUB_ENV"
haxelib --debug --never install haxelib 4.1.0 --global
haxelib --debug --never deleterepo || true
haxelib fixrepo --global || true
haxelib --debug --never --global install haxelib 4.1.0
haxelib --debug --global set haxelib 4.1.0
haxelib --global remove haxelib git || true
haxelib --global remove hmm || true
rm -rf .haxelib
haxelib --debug --never --global git haxelib https://github.com/FunkinCrew/haxelib.git funkin-patches --skip-dependencies
haxelib --debug --never --global git hmm https://github.com/FunkinCrew/hmm funkin-patches
haxelib --debug --never newrepo
haxelib version
echo "HAXEPATH=$(haxelib config)" >> "$GITHUB_ENV"
haxelib --debug --never git haxelib https://github.com/HaxeFoundation/haxelib.git master
haxelib --debug --global install hmm
echo "TIMER_DEPS=$(date +%s)" >> "$GITHUB_ENV"
- name: Restore cached dependencies
@ -75,7 +80,12 @@ runs:
name: Prep git for dependency install
uses: gacts/run-and-post-run@v1
with:
run: git config --global 'url.https://x-access-token:${{ inputs.gh-token }}@github.com/.insteadOf' https://github.com/
run: |
git config --global --name-only --get-regexp 'url\.https\:\/\/x-access-token:.+@github\.com\/\.insteadOf' \
| xargs -I {} git config --global --unset {}
git config -l --show-scope --show-origin
git config --global 'url.https://x-access-token:${{ inputs.gh-token }}@github.com/.insteadOf' https://github.com/
post: git config --global --unset 'url.https://x-access-token:${{ inputs.gh-token }}@github.com/.insteadOf'
- if: ${{ steps.cache-hmm.outputs.cache-hit != 'true' }}

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.github/changed-lines-count-labeler.yml vendored Normal file
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@ -0,0 +1,12 @@
# Add 'small' to any changes below 10 lines
small:
max: 9
# Add 'medium' to any changes between 10 and 100 lines
medium:
min: 10
max: 99
# Add 'large' to any changes for more than 100 lines
large:
min: 100

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.github/labeler.yml vendored
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@ -1,7 +1,6 @@
# Add Documentation tag to PR's changing markdown files, or anyhting in the docs folder
Documentation:
- changed-files:
- any-glob-to-any-file:
- any-glob-to-any-file:
- docs/*
- '**/*.md'

6
.github/pull_request_template.md vendored Normal file
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@ -0,0 +1,6 @@
<!-- Please check for duplicates or similar PRs before submitting this PR. -->
## Does this PR close any issues? If so, link them below.
## Briefly describe the issue(s) fixed.
## Include any relevant screenshots or videos.

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@ -45,7 +45,11 @@ jobs:
uses: ./.github/actions/setup-haxe
with:
gh-token: ${{ steps.app_token.outputs.token }}
- name: Setup HXCPP dev commit
run: |
cd .haxelib/hxcpp/git/tools/hxcpp
haxe compile.hxml
cd ../../../../..
- name: Build game
if: ${{ matrix.target == 'windows' }}
run: |
@ -107,7 +111,9 @@ jobs:
name: Install dependencies
run: |
git config --global 'url.https://x-access-token:${{ steps.app_token.outputs.token }}@github.com/.insteadOf' https://github.com/
git config --global advice.detachedHead false
haxelib --global run hmm install -q
cd .haxelib/hxcpp/git/tools/hxcpp && haxe compile.hxml
- if: ${{ matrix.target != 'html5' }}
name: Restore hxcpp cache

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@ -9,6 +9,19 @@ jobs:
pull-requests: write
runs-on: ubuntu-latest
steps:
- uses: actions/labeler@v5
- name: Set basic labels
uses: actions/labeler@v5
with:
sync-labels: true
changed-lines-count-labeler:
permissions:
contents: read
pull-requests: write
runs-on: ubuntu-latest
name: An action for automatically labelling pull requests based on the changed lines count
steps:
- name: Set change count labels
uses: vkirilichev/changed-lines-count-labeler@v0.2
with:
repo-token: ${{ secrets.GITHUB_TOKEN }}
configuration-path: .github/changed-lines-count-labeler.yml

1
.gitignore vendored
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@ -13,3 +13,4 @@ shitAudio/
node_modules/
package.json
package-lock.json
.aider*

30
.vscode/settings.json vendored
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@ -94,12 +94,12 @@
{
"label": "Windows / Debug",
"target": "windows",
"args": ["-debug", "-DFORCE_DEBUG_VERSION"]
"args": ["-debug", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "Linux / Debug",
"target": "linux",
"args": ["-debug", "-DFORCE_DEBUG_VERSION"]
"args": ["-debug", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "HashLink / Debug",
@ -109,7 +109,7 @@
{
"label": "Windows / Debug (FlxAnimate Test)",
"target": "windows",
"args": ["-debug", "-DANIMATE", "-DFORCE_DEBUG_VERSION"]
"args": ["-debug", "-DANIMATE", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "HashLink / Debug (FlxAnimate Test)",
@ -119,7 +119,7 @@
{
"label": "Windows / Debug (Straight to Freeplay)",
"target": "windows",
"args": ["-debug", "-DFREEPLAY", "-DFORCE_DEBUG_VERSION"]
"args": ["-debug", "-DFREEPLAY", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "HashLink / Debug (Straight to Freeplay)",
@ -132,13 +132,13 @@
"args": [
"-debug",
"-DSONG=bopeebo -DDIFFICULTY=normal",
"-DFORCE_DEBUG_VERSION"
"-DFEATURE_DEBUG_FUNCTIONS"
]
},
{
"label": "Windows / Debug (Straight to Play - 2hot)",
"target": "windows",
"args": ["-debug", "-DSONG=2hot", "-DFORCE_DEBUG_VERSION"]
"args": ["-debug", "-DSONG=2hot", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "HashLink / Debug (Straight to Play - Bopeebo Normal)",
@ -148,7 +148,7 @@
{
"label": "Windows / Debug (Conversation Test)",
"target": "windows",
"args": ["-debug", "-DDIALOGUE", "-DFORCE_DEBUG_VERSION"]
"args": ["-debug", "-DDIALOGUE", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "HashLink / Debug (Conversation Test)",
@ -163,7 +163,7 @@
{
"label": "Windows / Debug (Straight to Chart Editor)",
"target": "windows",
"args": ["-debug", "-DCHARTING", "-DFORCE_DEBUG_VERSION"]
"args": ["-debug", "-DCHARTING", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "HashLink / Debug (Straight to Chart Editor)",
@ -173,12 +173,12 @@
{
"label": "Windows / Debug (Straight to Animation Editor)",
"target": "windows",
"args": ["-debug", "-DANIMDEBUG", "-DFORCE_DEBUG_VERSION"]
"args": ["-debug", "-DANIMDEBUG", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "Windows / Debug (Debug hxCodec)",
"target": "windows",
"args": ["-debug", "-DHXC_LIBVLC_LOGGING", "-DFORCE_DEBUG_VERSION"]
"args": ["-debug", "-DHXC_LIBVLC_LOGGING", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "HashLink / Debug (Straight to Animation Editor)",
@ -188,7 +188,7 @@
{
"label": "Windows / Debug (Latency Test)",
"target": "windows",
"args": ["-debug", "-DLATENCY", "-DFORCE_DEBUG_VERSION"]
"args": ["-debug", "-DLATENCY", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "HashLink / Debug (Latency Test)",
@ -198,7 +198,7 @@
{
"label": "Windows / Debug (Waveform Test)",
"target": "windows",
"args": ["-debug", "-DWAVEFORM", "-DFORCE_DEBUG_VERSION"]
"args": ["-debug", "-DWAVEFORM", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "Windows / Release",
@ -218,17 +218,17 @@
{
"label": "HTML5 / Debug",
"target": "html5",
"args": ["-debug", "-DFORCE_DEBUG_VERSION"]
"args": ["-debug", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "HTML5 / Debug (Watch)",
"target": "html5",
"args": ["-debug", "-watch", "-DFORCE_DEBUG_VERSION"]
"args": ["-debug", "-watch", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "macOS / Debug",
"target": "mac",
"args": ["-debug", "-DFORCE_DEBUG_VERSION"]
"args": ["-debug", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "macOS / Release",

View file

@ -4,6 +4,83 @@ All notable changes will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [0.5.0] - 2024-09-12
### Added
- Added a new Character Select screen to switch between playable characters in Freeplay
- Modding isn't 100% there but we're working on it!
- Added Pico as a playable character! Unlock him by completing Weekend 1 (if you haven't already done that)
- The songs from Weekend 1 have moved; you must now switch to Pico in Freeplay to access them
- Added 10 new Pico remixes! Access them by selecting Pico from in the Character Select screen
- Bopeebo (Pico Mix)
- Fresh (Pico Mix)
- DadBattle (Pico Mix)
- Spookeez (Pico Mix)
- South (Pico Mix)
- Philly Nice (Pico Mix)
- Blammed (Pico Mix)
- Eggnog (Pico Mix)
- Ugh (Pico Mix)
- Guns (Pico Mix)
- Added 1 new Boyfriend remix! Access it by selecting Pico from in the Character Select screen
- Darnell (BF Mix)
- Added 2 new Erect remixes! Access them by switching difficulty on the song
- Cocoa Erect
- Ugh Erect
- Implemented support for a new Instrumental Selector in Freeplay
- Beating a Pico remix lets you use that instrumental when playing as Boyfriend
- Added the first batch of Erect Stages! These graphical overhauls of the original stages will be used when playing Erect remixes and Pico remixes
- Week 1 Erect Stage
- Week 2 Erect Stage
- Week 3 Erect Stage
- Week 4 Erect Stage
- Week 5 Erect Stage
- Weekend 1 Erect Stage
- Implemented alternate animations and music for Pico in the results screen.
- These display on Pico remixes, as well as when playing Weekend 1.
- Implemented support for scripted Note Kinds. You can use HScript define a different note style to display for these notes as well as custom behavior. (community feature by lemz1)
- Implemented support for Numeric and Selector options in the Options menu. (community feature by FlooferLand)
## Changed
- Girlfriend and Nene now perform previously unused animations when you achieve a large combo, or drop a large combo.
- The pixel character icons in the Freeplay menu now display an animation!
- Altered how Week 6 displays sprites to make things look more retro.
- Character offsets are now independent of the character's scale.
- This should resolve issues with offsets when porting characters from older mods.
- Pixel character offsets have been modified to compensate.
- Note style data can now specify custom combo count graphics, judgement graphics, countdown graphics, and countdown audio. (community feature by anysad)
- These were previously using hardcoded values based on whether the stage was `school` or `schoolEvil`.
- The `danceEvery` property of characters and stage props can now use values with a precision of `0.25`, to play their idle animation up to four times per beat.
- Reworked the JSON merging system in Polymod; you can now include JSONPatch files under `_merge` in your mod folder to add, modify, or remove values in a JSON without replacing it entirely!
- Cutscenes now automatically pause when tabbing out (community fix by AbnormalPoof)
- Characters will now respect the `danceEvery` property (community fix by gamerbross)
- The F5 function now reloads the current song's chart data from disc (community feature by gamerbross)
- Refactored the compilation guide and added common troubleshooting steps (community fix by Hundrec)
- Made several layout improvements and fixes to the Animation Offsets editor in the Debug menu (community fix by gamerbross)
- Fixed a bug where the Back sound would be not played when leaving the Story menu and Options menu (community fix by AppleHair)
- Animation offsets no longer directly modify the `x` and `y` position of props, which makes props work better with tweens (community fix by Sword352)
- The YEAH! events in Tutorial now use chart events rather than being hard-coded (community fix by anysad)
- The player's Score now displays commas in it (community fix by loggo)
## Fixed
- Fixed an issue where songs with no notes would crash on the Results screen.
- Fixed an issue where the old icon easter egg would not work properly on pixel levels.
- Fixed an issue where you could play notes during the Thorns cutscene.
- Fixed an issue where the Heart icon when favoriting a song in Freeplay would be malformed.
- Fixed an issue where Pico's death animation displays a faint blue background (community fix by doggogit)
- Fixed an issue where mod songs would not play a preview in the Freeplay menu (community fix by KarimAkra)
- Fixed an issue where the Memory Usage counter could overflow and display a negative number (community fix by KarimAkra)
- Fixed an issue where pressing the Chart Editor keybind while playtesting a chart would reset the chart editor (community fix by gamerbross)
- Fixed a crash bug when pressing F5 after seeing the sticker transition (community fix by gamerbross)
- Fixed an issue where the Story Mode menu couldn't be scrolled with a mouse (community fix by JVNpixels)
- Fixed an issue causing the song to majorly desync sometimes (community fix by Burgerballs)
- Fixed an issue where the Freeplay song preview would not respect the instrumental ID specified in the song metadata (community fix by AppleHair)
- Fixed an issue where Tankman's icon wouldn't display in the Chart Editor (community fix by hundrec)
- Fixed an issue where pausing the game during a camera zoom would zoom the pause menu. (community fix by gamerbros)
- Fixed an issue where certain UI elements would not flash at a consistent rate (community fix by cyn0x8)
- Fixed an issue where the game would not use the placeholder health icon as a fallback (community fix by gamerbross)
- Fixed an issue where the chart editor could get stuck creating a hold note when using Live Inputs (community fix by gamerbross)
- Fixed an issue where character graphics could not be placed in week folders (community fix by 7oltan)
- Fixed a crash issue when a Freeplay song has no `Normal` difficulty (community fix by Applehair and gamerbross)
- Fixed an issue in Story Mode where a song that isn't valid for the current variation could be selected (community fix by Applehair)
## [0.4.1] - 2024-06-12
### Added
- Pressing ESCAPE on the title screen on desktop now exits the game, allowing you to exit the game while in fullscreen on desktop
@ -81,19 +158,9 @@ which would remove their rank if they had a lower one.
- Fixed a crash on Linux caused by an old version of hxCodec (thanks Noobz4Life!)
- Optimized animation handling for characters (thanks richTrash21!)
- Made improvements to compiling documentation (thanks gedehari!)
- Fixed a bug where pressing the volume keys would stop the Toy commercial (thanks gamerbross!)
- Fixed a bug where the Chart Editor Playtest would crash when losing (thanks gamerbross!)
- Removed a large number of unused imports to optimize builds (thanks Ethan-makes-music!)
- Fixed a bug where hold notes would be positioned wrong on downscroll (thanks MaybeMaru!)
- Additional fixes to the Loading bar on HTML5 (thanks lemz1!)
- Fixed a crash in Freeplay caused by a level referencing an invalid song (thanks gamerbross!)
- Improved debug logging for unscripted stages (thanks gamerbross!)
- Fixed a bug where changing difficulties in Story mode wouldn't update the score (thanks sectorA!)
- Fixed an issue where the Chart Editor would use an incorrect instrumental on imported Legacy songs (thanks gamerbross!)
- Fixed a camera bug in the Main Menu (thanks richTrash21!)
- Fixed several bugs with the TitleState, including missing music when returning from the Main Menu (thanks gamerbross!)
- Fixed a bug where opening the game from the command line would crash the preloader (thanks NotHyper474!)
- Fixed a bug where hold notes would display improperly in the Chart Editor when downscroll was enabled for gameplay (thanks gamerbross!)
- Fixed a bug where characters would sometimes use the wrong scale value (thanks PurSnake!)
- Additional bug fixes and optimizations.

View file

@ -1,269 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<project xmlns="http://lime.openfl.org/project/1.0.4" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:schemaLocation="http://lime.openfl.org/project/1.0.4 http://lime.openfl.org/xsd/project-1.0.4.xsd">
<!-- _________________________ Application Settings _________________________ -->
<app title="Friday Night Funkin'" file="Funkin" packageName="com.funkin.fnf" package="com.funkin.fnf" main="Main" version="0.4.1" company="ninjamuffin99" />
<!--Switch Export with Unique ApplicationID and Icon-->
<set name="APP_ID" value="0x0100f6c013bbc000" />
<!--
Define the OpenFL sprite which displays the preloader.
You can't replace the preloader's logic here, sadly, but you can extend it.
Basic preloading logic is done by `openfl.display.Preloader`.
-->
<app preloader="funkin.ui.transition.preload.FunkinPreloader" />
<!--Minimum without FLX_NO_GAMEPAD: 11.8, without FLX_NO_NATIVE_CURSOR: 11.2-->
<set name="SWF_VERSION" value="11.8" />
<!-- ____________________________ Window Settings ___________________________ -->
<!--These window settings apply to all targets-->
<window width="1280" height="720" fps="60" background="#000000" hardware="true" vsync="false" />
<!--HTML5-specific-->
<window if="html5" resizable="true" />
<!--Desktop-specific-->
<window if="desktop" orientation="landscape" fullscreen="false" resizable="true" vsync="false" />
<!--Mobile-specific-->
<window if="mobile" orientation="landscape" fullscreen="true" width="0" height="0" resizable="false" />
<!-- _____________________________ Path Settings ____________________________ -->
<set name="BUILD_DIR" value="export/debug" if="debug" />
<set name="BUILD_DIR" value="export/release" unless="debug" />
<set name="BUILD_DIR" value="export/32bit" if="32bit" />
<source path="source" />
<assets path="assets/preload" rename="assets" exclude="*.ogg|*.wav" if="web" />
<assets path="assets/preload" rename="assets" exclude="*.mp3|*.wav" unless="web" />
<define name="PRELOAD_ALL" unless="web" />
<define name="NO_PRELOAD_ALL" unless="PRELOAD_ALL" />
<section if="PRELOAD_ALL">
<library name="songs" preload="true" />
<library name="shared" preload="true" />
<library name="tutorial" preload="true" />
<library name="week1" preload="true" />
<library name="week2" preload="true" />
<library name="week3" preload="true" />
<library name="week4" preload="true" />
<library name="week5" preload="true" />
<library name="week6" preload="true" />
<library name="week7" preload="true" />
<library name="weekend1" preload="true" />
<library name="videos" preload="true" />
</section>
<section if="NO_PRELOAD_ALL">
<library name="songs" preload="false" />
<library name="shared" preload="false" />
<library name="tutorial" preload="false" />
<library name="week1" preload="false" />
<library name="week2" preload="false" />
<library name="week3" preload="false" />
<library name="week4" preload="false" />
<library name="week5" preload="false" />
<library name="week6" preload="false" />
<library name="week7" preload="false" />
<library name="weekend1" preload="false" />
<library name="videos" preload="false" />
</section>
<library name="art" preload="false" />
<assets path="assets/songs" library="songs" exclude="*.fla|*.ogg|*.wav" if="web" />
<assets path="assets/songs" library="songs" exclude="*.fla|*.mp3|*.wav" unless="web" />
<!-- Videos go in their own library because web never needs to preload them, they can just be streamed. -->
<assets path="assets/videos" library="videos" />
<assets path="assets/shared" library="shared" exclude="*.fla|*.ogg|*.wav" if="web" />
<assets path="assets/shared" library="shared" exclude="*.fla|*.mp3|*.wav" unless="web" />
<assets path="assets/tutorial" library="tutorial" exclude="*.fla|*.ogg|*.wav" if="web" />
<assets path="assets/tutorial" library="tutorial" exclude="*.fla|*.mp3|*.wav" unless="web" />
<assets path="assets/week1" library="week1" exclude="*.fla|*.ogg|*.wav" if="web" />
<assets path="assets/week1" library="week1" exclude="*.fla|*.mp3|*.wav" unless="web" />
<assets path="assets/week2" library="week2" exclude="*.fla|*.ogg|*.wav" if="web" />
<assets path="assets/week2" library="week2" exclude="*.fla|*.mp3|*.wav" unless="web" />
<assets path="assets/week3" library="week3" exclude="*.fla|*.ogg|*.wav" if="web" />
<assets path="assets/week3" library="week3" exclude="*.fla|*.mp3|*.wav" unless="web" />
<assets path="assets/week4" library="week4" exclude="*.fla|*.ogg|*.wav" if="web" />
<assets path="assets/week4" library="week4" exclude="*.fla|*.mp3|*.wav" unless="web" />
<assets path="assets/week5" library="week5" exclude="*.fla|*.ogg|*.wav" if="web" />
<assets path="assets/week5" library="week5" exclude="*.fla|*.mp3|*.wav" unless="web" />
<assets path="assets/week6" library="week6" exclude="*.fla|*.ogg|*.wav" if="web" />
<assets path="assets/week6" library="week6" exclude="*.fla|*.mp3|*.wav" unless="web" />
<assets path="assets/week7" library="week7" exclude="*.fla|*.ogg|*.wav" if="web" />
<assets path="assets/week7" library="week7" exclude="*.fla|*.mp3|*.wav" unless="web" />
<assets path="assets/weekend1" library="weekend1" exclude="*.fla|*.ogg|*.wav" if="web" />
<assets path="assets/weekend1" library="weekend1" exclude="*.fla|*.mp3|*.wav" unless="web" />
<!-- <assets path='example_mods' rename='mods' embed='false'/> -->
<!--
AUTOMATICALLY MOVING EXAMPLE MODS INTO THE BUILD CAUSES ISSUES
Currently, this line will add the mod files to the library manifest,
which causes issues if the mod is not enabled.
If we can exclude the `mods` folder from the manifest, we can re-enable this line.
<assets path='example_mods' rename='mods' embed='false' exclude="*.md" />
-->
<assets path="art/readme.txt" rename="do NOT readme.txt" library="art"/>
<assets path="CHANGELOG.md" rename="changelog.txt" library="art"/>
<!-- NOTE FOR FUTURE SELF SINCE FONTS ARE ALWAYS FUCKY
TO FIX ONE OF THEM, I CONVERTED IT TO OTF. DUNNO IF YOU NEED TO
THEN UHHH I USED THE NAME OF THE FONT WITH SETFORMAT() ON THE TEXT!!!
NOT USING A DIRECT THING TO THE ASSET!!!
-->
<assets path="assets/fonts" embed="true" />
<!-- If compiled via github actions, show debug version number. -->
<define name="FORCE_DEBUG_VERSION" if="GITHUB_BUILD" />
<define name="NO_REDIRECT_ASSETS_FOLDER" if="GITHUB_BUILD" />
<define name="TOUCH_HERE_TO_PLAY" if="web" />
<!-- _______________________________ Libraries ______________________________ -->
<haxelib name="lime" /> <!-- Game engine backend -->
<haxelib name="openfl" /> <!-- Game engine backend -->
<haxelib name="flixel" /> <!-- Game engine -->
<haxedev set="webgl" />
<haxelib name="flixel-addons" /> <!-- Additional utilities for Flixel -->
<haxelib name="hscript" /> <!-- Scripting -->
<haxelib name="flixel-ui" /> <!-- UI framework (DEPRECATED) -->
<haxelib name="haxeui-core" /> <!-- UI framework -->
<haxelib name="haxeui-flixel" /> <!-- Integrate HaxeUI with Flixel -->
<haxelib name="flixel-text-input" /> <!-- Improved text field rendering for HaxeUI -->
<haxelib name="polymod" /> <!-- Modding framework -->
<haxelib name="flxanimate" /> <!-- Texture atlas rendering -->
<haxelib name="hxCodec" if="desktop" unless="hl" /> <!-- Video playback -->
<haxelib name="funkin.vis"/>
<haxelib name="grig.audio" />
<haxelib name="FlxPartialSound" /> <!-- Loading partial sound data -->
<haxelib name="json2object" /> <!-- JSON parsing -->
<haxelib name="thx.core" /> <!-- General utility library, "the lodash of Haxe" -->
<haxelib name="thx.semver" /> <!-- Version string handling -->
<haxelib name="hxcpp-debug-server" if="desktop debug" /> <!-- VSCode debug support -->
<!--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 || 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" />
-->
<!-- Haxe 4.3.0+: Enable pretty syntax errors and stuff. -->
<haxedef name="message.reporting" value="pretty" />
<!-- _________________________________ Custom _______________________________ -->
<!-- Disable trace() calls in release builds to bump up performance.
<haxeflag name="- -no-traces" unless="debug" />-->
<!-- HScript relies heavily on Reflection, which means we can't use DCE. -->
<haxeflag name="-dce no" />
<!-- Ensure all Funkin' classes are available at runtime. -->
<haxeflag name="--macro" value="include('funkin')" />
<!-- Ensure all UI components are available at runtime. -->
<haxeflag name="--macro" value="include('haxe.ui.backend.flixel.components')" />
<haxeflag name="--macro" value="include('haxe.ui.containers.dialogs')" />
<haxeflag name="--macro" value="include('haxe.ui.containers.menus')" />
<haxeflag name="--macro" value="include('haxe.ui.containers.properties')" />
<haxeflag name="--macro" value="include('haxe.ui.core')" />
<haxeflag name="--macro" value="include('haxe.ui.components')" />
<haxeflag name="--macro" value="include('haxe.ui.containers')" />
<!--
Ensure additional class packages are available at runtime (some only really used by scripts).
Ignore packages we can't include.
-->
<haxeflag name="--macro" value="include('flixel', true, [ 'flixel.addons.editors.spine.*', 'flixel.addons.nape.*', 'flixel.system.macros.*' ])" />
<!-- Necessary to provide stack traces for HScript. -->
<haxedef name="hscriptPos" />
<haxedef name="safeMode"/>
<haxedef name="HXCPP_CHECK_POINTER" />
<haxedef name="HXCPP_STACK_LINE" />
<haxedef name="HXCPP_STACK_TRACE" />
<!-- This macro allows addition of new functionality to existing Flixel. -->
<haxeflag name="--macro" value="addMetadata('@:build(funkin.util.macro.FlxMacro.buildFlxBasic())', 'flixel.FlxBasic')" />
<!--Place custom nodes like icons here (higher priority to override the HaxeFlixel icon)-->
<icon path="art/icon16.png" size="16" />
<icon path="art/icon32.png" size="32" />
<icon path="art/icon64.png" size="64" />
<icon path="art/iconOG.png" />
<haxedef name="CAN_OPEN_LINKS" unless="switch" />
<haxedef name="CAN_CHEAT" if="switch debug" />
<!-- I don't remember what this is for. -->
<haxedef name="haxeui_no_mouse_reset" />
<!-- Clicking outside a dialog should deselect the current focused component. -->
<haxedef name="haxeui_focus_out_on_click" />
<!-- Required to use haxe.ui.backend.flixel.UIState with build macros. -->
<haxedef name="haxeui_dont_impose_base_class" />
<haxedef name="HARDCODED_CREDITS" />
<!-- Skip the Intro -->
<section if="debug">
<!-- Starts the game at the specified week, at the first song -->
<!-- <haxedef name="week" value="1" if="debug"/> -->
<!-- Starts the game at the specified song -->
<!-- <haxedef name="song" value="bopeebo" if="debug"/> -->
<!-- Difficulty, only used for week or song, defaults to 1 -->
<!-- <haxedef name="dif" value="2" if="debug"/> -->
</section>
<section if="newgrounds">
<!-- Enables Ng.core.verbose -->
<!-- <haxedef name="NG_VERBOSE" /> -->
<!-- Enables a NG debug session, so medals don't permently unlock -->
<!-- <haxedef name="NG_DEBUG" /> -->
<!-- pretends that the saved session Id was expired, forcing the reconnect prompt -->
<!-- <haxedef name="NG_FORCE_EXPIRED_SESSION" if="debug" /> -->
</section>
<!-- Uncomment this to wipe your input settings. -->
<!-- <haxedef name="CLEAR_INPUT_SAVE"/> -->
<section if="debug" unless="NO_REDIRECT_ASSETS_FOLDER || html5 || GITHUB_BUILD">
<!--
Use the parent assets folder rather than the exported one
No more will we accidentally undo our changes!
-->
<haxedef name="REDIRECT_ASSETS_FOLDER" />
</section>
<section>
<!--
This flag enables the popup/crashlog error handler.
However, it also messes with breakpoints on some platforms.
-->
<haxedef name="openfl-enable-handle-error" />
</section>
<!-- Run a script before and after building. -->
<prebuild haxe="source/Prebuild.hx"/> -->
<postbuild haxe="source/Postbuild.hx"/> -->
<!-- Enable this on platforms which do not support dropping files onto the window. -->
<haxedef name="FILE_DROP_UNSUPPORTED" if="mac" />
<section unless="FILE_DROP_UNSUPPORTED">
<haxedef name="FILE_DROP_SUPPORTED" />
</section>
<!-- Enable this on platforms which do not support the edsior views. -->
<haxedef name="CHART_EDITOR_UNSUPPORTED" if="web" />
<haxedef name="CHART_EDITOR_SUPPORTED" unless="web"/>
<!-- Options for Polymod -->
<section if="polymod">
<!-- Turns on additional debug logging. -->
<haxedef name="POLYMOD_DEBUG" value="true" if="debug" />
<!-- The file extension to use for script files. -->
<haxedef name="POLYMOD_SCRIPT_EXT" value=".hscript" />
<!-- Which asset library to use for scripts. -->
<haxedef name="POLYMOD_SCRIPT_LIBRARY" value="scripts" />
<!-- The base path from which scripts should be accessed. -->
<haxedef name="POLYMOD_ROOT_PATH" value="scripts/" />
<!-- Determines the subdirectory of the mod folder used for file appending. -->
<haxedef name="POLYMOD_APPEND_FOLDER" value="_append" />
<!-- Determines the subdirectory of the mod folder used for file merges. -->
<haxedef name="POLYMOD_MERGE_FOLDER" value="_merge" />
<!-- Determines the file in the mod folder used for metadata. -->
<haxedef name="POLYMOD_MOD_METADATA_FILE" value="_polymod_meta.json" />
<!-- Determines the file in the mod folder used for the icon. -->
<haxedef name="POLYMOD_MOD_ICON_FILE" value="_polymod_icon.png" />
</section>
</project>

2
art

@ -1 +1 @@
Subproject commit faeba700c5526bd4fd57ccc927d875c82b9d3553
Subproject commit bfca2ea98d11a0f4dee4a27b9390951fbc5701ea

2
assets

@ -1 +1 @@
Subproject commit 2e1594ee4c04c7148628bae471bdd061c9deb6b7
Subproject commit bc7009b4242691faa5c4552f7ca8a2f28e8cb1d2

View file

@ -83,7 +83,7 @@ apt-fast install -y --no-install-recommends \
libc6-dev libffi-dev \
libx11-dev libxi-dev libxext-dev libxinerama-dev libxrandr-dev \
libgl-dev libgl1-mesa-dev \
libasound2-dev \
libasound2-dev libpulse-dev \
libvlc-dev libvlccore-dev
EOF
@ -137,8 +137,8 @@ ENV PATH="$HAXEPATH:$PATH"
RUN <<EOF
HOME=/etc haxelib setup "$HAXEPATH/lib"
haxelib --global --never install haxelib $haxelib_version
haxelib --global --never git haxelib https://github.com/HaxeFoundation/haxelib.git master
haxelib --global --never install hmm
haxelib --global --never git haxelib https://github.com/FunkinCrew/haxelib.git funkin-patches --skip-dependencies
haxelib --global --never git hmm https://github.com/FunkinCrew/hmm funkin-patches
EOF
# hxcpp

View file

@ -327,7 +327,8 @@
"INLINE",
"DYNAMIC",
"FINAL"
]
],
"severity": "IGNORE"
},
"type": "ModifierOrder"
},

View file

@ -2,14 +2,19 @@
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.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. Download Git from [git-scm.com](https://www.git-scm.com)
4. Install all haxelibs of the current branch by running `hmm install`
5. Setup lime: `haxelib run lime setup`
6. Platform setup
- Download Git from [git-scm.com](https://www.git-scm.com)
- Do NOT download the repository using the Download ZIP button on GitHub or you may run into errors!
- Instead, open a command prompt and do the following steps...
1. Run `cd the\directory\you\want\the\source\code\in` to specify which folder the command prompt is working in.
- For example, `cd C:\Users\YOURNAME\Documents` would instruct the command prompt to perform the next steps in your Documents folder.
2. Run `git clone https://github.com/FunkinCrew/funkin.git` to clone the base repository.
3. Run `cd funkin` to enter the cloned repository's directory.
4. Run `git submodule update --init --recursive` to download the game's assets.
- NOTE: By performing this operation, you are downloading Content which is proprietary and protected by national and international copyright and trademark laws. See [the LICENSE.md file for the Funkin.assets](https://github.com/FunkinCrew/funkin.assets/blob/main/LICENSE.md) repo for more information.
5. Run `haxelib --global install hmm` and then `haxelib --global run hmm setup` to install hmm.json
6. Run `hmm install` to install all haxelibs of the current branch
7. Run `haxelib run lime setup` to set up lime
8. Perform additional 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
@ -17,10 +22,25 @@
- 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
7. If you are targeting for native, you may need to run `lime rebuild PLATFORM` and `lime rebuild PLATFORM -debug`
8. `lime test PLATFORM` ! Add `-debug` to enable several debug features such as time travel (`PgUp`/`PgDn` in Play State).
9. If you are targeting for native, you may need to run `lime rebuild <PLATFORM>` and `lime rebuild <PLATFORM> -debug`
10. `lime test <PLATFORM>` to build and launch the game for your platform (for example, `lime test windows`)
## Build Flags
There are several useful build flags you can add to a build to affect how it works. A full list can be found in `project.hxp`, but here's information on some of them:
- `-debug` to build the game in debug mode. This automatically enables several useful debug features.
- This includes enabling in-game debug functions, disables compile-time optimizations, enabling asset redirection (see below), and enabling the VSCode debug server (which can slow the game on some machines but allows for powerful debugging through breakpoints).
- `-DGITHUB_BUILD` will enable in-game debug functions (such as the ability to time travel in a song by pressing `PgUp`/`PgDn`), without enabling the other stuff
- `-DFEATURE_POLYMOD_MODS` or `-DNO_FEATURE_POLYMOD_MODS` to forcibly enable or disable modding support.
- `-DREDIRECT_ASSETS_FOLDER` or `-DNO_REDIRECT_ASSETS_FOLDER` to forcibly enable or disable asset redirection.
- This feature causes the game to load exported assets from the project's assets folder rather than the exported one. Great for fast iteration, but the game
- `-DFEATURE_DISCORD_RPC` or `-DNO_FEATURE_DISCORD_RPC` to forcibly enable or disable support for Discord Rich Presence.
- `-DFEATURE_VIDEO_PLAYBACK` or `-DNO_FEATURE_VIDEO_PLAYBACK` to forcibly enable or disable video cutscene support.
- `-DFEATURE_CHART_EDITOR` or `-DNO_FEATURE_CHART_EDITOR` to forcibly enable or disable the chart editor in the Debug menu.
- `-DFEATURE_STAGE_EDITOR` to forcibly enable the experimental stage editor.
- `-DFEATURE_GHOST_TAPPING` to forcibly enable an experimental gameplay change to the anti-mash system.
# Troubleshooting
- During the cloning process, you may experience an error along the lines of `error: RPC failed; curl 92 HTTP/2 stream 0 was not closed cleanly: PROTOCOL_ERROR (err 1)` due to poor connectivity. A common fix is to run ` git config --global http.postBuffer 4096M`.
If you experience any issues during the compilation process, DO NOT open an issue on GitHub. Instead, check the [Troubleshooting Guide](TROUBLESHOOTING.md) for steps on how to resolve common problems.

View file

@ -1,4 +1,4 @@
# Troubleshooting Common Issues
# Troubleshooting Common Compilation Issues
- Weird macro error with a very tall call stack: Restart Visual Studio Code
- NOTE: This is caused by Polymod somewhere, and seems to only occur when there is another compile error somewhere in the program. There is a bounty up for it.
@ -13,3 +13,11 @@
- `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.
- `error: RPC failed; curl 92 HTTP/2 stream 0 was not closed cleanly: PROTOCOL_ERROR (err 1)`
- This error can happen during cloning as a result of poor network connectivity. A common fix is to run ` git config --global http.postBuffer 4096M` in your terminal.
- Repository is missing an `assets` folder, or `assets` folder is empty.
- You did not clone the repository correctly! Copy the path to your `funkin` folder and run `cd the\path\you\copied`. Then follow the compilation guide starting from **Step 4**.
- Other compilation issues may be caused by installing bad library versions. Try deleting the `.haxelib` folder and following the guide starting from **Step 5**.

View file

@ -1,51 +1,46 @@
{
"dependencies": [
{
"name": "FlxPartialSound",
"type": "git",
"dir": null,
"ref": "a1eab7b9bf507b87200a3341719054fe427f3b15",
"url": "https://github.com/FunkinCrew/FlxPartialSound.git"
},
{
"name": "discord_rpc",
"type": "git",
"dir": null,
"ref": "2d83fa863ef0c1eace5f1cf67c3ac315d1a3a8a5",
"url": "https://github.com/Aidan63/linc_discord-rpc"
"url": "https://github.com/FunkinCrew/linc_discord-rpc"
},
{
"name": "flixel",
"type": "git",
"dir": null,
"ref": "a7d8e3bad89a0a3506a4714121f73d8e34522c49",
"ref": "f2b090d6c608471e730b051c8ee22b8b378964b1",
"url": "https://github.com/FunkinCrew/flixel"
},
{
"name": "flixel-addons",
"type": "git",
"dir": null,
"ref": "a523c3b56622f0640933944171efed46929e360e",
"ref": "9c6fb47968e894eb36bf10e94725cd7640c49281",
"url": "https://github.com/FunkinCrew/flixel-addons"
},
{
"name": "flixel-text-input",
"type": "haxelib",
"version": "1.1.0"
},
{
"name": "flixel-ui",
"type": "git",
"dir": null,
"ref": "d0afed7293c71ffdb1184751317fc709b44c9056",
"url": "https://github.com/HaxeFlixel/flixel-ui"
"ref": "951a0103a17bfa55eed86703ce50b4fb0d7590bc",
"url": "https://github.com/FunkinCrew/flixel-text-input"
},
{
"name": "flxanimate",
"type": "git",
"dir": null,
"ref": "17e0d59fdbc2b6283a5c0e4df41f1c7f27b71c49",
"url": "https://github.com/FunkinCrew/flxanimate"
},
{
"name": "FlxPartialSound",
"type": "git",
"dir": null,
"ref": "f986332ba5ab02abd386ce662578baf04904604a",
"url": "https://github.com/FunkinCrew/FlxPartialSound.git"
"ref": "0654797e5eb7cd7de0c1b2dbaa1efe5a1e1d9412",
"url": "https://github.com/Dot-Stuff/flxanimate"
},
{
"name": "format",
@ -56,7 +51,7 @@
"name": "funkin.vis",
"type": "git",
"dir": null,
"ref": "38261833590773cb1de34ac5d11e0825696fc340",
"ref": "22b1ce089dd924f15cdc4632397ef3504d464e90",
"url": "https://github.com/FunkinCrew/funkVis"
},
{
@ -75,20 +70,22 @@
"name": "haxeui-core",
"type": "git",
"dir": null,
"ref": "0212d8fdfcafeb5f0d5a41e1ddba8ff21d0e183b",
"ref": "22f7c5a8ffca90d4677cffd6e570f53761709fbc",
"url": "https://github.com/haxeui/haxeui-core"
},
{
"name": "haxeui-flixel",
"type": "git",
"dir": null,
"ref": "63a906a6148958dbfde8c7b48d90b0693767fd95",
"ref": "28bb710d0ae5d94b5108787593052165be43b980",
"url": "https://github.com/haxeui/haxeui-flixel"
},
{
"name": "hscript",
"type": "haxelib",
"version": "2.5.0"
"type": "git",
"dir": null,
"ref": "12785398e2f07082f05034cb580682e5671442a2",
"url": "https://github.com/FunkinCrew/hscript"
},
{
"name": "hxCodec",
@ -99,8 +96,10 @@
},
{
"name": "hxcpp",
"type": "haxelib",
"version": "4.3.2"
"type": "git",
"dir": null,
"ref": "904ea40643b050a5a154c5e4c33a83fd2aec18b1",
"url": "https://github.com/HaxeFoundation/hxcpp"
},
{
"name": "hxcpp-debug-server",
@ -109,10 +108,17 @@
"ref": "147294123f983e35f50a966741474438069a7a8f",
"url": "https://github.com/FunkinCrew/hxcpp-debugger"
},
{
"name": "hxjsonast",
"type": "git",
"dir": null,
"ref": "20e72cc68c823496359775ac1f06500e67f189d5",
"url": "https://github.com/nadako/hxjsonast/"
},
{
"name": "hxp",
"type": "haxelib",
"version": "1.2.2"
"version": "1.3.0"
},
{
"name": "json2object",
@ -121,11 +127,25 @@
"ref": "a8c26f18463c98da32f744c214fe02273e1823fa",
"url": "https://github.com/FunkinCrew/json2object"
},
{
"name": "jsonpatch",
"type": "git",
"dir": null,
"ref": "f9b83215acd586dc28754b4ae7f69d4c06c3b4d3",
"url": "https://github.com/EliteMasterEric/jsonpatch"
},
{
"name": "jsonpath",
"type": "git",
"dir": null,
"ref": "7a24193717b36393458c15c0435bb7c4470ecdda",
"url": "https://github.com/EliteMasterEric/jsonpath"
},
{
"name": "lime",
"type": "git",
"dir": null,
"ref": "872ff6db2f2d27c0243d4ff76802121ded550dd7",
"ref": "fe3368f611a84a19afc03011353945ae4da8fffd",
"url": "https://github.com/FunkinCrew/lime"
},
{
@ -160,29 +180,29 @@
"name": "openfl",
"type": "git",
"dir": null,
"ref": "228c1b5063911e2ad75cef6e3168ef0a4b9f9134",
"ref": "8306425c497766739510ab29e876059c96f77bd2",
"url": "https://github.com/FunkinCrew/openfl"
},
{
"name": "polymod",
"type": "git",
"dir": null,
"ref": "bfbe30d81601b3543d80dce580108ad6b7e182c7",
"ref": "0fbdf27fe124549730accd540cec8a183f8652c0",
"url": "https://github.com/larsiusprime/polymod"
},
{
"name": "thx.core",
"type": "git",
"dir": null,
"ref": "22605ff44f01971d599641790d6bae4869f7d9f4",
"url": "https://github.com/FunkinCrew/thx.core"
"ref": "76d87418fadd92eb8e1b61f004cff27d656e53dd",
"url": "https://github.com/fponticelli/thx.core"
},
{
"name": "thx.semver",
"type": "git",
"dir": null,
"ref": "cf8d213589a2c7ce4a59b0fdba9e8ff36bc029fa",
"url": "https://github.com/FunkinCrew/thx.semver"
"ref": "bdb191fe7cf745c02a980749906dbf22719e200b",
"url": "https://github.com/fponticelli/thx.semver"
}
]
}

1109
project.hxp Normal file

File diff suppressed because it is too large Load diff

View file

@ -22,7 +22,7 @@ class Main extends Sprite
var gameHeight:Int = 720; // Height of the game in pixels (might be less / more in actual pixels depending on your zoom).
var initialState:Class<FlxState> = funkin.InitState; // The FlxState the game starts with.
var zoom:Float = -1; // If -1, zoom is automatically calculated to fit the window dimensions.
#if web
#if (web || CHEEMS)
var framerate:Int = 60; // How many frames per second the game should run at.
#else
// TODO: This should probably be in the options menu?
@ -66,6 +66,12 @@ class Main extends Sprite
function init(?event:Event):Void
{
#if web
// set this variable (which is a function) from the lime version at lime/_internal/backend/html5/HTML5Application.hx
// The framerate cap will more thoroughly initialize via Preferences in InitState.hx
funkin.Preferences.lockedFramerateFunction = untyped js.Syntax.code("window.requestAnimationFrame");
#end
if (hasEventListener(Event.ADDED_TO_STAGE))
{
removeEventListener(Event.ADDED_TO_STAGE, init);
@ -113,7 +119,7 @@ class Main extends Sprite
addChild(game);
#if debug
#if FEATURE_DEBUG_FUNCTIONS
game.debugger.interaction.addTool(new funkin.util.TrackerToolButtonUtil());
#end

38
source/funkin/Assets.hx Normal file
View file

@ -0,0 +1,38 @@
package funkin;
/**
* A wrapper around `openfl.utils.Assets` which disallows access to the harmful functions.
* Later we'll add Funkin-specific caching to this.
*/
class Assets
{
public static function getText(path:String):String
{
return openfl.utils.Assets.getText(path);
}
public static function getMusic(path:String):openfl.media.Sound
{
return openfl.utils.Assets.getMusic(path);
}
public static function getBitmapData(path:String):openfl.display.BitmapData
{
return openfl.utils.Assets.getBitmapData(path);
}
public static function getBytes(path:String):haxe.io.Bytes
{
return openfl.utils.Assets.getBytes(path);
}
public static function exists(path:String, ?type:openfl.utils.AssetType):Bool
{
return openfl.utils.Assets.exists(path, type);
}
public static function list(type:openfl.utils.AssetType):Array<String>
{
return openfl.utils.Assets.list(type);
}
}

View file

@ -1,5 +1,6 @@
package funkin;
import funkin.data.freeplay.player.PlayerRegistry;
import funkin.ui.debug.charting.ChartEditorState;
import funkin.ui.transition.LoadingState;
import flixel.FlxState;
@ -18,6 +19,7 @@ import funkin.play.PlayStatePlaylist;
import openfl.display.BitmapData;
import funkin.data.story.level.LevelRegistry;
import funkin.data.notestyle.NoteStyleRegistry;
import funkin.data.freeplay.style.FreeplayStyleRegistry;
import funkin.data.event.SongEventRegistry;
import funkin.data.stage.StageRegistry;
import funkin.data.dialogue.conversation.ConversationRegistry;
@ -26,13 +28,14 @@ import funkin.data.dialogue.speaker.SpeakerRegistry;
import funkin.data.freeplay.album.AlbumRegistry;
import funkin.data.song.SongRegistry;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.play.notes.notekind.NoteKindManager;
import funkin.modding.module.ModuleHandler;
import funkin.ui.title.TitleState;
import funkin.util.CLIUtil;
import funkin.util.CLIUtil.CLIParams;
import funkin.util.TimerUtil;
import funkin.util.TrackerUtil;
#if discord_rpc
#if FEATURE_DISCORD_RPC
import Discord.DiscordClient;
#end
@ -121,7 +124,7 @@ class InitState extends FlxState
//
// DISCORD API SETUP
//
#if discord_rpc
#if FEATURE_DISCORD_RPC
DiscordClient.initialize();
Application.current.onExit.add(function(exitCode) {
@ -142,7 +145,7 @@ class InitState extends FlxState
// Plugins provide a useful interface for globally active Flixel objects,
// that receive update events regardless of the current state.
// TODO: Move scripted Module behavior to a Flixel plugin.
#if debug
#if FEATURE_DEBUG_FUNCTIONS
funkin.util.plugins.MemoryGCPlugin.initialize();
#end
funkin.util.plugins.EvacuateDebugPlugin.initialize();
@ -164,9 +167,11 @@ class InitState extends FlxState
SongRegistry.instance.loadEntries();
LevelRegistry.instance.loadEntries();
NoteStyleRegistry.instance.loadEntries();
PlayerRegistry.instance.loadEntries();
ConversationRegistry.instance.loadEntries();
DialogueBoxRegistry.instance.loadEntries();
SpeakerRegistry.instance.loadEntries();
FreeplayStyleRegistry.instance.loadEntries();
AlbumRegistry.instance.loadEntries();
StageRegistry.instance.loadEntries();
@ -174,6 +179,8 @@ class InitState extends FlxState
// Move it to use a BaseRegistry.
CharacterDataParser.loadCharacterCache();
NoteKindManager.loadScripts();
ModuleHandler.buildModuleCallbacks();
ModuleHandler.loadModuleCache();
ModuleHandler.callOnCreate();
@ -218,9 +225,10 @@ class InitState extends FlxState
// -DRESULTS
FlxG.switchState(() -> new funkin.play.ResultState(
{
storyMode: false,
storyMode: true,
title: "Cum Song Erect by Kawai Sprite",
songId: "cum",
characterId: "pico-playable",
difficultyId: "nightmare",
isNewHighscore: true,
scoreData:
@ -236,8 +244,13 @@ class InitState extends FlxState
combo: 69,
maxCombo: 69,
totalNotesHit: 140,
totalNotes: 200 // 0,
totalNotes: 190
}
// 2400 total notes = 7% = LOSS
// 240 total notes = 79% = GOOD
// 230 total notes = 82% = GREAT
// 210 total notes = 91% = EXCELLENT
// 190 total notes = PERFECT
},
}));
#elseif ANIMDEBUG
@ -363,11 +376,16 @@ class InitState extends FlxState
//
// FLIXEL DEBUG SETUP
//
#if (debug || FORCE_DEBUG_VERSION)
// Make errors and warnings less annoying.
// Forcing this always since I have never been happy to have the debugger to pop up
#if FEATURE_DEBUG_FUNCTIONS
trace('Initializing Flixel debugger...');
#if !debug
// Make errors less annoying on release builds.
LogStyle.ERROR.openConsole = false;
LogStyle.ERROR.errorSound = null;
#end
// Make errors and warnings less annoying.
LogStyle.WARNING.openConsole = false;
LogStyle.WARNING.errorSound = null;

View file

@ -11,9 +11,16 @@ class Paths
{
static var currentLevel:Null<String> = null;
public static function setCurrentLevel(name:String):Void
public static function setCurrentLevel(name:Null<String>):Void
{
currentLevel = name.toLowerCase();
if (name == null)
{
currentLevel = null;
}
else
{
currentLevel = name.toLowerCase();
}
}
public static function stripLibrary(path:String):String

View file

@ -128,6 +128,48 @@ class Preferences
return value;
}
public static var unlockedFramerate(get, set):Bool;
static function get_unlockedFramerate():Bool
{
return Save?.instance?.options?.unlockedFramerate;
}
static function set_unlockedFramerate(value:Bool):Bool
{
if (value != Save.instance.options.unlockedFramerate)
{
#if web
toggleFramerateCap(value);
#end
}
var save:Save = Save.instance;
save.options.unlockedFramerate = value;
save.flush();
return value;
}
#if web
// We create a haxe version of this just for readability.
// We use these to override `window.requestAnimationFrame` in Javascript to uncap the framerate / "animation" request rate
// Javascript is crazy since u can just do stuff like that lol
public static function unlockedFramerateFunction(callback, element)
{
var currTime = Date.now().getTime();
var timeToCall = 0;
var id = js.Browser.window.setTimeout(function() {
callback(currTime + timeToCall);
}, timeToCall);
return id;
}
// Lime already implements their own little framerate cap, so we can just use that
// This also gets set in the init function in Main.hx, since we need to definitely override it
public static var lockedFramerateFunction = untyped js.Syntax.code("window.requestAnimationFrame");
#end
/**
* Loads the user's preferences from the save data and apply them.
*/
@ -137,6 +179,17 @@ class Preferences
FlxG.autoPause = Preferences.autoPause;
// Apply the debugDisplay setting (enables the FPS and RAM display).
toggleDebugDisplay(Preferences.debugDisplay);
#if web
toggleFramerateCap(Preferences.unlockedFramerate);
#end
}
static function toggleFramerateCap(unlocked:Bool):Void
{
#if web
var framerateFunction = unlocked ? unlockedFramerateFunction : lockedFramerateFunction;
untyped js.Syntax.code("window.requestAnimationFrame = framerateFunction;");
#end
}
static function toggleDebugDisplay(show:Bool):Void

View file

@ -1,13 +1,13 @@
package funkin.api.discord;
import Sys.sleep;
#if discord_rpc
#if FEATURE_DISCORD_RPC
import discord_rpc.DiscordRpc;
#end
class DiscordClient
{
#if discord_rpc
#if FEATURE_DISCORD_RPC
public function new()
{
trace("Discord Client starting...");

View file

@ -24,7 +24,7 @@ class NGUnsafe
NG.core.calls.event.logEvent(event).send();
trace('should have logged: ' + event);
#else
#if debug
#if FEATURE_DEBUG_FUNCTIONS
trace('event:$event - not logged, missing NG.io lib');
#end
#end
@ -39,7 +39,7 @@ class NGUnsafe
if (!medal.unlocked) medal.sendUnlock();
}
#else
#if debug
#if FEATURE_DEBUG_FUNCTIONS
trace('medal:$id - not unlocked, missing NG.io lib');
#end
#end
@ -63,7 +63,7 @@ class NGUnsafe
}
}
#else
#if debug
#if FEATURE_DEBUG_FUNCTIONS
trace('Song:$song, Score:$score - not posted, missing NG.io lib');
#end
#end

View file

@ -239,7 +239,7 @@ class NGio
NG.core.calls.event.logEvent(event).send();
trace('should have logged: ' + event);
#else
#if debug
#if FEATURE_DEBUG_FUNCTIONS
trace('event:$event - not logged, missing NG.io lib');
#end
#end
@ -254,7 +254,7 @@ class NGio
if (!medal.unlocked) medal.sendUnlock();
}
#else
#if debug
#if FEATURE_DEBUG_FUNCTIONS
trace('medal:$id - not unlocked, missing NG.io lib');
#end
#end
@ -278,7 +278,7 @@ class NGio
}
}
#else
#if debug
#if FEATURE_DEBUG_FUNCTIONS
trace('Song:$song, Score:$score - not posted, missing NG.io lib');
#end
#end

View file

@ -340,6 +340,8 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
if (songMusicData != null)
{
Conductor.instance.mapTimeChanges(songMusicData.timeChanges);
if (songMusicData.looped != null && params.loop == null) params.loop = songMusicData.looped;
}
else
{
@ -388,7 +390,7 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
}
else
{
var music = FunkinSound.load(pathToUse, params?.startingVolume ?? 1.0, params.loop ?? true, false, true);
var music = FunkinSound.load(pathToUse, params?.startingVolume ?? 1.0, params.loop ?? true, false, true, params.onComplete);
if (music != null)
{
FlxG.sound.music = music;
@ -396,6 +398,8 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
// Prevent repeat update() and onFocus() calls.
FlxG.sound.list.remove(FlxG.sound.music);
if (FlxG.sound.music != null && params.onLoad != null) params.onLoad();
return true;
}
else
@ -491,8 +495,10 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
var promise:lime.app.Promise<Null<FunkinSound>> = new lime.app.Promise<Null<FunkinSound>>();
// split the path and get only after first :
// we are bypassing the openfl/lime asset library fuss
// we are bypassing the openfl/lime asset library fuss on web only
#if web
path = Paths.stripLibrary(path);
#end
var soundRequest = FlxPartialSound.partialLoadFromFile(path, start, end);
@ -533,11 +539,12 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
* Play a sound effect once, then destroy it.
* @param key
* @param volume
* @return static function construct():FunkinSound
* @return A `FunkinSound` object, or `null` if the sound could not be loaded.
*/
public static function playOnce(key:String, volume:Float = 1.0, ?onComplete:Void->Void, ?onLoad:Void->Void):Void
public static function playOnce(key:String, volume:Float = 1.0, ?onComplete:Void->Void, ?onLoad:Void->Void):Null<FunkinSound>
{
var result = FunkinSound.load(key, volume, false, true, true, onComplete, onLoad);
var result:Null<FunkinSound> = FunkinSound.load(key, volume, false, true, true, onComplete, onLoad);
return result;
}
/**
@ -562,6 +569,14 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
return sound;
}
/**
* Produces a string representation suitable for debugging.
*/
public override function toString():String
{
return 'FunkinSound(${this._label})';
}
}
/**

View file

@ -113,6 +113,11 @@ class SoundGroup extends FlxTypedGroup<FunkinSound>
public function play(forceRestart:Bool = false, startTime:Float = 0.0, ?endTime:Float)
{
forEachAlive(function(sound:FunkinSound) {
if (sound.length < startTime)
{
// trace('Queuing sound (${sound.toString()} past its length! Skipping...)');
return;
}
sound.play(forceRestart, startTime, endTime);
});
}

View file

@ -54,7 +54,7 @@ class ABotVis extends FlxTypedSpriteGroup<FlxSprite>
public function initAnalyzer()
{
@:privateAccess
analyzer = new SpectralAnalyzer(snd._channel.__source, 7, 0.1, 40);
analyzer = new SpectralAnalyzer(snd._channel.__audioSource, 7, 0.1, 40);
#if desktop
// On desktop it uses FFT stuff that isn't as optimized as the direct browser stuff we use on HTML5
@ -102,7 +102,9 @@ class ABotVis extends FlxTypedSpriteGroup<FlxSprite>
var animFrame:Int = Math.round(levels[i].value * 5);
#if desktop
animFrame = Math.round(animFrame * FlxG.sound.volume);
// Web version scales with the Flixel volume level.
// This line brings platform parity but looks worse.
// animFrame = Math.round(animFrame * FlxG.sound.volume);
#end
animFrame = Math.floor(Math.min(5, animFrame));

View file

@ -117,7 +117,7 @@ class VisShit
{
// Math.pow3
@:privateAccess
var buf = snd._channel.__source.buffer;
var buf = snd._channel.__audioSource.buffer;
// @:privateAccess
audioData = cast buf.data; // jank and hacky lol! kinda busted on HTML5 also!!

View file

@ -16,7 +16,7 @@ class WaveformDataParser
// Method 1. This only works if the sound has been played before.
@:privateAccess
var soundBuffer:Null<lime.media.AudioBuffer> = sound?._channel?.__source?.buffer;
var soundBuffer:Null<lime.media.AudioBuffer> = sound?._channel?.__audioSource?.buffer;
if (soundBuffer == null)
{

View file

@ -263,7 +263,7 @@ abstract class BaseRegistry<T:(IRegistryEntry<J> & Constructible<EntryConstructo
* @param version The entry's version (use `fetchEntryVersion(id)`).
* @return The created entry.
*/
public function parseEntryDataWithMigration(id:String, version:thx.semver.Version):Null<J>
public function parseEntryDataWithMigration(id:String, version:Null<thx.semver.Version>):Null<J>
{
if (version == null)
{

View file

@ -46,7 +46,7 @@ class SongEventRegistry
if (event != null)
{
trace(' Loaded built-in song event: (${event.id})');
trace(' Loaded built-in song event: ${event.id}');
eventCache.set(event.id, event);
}
else
@ -59,9 +59,9 @@ class SongEventRegistry
static function registerScriptedEvents()
{
var scriptedEventClassNames:Array<String> = ScriptedSongEvent.listScriptClasses();
trace('Instantiating ${scriptedEventClassNames.length} scripted song events...');
if (scriptedEventClassNames == null || scriptedEventClassNames.length == 0) return;
trace('Instantiating ${scriptedEventClassNames.length} scripted song events...');
for (eventCls in scriptedEventClassNames)
{
var event:SongEvent = ScriptedSongEvent.init(eventCls, "UKNOWN");

View file

@ -0,0 +1,9 @@
# Freeplay Playable Character Data Schema Changelog
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [1.0.0]
Initial release.

View file

@ -0,0 +1,380 @@
package funkin.data.freeplay.player;
import funkin.data.animation.AnimationData;
@:nullSafety
class PlayerData
{
/**
* The sematic version number of the player data JSON format.
* Supports fancy comparisons like NPM does it's neat.
*/
@:default(funkin.data.freeplay.player.PlayerRegistry.PLAYER_DATA_VERSION)
public var version:String;
/**
* A readable name for this playable character.
*/
public var name:String = 'Unknown';
/**
* The character IDs this character is associated with.
* Only songs that use these characters will show up in Freeplay.
*/
@:default([])
public var ownedChars:Array<String> = [];
/**
* Whether to show songs with character IDs that aren't associated with any specific character.
*/
@:optional
@:default(false)
public var showUnownedChars:Bool = false;
/**
* Which freeplay style to use for this character.
*/
@:optional
@:default("bf")
public var freeplayStyle:String = Constants.DEFAULT_FREEPLAY_STYLE;
/**
* Data for displaying this character in the Freeplay menu.
* If null, display no DJ.
*/
@:optional
public var freeplayDJ:Null<PlayerFreeplayDJData> = null;
/**
* Data for displaying this character in the Character Select menu.
* If null, exclude from Character Select.
*/
@:optional
public var charSelect:Null<PlayerCharSelectData> = null;
/**
* Data for displaying this character in the results screen.
*/
@:optional
public var results:Null<PlayerResultsData> = null;
/**
* Whether this character is unlocked by default.
* Use a ScriptedPlayableCharacter to add custom logic.
*/
@:optional
@:default(true)
public var unlocked:Bool = true;
public function new()
{
this.version = PlayerRegistry.PLAYER_DATA_VERSION;
}
/**
* Convert this StageData into a JSON string.
*/
public function serialize(pretty:Bool = true):String
{
// Update generatedBy and version before writing.
updateVersionToLatest();
var writer = new json2object.JsonWriter<PlayerData>();
return writer.write(this, pretty ? ' ' : null);
}
public function updateVersionToLatest():Void
{
this.version = PlayerRegistry.PLAYER_DATA_VERSION;
}
}
class PlayerFreeplayDJData
{
var assetPath:String;
var animations:Array<AnimationData>;
@:optional
@:default("BOYFRIEND")
var text1:String;
@:optional
@:default("HOT BLOODED IN MORE WAYS THAN ONE")
var text2:String;
@:optional
@:default("PROTECT YO NUTS")
var text3:String;
@:jignored
var animationMap:Map<String, AnimationData>;
@:jignored
var prefixToOffsetsMap:Map<String, Array<Float>>;
@:optional
var charSelect:Null<PlayerFreeplayDJCharSelectData>;
@:optional
var cartoon:Null<PlayerFreeplayDJCartoonData>;
@:optional
var fistPump:Null<PlayerFreeplayDJFistPumpData>;
public function new()
{
animationMap = new Map();
}
function mapAnimations()
{
if (animationMap == null) animationMap = new Map();
if (prefixToOffsetsMap == null) prefixToOffsetsMap = new Map();
animationMap.clear();
prefixToOffsetsMap.clear();
for (anim in animations)
{
animationMap.set(anim.name, anim);
prefixToOffsetsMap.set(anim.prefix, anim.offsets);
}
}
public function getAtlasPath():String
{
return Paths.animateAtlas(assetPath);
}
public function getFreeplayDJText(index:Int):String
{
switch (index)
{
case 1:
return text1;
case 2:
return text2;
case 3:
return text3;
default:
return '';
}
}
public function getAnimationPrefix(name:String):Null<String>
{
if (animationMap.size() == 0) mapAnimations();
var anim = animationMap.get(name);
if (anim == null) return null;
return anim.prefix;
}
public function getAnimationOffsetsByPrefix(?prefix:String):Array<Float>
{
if (prefixToOffsetsMap.size() == 0) mapAnimations();
if (prefix == null) return [0, 0];
return prefixToOffsetsMap.get(prefix);
}
public function getAnimationOffsets(name:String):Array<Float>
{
return getAnimationOffsetsByPrefix(getAnimationPrefix(name));
}
// TODO: These should really be frame labels, ehe.
public function getCartoonSoundClickFrame():Int
{
return cartoon?.soundClickFrame ?? 80;
}
public function getCartoonSoundCartoonFrame():Int
{
return cartoon?.soundCartoonFrame ?? 85;
}
public function getCartoonLoopBlinkFrame():Int
{
return cartoon?.loopBlinkFrame ?? 112;
}
public function getCartoonLoopFrame():Int
{
return cartoon?.loopFrame ?? 166;
}
public function getCartoonChannelChangeFrame():Int
{
return cartoon?.channelChangeFrame ?? 60;
}
public function getFistPumpIntroStartFrame():Int
{
return fistPump?.introStartFrame ?? 0;
}
public function getFistPumpIntroEndFrame():Int
{
return fistPump?.introEndFrame ?? 0;
}
public function getFistPumpLoopStartFrame():Int
{
return fistPump?.loopStartFrame ?? 0;
}
public function getFistPumpLoopEndFrame():Int
{
return fistPump?.loopEndFrame ?? 0;
}
public function getFistPumpIntroBadStartFrame():Int
{
return fistPump?.introBadStartFrame ?? 0;
}
public function getFistPumpIntroBadEndFrame():Int
{
return fistPump?.introBadEndFrame ?? 0;
}
public function getFistPumpLoopBadStartFrame():Int
{
return fistPump?.loopBadStartFrame ?? 0;
}
public function getFistPumpLoopBadEndFrame():Int
{
return fistPump?.loopBadEndFrame ?? 0;
}
public function getCharSelectTransitionDelay():Float
{
return charSelect?.transitionDelay ?? 0.25;
}
}
class PlayerCharSelectData
{
/**
* A zero-indexed number for the character's preferred position in the grid.
* 0 = top left, 4 = center, 8 = bottom right
* In the event of a conflict, the first character alphabetically gets it,
* and others get shifted over.
*/
@:optional
public var position:Null<Int>;
}
typedef PlayerResultsData =
{
var music:PlayerResultsMusicData;
var perfect:Array<PlayerResultsAnimationData>;
var excellent:Array<PlayerResultsAnimationData>;
var great:Array<PlayerResultsAnimationData>;
var good:Array<PlayerResultsAnimationData>;
var loss:Array<PlayerResultsAnimationData>;
};
typedef PlayerResultsMusicData =
{
@:optional
var PERFECT_GOLD:String;
@:optional
var PERFECT:String;
@:optional
var EXCELLENT:String;
@:optional
var GREAT:String;
@:optional
var GOOD:String;
@:optional
var SHIT:String;
}
typedef PlayerResultsAnimationData =
{
/**
* `sparrow` or `animate` or whatever
*/
var renderType:String;
var assetPath:String;
@:optional
@:default([0, 0])
var offsets:Array<Float>;
@:optional
@:default(500)
var zIndex:Int;
@:optional
@:default(0.0)
var delay:Float;
@:optional
@:default(1.0)
var scale:Float;
@:optional
@:default('')
var startFrameLabel:Null<String>;
@:optional
@:default(true)
var looped:Bool;
@:optional
var loopFrame:Null<Int>;
@:optional
var loopFrameLabel:Null<String>;
};
typedef PlayerFreeplayDJCharSelectData =
{
var transitionDelay:Float;
}
typedef PlayerFreeplayDJCartoonData =
{
var soundClickFrame:Int;
var soundCartoonFrame:Int;
var loopBlinkFrame:Int;
var loopFrame:Int;
var channelChangeFrame:Int;
}
typedef PlayerFreeplayDJFistPumpData =
{
@:default(0)
var introStartFrame:Int;
@:default(4)
var introEndFrame:Int;
@:default(4)
var loopStartFrame:Int;
@:default(-1)
var loopEndFrame:Int;
@:default(0)
var introBadStartFrame:Int;
@:default(4)
var introBadEndFrame:Int;
@:default(4)
var loopBadStartFrame:Int;
@:default(-1)
var loopBadEndFrame:Int;
};

View file

@ -0,0 +1,208 @@
package funkin.data.freeplay.player;
import funkin.data.freeplay.player.PlayerData;
import funkin.ui.freeplay.charselect.PlayableCharacter;
import funkin.ui.freeplay.charselect.ScriptedPlayableCharacter;
import funkin.save.Save;
class PlayerRegistry extends BaseRegistry<PlayableCharacter, PlayerData>
{
/**
* The current version string for the stage data format.
* Handle breaking changes by incrementing this value
* and adding migration to the `migratePlayerData()` function.
*/
public static final PLAYER_DATA_VERSION:thx.semver.Version = "1.0.0";
public static final PLAYER_DATA_VERSION_RULE:thx.semver.VersionRule = "1.0.x";
public static var instance(get, never):PlayerRegistry;
static var _instance:Null<PlayerRegistry> = null;
static function get_instance():PlayerRegistry
{
if (_instance == null) _instance = new PlayerRegistry();
return _instance;
}
/**
* A mapping between stage character IDs and Freeplay playable character IDs.
*/
var ownedCharacterIds:Map<String, String> = [];
public function new()
{
super('PLAYER', 'players', PLAYER_DATA_VERSION_RULE);
}
public override function loadEntries():Void
{
super.loadEntries();
for (playerId in listEntryIds())
{
var player = fetchEntry(playerId);
if (player == null) continue;
var currentPlayerCharIds = player.getOwnedCharacterIds();
for (characterId in currentPlayerCharIds)
{
ownedCharacterIds.set(characterId, playerId);
}
}
log('Loaded ${countEntries()} playable characters with ${ownedCharacterIds.size()} associations.');
}
public function countUnlockedCharacters():Int
{
var count = 0;
for (charId in listEntryIds())
{
var player = fetchEntry(charId);
if (player == null) continue;
if (player.isUnlocked()) count++;
}
return count;
}
public function hasNewCharacter():Bool
{
var charactersSeen = Save.instance.charactersSeen.clone();
for (charId in listEntryIds())
{
var player = fetchEntry(charId);
if (player == null) continue;
if (!player.isUnlocked()) continue;
if (charactersSeen.contains(charId)) continue;
// This character is unlocked but we haven't seen them in Freeplay yet.
return true;
}
// Fallthrough case.
return false;
}
public function listNewCharacters():Array<String>
{
var charactersSeen = Save.instance.charactersSeen.clone();
var result = [];
for (charId in listEntryIds())
{
var player = fetchEntry(charId);
if (player == null) continue;
if (!player.isUnlocked()) continue;
if (charactersSeen.contains(charId)) continue;
// This character is unlocked but we haven't seen them in Freeplay yet.
result.push(charId);
}
return result;
}
/**
* Get the playable character associated with a given stage character.
* @param characterId The stage character ID.
* @return The playable character.
*/
public function getCharacterOwnerId(characterId:Null<String>):Null<String>
{
if (characterId == null) return null;
return ownedCharacterIds[characterId];
}
/**
* Return true if the given stage character is associated with a specific playable character.
* If so, the level should only appear if that character is selected in Freeplay.
* @param characterId The stage character ID.
* @return Whether the character is owned by any one character.
*/
public function isCharacterOwned(characterId:String):Bool
{
return ownedCharacterIds.exists(characterId);
}
/**
* Read, parse, and validate the JSON data and produce the corresponding data object.
*/
public function parseEntryData(id:String):Null<PlayerData>
{
// JsonParser does not take type parameters,
// otherwise this function would be in BaseRegistry.
var parser = new json2object.JsonParser<PlayerData>();
parser.ignoreUnknownVariables = false;
switch (loadEntryFile(id))
{
case {fileName: fileName, contents: contents}:
parser.fromJson(contents, fileName);
default:
return null;
}
if (parser.errors.length > 0)
{
printErrors(parser.errors, id);
return null;
}
return parser.value;
}
/**
* Parse and validate the JSON data and produce the corresponding data object.
*
* NOTE: Must be implemented on the implementation class.
* @param contents The JSON as a string.
* @param fileName An optional file name for error reporting.
*/
public function parseEntryDataRaw(contents:String, ?fileName:String):Null<PlayerData>
{
var parser = new json2object.JsonParser<PlayerData>();
parser.ignoreUnknownVariables = false;
parser.fromJson(contents, fileName);
if (parser.errors.length > 0)
{
printErrors(parser.errors, fileName);
return null;
}
return parser.value;
}
function createScriptedEntry(clsName:String):PlayableCharacter
{
return ScriptedPlayableCharacter.init(clsName, "unknown");
}
function getScriptedClassNames():Array<String>
{
return ScriptedPlayableCharacter.listScriptClasses();
}
/**
* A list of all the playable characters from the base game, in order.
*/
public function listBaseGamePlayerIds():Array<String>
{
return ["bf", "pico"];
}
/**
* A list of all installed playable characters that are not from the base game.
*/
public function listModdedPlayerIds():Array<String>
{
return listEntryIds().filter(function(id:String):Bool {
return listBaseGamePlayerIds().indexOf(id) == -1;
});
}
}

View file

@ -0,0 +1,9 @@
# Freeplay Style Data Schema Changelog
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [1.0.0]
Initial release.

View file

@ -0,0 +1,48 @@
package funkin.data.freeplay.style;
import funkin.data.animation.AnimationData;
/**
* A type definition for the data for an album of songs.
* It includes things like what graphics to display in Freeplay.
* @see https://lib.haxe.org/p/json2object/
*/
typedef FreeplayStyleData =
{
/**
* Semantic version for style data.
*/
public var version:String;
/**
* Asset key for the background image.
*/
public var bgAsset:String;
/**
* Asset key for the difficulty selector image.
*/
public var selectorAsset:String;
/**
* Asset key for the numbers shown at the top right of the screen.
*/
public var numbersAsset:String;
/**
* Asset key for the freeplay capsules.
*/
public var capsuleAsset:String;
/**
* Color data for the capsule text outline.
* the order of this array goes as follows: [DESELECTED, SELECTED]
*/
public var capsuleTextColors:Array<String>;
/**
* Delay time after confirming a song selection, before entering PlayState.
* Useful for letting longer animations play out.
*/
public var startDelay:Float;
}

View file

@ -0,0 +1,84 @@
package funkin.data.freeplay.style;
import funkin.ui.freeplay.FreeplayStyle;
import funkin.data.freeplay.style.FreeplayStyleData;
import funkin.ui.freeplay.ScriptedFreeplayStyle;
class FreeplayStyleRegistry extends BaseRegistry<FreeplayStyle, FreeplayStyleData>
{
/**
* The current version string for the style data format.
* Handle breaking changes by incrementing this value
* and adding migration to the `migrateStyleData()` function.
*/
public static final FREEPLAYSTYLE_DATA_VERSION:thx.semver.Version = '1.0.0';
public static final FREEPLAYSTYLE_DATA_VERSION_RULE:thx.semver.VersionRule = '1.0.x';
public static final instance:FreeplayStyleRegistry = new FreeplayStyleRegistry();
public function new()
{
super('FREEPLAYSTYLE', 'ui/freeplay/styles', FREEPLAYSTYLE_DATA_VERSION_RULE);
}
/**
* Read, parse, and validate the JSON data and produce the corresponding data object.
* @param id The ID of the entry to load.
* @return The parsed data object.
*/
public function parseEntryData(id:String):Null<FreeplayStyleData>
{
// JsonParser does not take type parameters,
// otherwise this function would be in BaseRegistry.
var parser:json2object.JsonParser<FreeplayStyleData> = new json2object.JsonParser<FreeplayStyleData>();
parser.ignoreUnknownVariables = false;
switch (loadEntryFile(id))
{
case {fileName: fileName, contents: contents}:
parser.fromJson(contents, fileName);
default:
return null;
}
if (parser.errors.length > 0)
{
printErrors(parser.errors, id);
return null;
}
return parser.value;
}
/**
* Parse and validate the JSON data and produce the corresponding data object.
*
* NOTE: Must be implemented on the implementation class.
* @param contents The JSON as a string.
* @param fileName An optional file name for error reporting.
* @return The parsed data object.
*/
public function parseEntryDataRaw(contents:String, ?fileName:String):Null<FreeplayStyleData>
{
var parser:json2object.JsonParser<FreeplayStyleData> = new json2object.JsonParser<FreeplayStyleData>();
parser.ignoreUnknownVariables = false;
parser.fromJson(contents, fileName);
if (parser.errors.length > 0)
{
printErrors(parser.errors, fileName);
return null;
}
return parser.value;
}
function createScriptedEntry(clsName:String):FreeplayStyle
{
return ScriptedFreeplayStyle.init(clsName, 'unknown');
}
function getScriptedClassNames():Array<String>
{
return ScriptedFreeplayStyle.listScriptClasses();
}
}

View file

@ -0,0 +1,31 @@
# Note Style Data Schema Changelog
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [1.1.0]
### Added
- Added several new `assets`:
- `countdownThree`
- `countdownTwo`
- `countdownOne`
- `countdownGo`
- `judgementSick`
- `judgementGood`
- `judgementBad`
- `judgementShit`
- `comboNumber0`
- `comboNumber1`
- `comboNumber2`
- `comboNumber3`
- `comboNumber4`
- `comboNumber5`
- `comboNumber6`
- `comboNumber7`
- `comboNumber8`
- `comboNumber9`
## [1.0.0]
Initial version.

View file

@ -74,6 +74,84 @@ typedef NoteStyleAssetsData =
*/
@:optional
var holdNoteCover:NoteStyleAssetData<NoteStyleData_HoldNoteCover>;
/**
* The THREE sound (and an optional pre-READY graphic).
*/
@:optional
var countdownThree:NoteStyleAssetData<NoteStyleData_Countdown>;
/**
* The TWO sound and READY graphic.
*/
@:optional
var countdownTwo:NoteStyleAssetData<NoteStyleData_Countdown>;
/**
* The ONE sound and SET graphic.
*/
@:optional
var countdownOne:NoteStyleAssetData<NoteStyleData_Countdown>;
/**
* The GO sound and GO! graphic.
*/
@:optional
var countdownGo:NoteStyleAssetData<NoteStyleData_Countdown>;
/**
* The SICK! judgement.
*/
@:optional
var judgementSick:NoteStyleAssetData<NoteStyleData_Judgement>;
/**
* The GOOD! judgement.
*/
@:optional
var judgementGood:NoteStyleAssetData<NoteStyleData_Judgement>;
/**
* The BAD! judgement.
*/
@:optional
var judgementBad:NoteStyleAssetData<NoteStyleData_Judgement>;
/**
* The SHIT! judgement.
*/
@:optional
var judgementShit:NoteStyleAssetData<NoteStyleData_Judgement>;
@:optional
var comboNumber0:NoteStyleAssetData<NoteStyleData_ComboNum>;
@:optional
var comboNumber1:NoteStyleAssetData<NoteStyleData_ComboNum>;
@:optional
var comboNumber2:NoteStyleAssetData<NoteStyleData_ComboNum>;
@:optional
var comboNumber3:NoteStyleAssetData<NoteStyleData_ComboNum>;
@:optional
var comboNumber4:NoteStyleAssetData<NoteStyleData_ComboNum>;
@:optional
var comboNumber5:NoteStyleAssetData<NoteStyleData_ComboNum>;
@:optional
var comboNumber6:NoteStyleAssetData<NoteStyleData_ComboNum>;
@:optional
var comboNumber7:NoteStyleAssetData<NoteStyleData_ComboNum>;
@:optional
var comboNumber8:NoteStyleAssetData<NoteStyleData_ComboNum>;
@:optional
var comboNumber9:NoteStyleAssetData<NoteStyleData_ComboNum>;
}
/**
@ -109,10 +187,19 @@ typedef NoteStyleAssetData<T> =
@:optional
var isPixel:Bool;
/**
* If true, animations will be played on the graphic.
* @default `false` to save performance.
*/
@:default(false)
@:optional
var animated:Bool;
/**
* The structure of this data depends on the asset.
*/
var data:T;
@:optional
var data:Null<T>;
}
typedef NoteStyleData_Note =
@ -123,7 +210,14 @@ typedef NoteStyleData_Note =
var right:UnnamedAnimationData;
}
typedef NoteStyleData_Countdown =
{
var audioPath:String;
}
typedef NoteStyleData_HoldNote = {}
typedef NoteStyleData_Judgement = {}
typedef NoteStyleData_ComboNum = {}
/**
* Data on animations for each direction of the strumline.

View file

@ -11,9 +11,9 @@ class NoteStyleRegistry extends BaseRegistry<NoteStyle, NoteStyleData>
* Handle breaking changes by incrementing this value
* and adding migration to the `migrateNoteStyleData()` function.
*/
public static final NOTE_STYLE_DATA_VERSION:thx.semver.Version = "1.0.0";
public static final NOTE_STYLE_DATA_VERSION:thx.semver.Version = "1.1.0";
public static final NOTE_STYLE_DATA_VERSION_RULE:thx.semver.VersionRule = "1.0.x";
public static final NOTE_STYLE_DATA_VERSION_RULE:thx.semver.VersionRule = "1.1.x";
public static var instance(get, never):NoteStyleRegistry;
static var _instance:Null<NoteStyleRegistry> = null;

View file

@ -5,6 +5,15 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [2.2.4]
### Added
- Added `playData.characters.opponentVocals` to specify which vocal track(s) to play for the opponent.
- If the value isn't present, it will use the `playData.characters.opponent`, but if it is present, it will be used (even if it's empty, in which case no vocals will be used for the opponent)
- Added `playData.characters.playerVocals` to specify which vocal track(s) to play for the player.
- If the value isn't present, it will use the `playData.characters.player`, but if it is present, it will be used (even if it's empty, in which case no vocals will be used for the player)
- Added `offsets.altVocals` field to apply vocal offsets when alternate instrumentals are used.
## [2.2.3]
### Added
- Added `charter` field to denote authorship of a chart.

View file

@ -257,18 +257,27 @@ class SongOffsets implements ICloneable<SongOffsets>
public var altInstrumentals:Map<String, Float>;
/**
* The offset, in milliseconds, to apply to the song's vocals, relative to the chart.
* The offset, in milliseconds, to apply to the song's vocals, relative to the song's base instrumental.
* These are applied ON TOP OF the instrumental offset.
*/
@:optional
@:default([])
public var vocals:Map<String, Float>;
public function new(instrumental:Float = 0.0, ?altInstrumentals:Map<String, Float>, ?vocals:Map<String, Float>)
/**
* The offset, in milliseconds, to apply to the songs vocals, relative to each alternate instrumental.
* This is useful for the circumstance where, for example, an alt instrumental has a few seconds of lead in before the song starts.
*/
@:optional
@:default([])
public var altVocals:Map<String, Map<String, Float>>;
public function new(instrumental:Float = 0.0, ?altInstrumentals:Map<String, Float>, ?vocals:Map<String, Float>, ?altVocals:Map<String, Map<String, Float>>)
{
this.instrumental = instrumental;
this.altInstrumentals = altInstrumentals == null ? new Map<String, Float>() : altInstrumentals;
this.vocals = vocals == null ? new Map<String, Float>() : vocals;
this.altVocals = altVocals == null ? new Map<String, Map<String, Float>>() : altVocals;
}
public function getInstrumentalOffset(?instrumental:String):Float
@ -293,11 +302,19 @@ class SongOffsets implements ICloneable<SongOffsets>
return value;
}
public function getVocalOffset(charId:String):Float
public function getVocalOffset(charId:String, ?instrumental:String):Float
{
if (!this.vocals.exists(charId)) return 0.0;
return this.vocals.get(charId);
if (instrumental == null)
{
if (!this.vocals.exists(charId)) return 0.0;
return this.vocals.get(charId);
}
else
{
if (!this.altVocals.exists(instrumental)) return 0.0;
if (!this.altVocals.get(instrumental).exists(charId)) return 0.0;
return this.altVocals.get(instrumental).get(charId);
}
}
public function setVocalOffset(charId:String, value:Float):Float
@ -320,7 +337,7 @@ class SongOffsets implements ICloneable<SongOffsets>
*/
public function toString():String
{
return 'SongOffsets(${this.instrumental}ms, ${this.altInstrumentals}, ${this.vocals})';
return 'SongOffsets(${this.instrumental}ms, ${this.altInstrumentals}, ${this.vocals}, ${this.altVocals})';
}
}
@ -529,12 +546,26 @@ class SongCharacterData implements ICloneable<SongCharacterData>
@:default([])
public var altInstrumentals:Array<String> = [];
public function new(player:String = '', girlfriend:String = '', opponent:String = '', instrumental:String = '')
@:optional
public var opponentVocals:Null<Array<String>> = null;
@:optional
public var playerVocals:Null<Array<String>> = null;
public function new(player:String = '', girlfriend:String = '', opponent:String = '', instrumental:String = '', ?altInstrumentals:Array<String>,
?opponentVocals:Array<String>, ?playerVocals:Array<String>)
{
this.player = player;
this.girlfriend = girlfriend;
this.opponent = opponent;
this.instrumental = instrumental;
this.altInstrumentals = altInstrumentals;
this.opponentVocals = opponentVocals;
this.playerVocals = playerVocals;
if (opponentVocals == null) this.opponentVocals = [opponent];
if (playerVocals == null) this.playerVocals = [player];
}
public function clone():SongCharacterData
@ -722,18 +753,6 @@ class SongEventDataRaw implements ICloneable<SongEventDataRaw>
{
return new SongEventDataRaw(this.time, this.eventKind, this.value);
}
}
/**
* Wrap SongEventData in an abstract so we can overload operators.
*/
@:forward(time, eventKind, value, activated, getStepTime, clone)
abstract SongEventData(SongEventDataRaw) from SongEventDataRaw to SongEventDataRaw
{
public function new(time:Float, eventKind:String, value:Dynamic = null)
{
this = new SongEventDataRaw(time, eventKind, value);
}
public function valueAsStruct(?defaultKey:String = "key"):Dynamic
{
@ -757,27 +776,27 @@ abstract SongEventData(SongEventDataRaw) from SongEventDataRaw to SongEventDataR
}
}
public inline function getHandler():Null<SongEvent>
public function getHandler():Null<SongEvent>
{
return SongEventRegistry.getEvent(this.eventKind);
}
public inline function getSchema():Null<SongEventSchema>
public function getSchema():Null<SongEventSchema>
{
return SongEventRegistry.getEventSchema(this.eventKind);
}
public inline function getDynamic(key:String):Null<Dynamic>
public function getDynamic(key:String):Null<Dynamic>
{
return this.value == null ? null : Reflect.field(this.value, key);
}
public inline function getBool(key:String):Null<Bool>
public function getBool(key:String):Null<Bool>
{
return this.value == null ? null : cast Reflect.field(this.value, key);
}
public inline function getInt(key:String):Null<Int>
public function getInt(key:String):Null<Int>
{
if (this.value == null) return null;
var result = Reflect.field(this.value, key);
@ -787,7 +806,7 @@ abstract SongEventData(SongEventDataRaw) from SongEventDataRaw to SongEventDataR
return cast result;
}
public inline function getFloat(key:String):Null<Float>
public function getFloat(key:String):Null<Float>
{
if (this.value == null) return null;
var result = Reflect.field(this.value, key);
@ -797,17 +816,17 @@ abstract SongEventData(SongEventDataRaw) from SongEventDataRaw to SongEventDataR
return cast result;
}
public inline function getString(key:String):String
public function getString(key:String):String
{
return this.value == null ? null : cast Reflect.field(this.value, key);
}
public inline function getArray(key:String):Array<Dynamic>
public function getArray(key:String):Array<Dynamic>
{
return this.value == null ? null : cast Reflect.field(this.value, key);
}
public inline function getBoolArray(key:String):Array<Bool>
public function getBoolArray(key:String):Array<Bool>
{
return this.value == null ? null : cast Reflect.field(this.value, key);
}
@ -839,6 +858,19 @@ abstract SongEventData(SongEventDataRaw) from SongEventDataRaw to SongEventDataR
return result;
}
}
/**
* Wrap SongEventData in an abstract so we can overload operators.
*/
@:forward(time, eventKind, value, activated, getStepTime, clone, getHandler, getSchema, getDynamic, getBool, getInt, getFloat, getString, getArray,
getBoolArray, buildTooltip, valueAsStruct)
abstract SongEventData(SongEventDataRaw) from SongEventDataRaw to SongEventDataRaw
{
public function new(time:Float, eventKind:String, value:Dynamic = null)
{
this = new SongEventDataRaw(time, eventKind, value);
}
public function clone():SongEventData
{
@ -951,12 +983,18 @@ class SongNoteDataRaw implements ICloneable<SongNoteDataRaw>
return this.kind = value;
}
public function new(time:Float, data:Int, length:Float = 0, kind:String = '')
@:alias("p")
@:default([])
@:optional
public var params:Array<NoteParamData>;
public function new(time:Float, data:Int, length:Float = 0, kind:String = '', ?params:Array<NoteParamData>)
{
this.time = time;
this.data = data;
this.length = length;
this.kind = kind;
this.params = params ?? [];
}
/**
@ -1051,9 +1089,19 @@ class SongNoteDataRaw implements ICloneable<SongNoteDataRaw>
_stepLength = null;
}
public function cloneParams():Array<NoteParamData>
{
var params:Array<NoteParamData> = [];
for (param in this.params)
{
params.push(param.clone());
}
return params;
}
public function clone():SongNoteDataRaw
{
return new SongNoteDataRaw(this.time, this.data, this.length, this.kind);
return new SongNoteDataRaw(this.time, this.data, this.length, this.kind, cloneParams());
}
public function toString():String
@ -1069,9 +1117,9 @@ class SongNoteDataRaw implements ICloneable<SongNoteDataRaw>
@:forward
abstract SongNoteData(SongNoteDataRaw) from SongNoteDataRaw to SongNoteDataRaw
{
public function new(time:Float, data:Int, length:Float = 0, kind:String = '')
public function new(time:Float, data:Int, length:Float = 0, kind:String = '', ?params:Array<NoteParamData>)
{
this = new SongNoteDataRaw(time, data, length, kind);
this = new SongNoteDataRaw(time, data, length, kind, params);
}
public static function buildDirectionName(data:Int, strumlineSize:Int = 4):String
@ -1115,7 +1163,7 @@ abstract SongNoteData(SongNoteDataRaw) from SongNoteDataRaw to SongNoteDataRaw
if (other.kind == '' || this.kind == null) return false;
}
return this.time == other.time && this.data == other.data && this.length == other.length;
return this.time == other.time && this.data == other.data && this.length == other.length && this.params == other.params;
}
@:op(A != B)
@ -1134,7 +1182,7 @@ abstract SongNoteData(SongNoteDataRaw) from SongNoteDataRaw to SongNoteDataRaw
if (other.kind == '') return true;
}
return this.time != other.time || this.data != other.data || this.length != other.length;
return this.time != other.time || this.data != other.data || this.length != other.length || this.params != other.params;
}
@:op(A > B)
@ -1171,7 +1219,7 @@ abstract SongNoteData(SongNoteDataRaw) from SongNoteDataRaw to SongNoteDataRaw
public function clone():SongNoteData
{
return new SongNoteData(this.time, this.data, this.length, this.kind);
return new SongNoteData(this.time, this.data, this.length, this.kind, this.params);
}
/**
@ -1183,3 +1231,30 @@ abstract SongNoteData(SongNoteDataRaw) from SongNoteDataRaw to SongNoteDataRaw
+ (this.kind != '' ? ' [kind: ${this.kind}])' : ')');
}
}
class NoteParamData implements ICloneable<NoteParamData>
{
@:alias("n")
public var name:String;
@:alias("v")
@:jcustomparse(funkin.data.DataParse.dynamicValue)
@:jcustomwrite(funkin.data.DataWrite.dynamicValue)
public var value:Dynamic;
public function new(name:String, value:Dynamic)
{
this.name = name;
this.value = value;
}
public function clone():NoteParamData
{
return new NoteParamData(this.name, this.value);
}
public function toString():String
{
return 'NoteParamData(${this.name}, ${this.value})';
}
}

View file

@ -20,7 +20,7 @@ class SongRegistry extends BaseRegistry<Song, SongMetadata>
* Handle breaking changes by incrementing this value
* and adding migration to the `migrateStageData()` function.
*/
public static final SONG_METADATA_VERSION:thx.semver.Version = "2.2.3";
public static final SONG_METADATA_VERSION:thx.semver.Version = "2.2.4";
public static final SONG_METADATA_VERSION_RULE:thx.semver.VersionRule = "2.2.x";

View file

@ -199,6 +199,8 @@ class FNFLegacyImporter
{
// Handle the dumb logic for mustHitSection.
var noteData = note.data;
if (noteData < 0) continue; // Exclude Psych event notes.
if (noteData > (STRUMLINE_SIZE * 2)) noteData = noteData % (2 * STRUMLINE_SIZE); // Handle other engine event notes.
// Flip notes if mustHitSection is FALSE (not true lol).
if (!mustHitSection)

View file

@ -140,12 +140,12 @@ typedef StageDataProp =
* If not zero, this prop will play an animation every X beats of the song.
* This requires animations to be defined. If `danceLeft` and `danceRight` are defined,
* they will alternated between, otherwise the `idle` animation will be used.
*
* @default 0
* Supports up to 0.25 precision.
* @default 0.0
*/
@:default(0)
@:default(0.0)
@:optional
var danceEvery:Int;
var danceEvery:Float;
/**
* How much the prop scrolls relative to the camera. Used to create a parallax effect.

View file

@ -93,8 +93,8 @@ class StageRegistry extends BaseRegistry<Stage, StageData>
public function listBaseGameStageIds():Array<String>
{
return [
"mainStage", "spookyMansion", "phillyTrain", "limoRide", "mallXmas", "mallEvil", "school", "schoolEvil", "tankmanBattlefield", "phillyStreets",
"phillyBlazin",
"mainStage", "mainStageErect", "spookyMansion", "phillyTrain", "phillyTrainErect", "limoRide", "limoRideErect", "mallXmas", "mallXmasErect", "mallEvil",
"school", "schoolEvil", "tankmanBattlefield", "phillyStreets", "phillyStreetsErect", "phillyBlazin",
];
}

View file

@ -91,11 +91,13 @@ typedef LevelPropData =
/**
* The frequency to bop at, in beats.
* @default 1 = every beat, 2 = every other beat, etc.
* 1 = every beat, 2 = every other beat, etc.
* Supports up to 0.25 precision.
* @default 1.0
*/
@:default(1)
@:default(1.0)
@:optional
var danceEvery:Int;
var danceEvery:Float;
/**
* The offset on the position to render the prop at.

View file

@ -0,0 +1,106 @@
package funkin.effects;
import flixel.util.FlxTimer;
import flixel.FlxCamera;
import openfl.filters.ColorMatrixFilter;
class RetroCameraFade
{
// im lazy, but we only use this for week 6
// and also sorta yoinked for djflixel, lol !
public static function fadeWhite(camera:FlxCamera, camSteps:Int = 5, time:Float = 1):Void
{
var steps:Int = 0;
var stepsTotal:Int = camSteps;
new FlxTimer().start(time / stepsTotal, _ -> {
var V:Float = (1 / stepsTotal) * steps;
if (steps == stepsTotal) V = 1;
var matrix = [
1, 0, 0, 0, V * 255,
0, 1, 0, 0, V * 255,
0, 0, 1, 0, V * 255,
0, 0, 0, 1, 0
];
camera.filters = [new ColorMatrixFilter(matrix)];
steps++;
}, stepsTotal + 1);
}
public static function fadeFromWhite(camera:FlxCamera, camSteps:Int = 5, time:Float = 1):Void
{
var steps:Int = camSteps;
var stepsTotal:Int = camSteps;
var matrixDerp = [
1, 0, 0, 0, 1.0 * 255,
0, 1, 0, 0, 1.0 * 255,
0, 0, 1, 0, 1.0 * 255,
0, 0, 0, 1, 0
];
camera.filters = [new ColorMatrixFilter(matrixDerp)];
new FlxTimer().start(time / stepsTotal, _ -> {
var V:Float = (1 / stepsTotal) * steps;
if (steps == stepsTotal) V = 1;
var matrix = [
1, 0, 0, 0, V * 255,
0, 1, 0, 0, V * 255,
0, 0, 1, 0, V * 255,
0, 0, 0, 1, 0
];
camera.filters = [new ColorMatrixFilter(matrix)];
steps--;
}, camSteps);
}
public static function fadeToBlack(camera:FlxCamera, camSteps:Int = 5, time:Float = 1):Void
{
var steps:Int = 0;
var stepsTotal:Int = camSteps;
new FlxTimer().start(time / stepsTotal, _ -> {
var V:Float = (1 / stepsTotal) * steps;
if (steps == stepsTotal) V = 1;
var matrix = [
1, 0, 0, 0, -V * 255,
0, 1, 0, 0, -V * 255,
0, 0, 1, 0, -V * 255,
0, 0, 0, 1, 0
];
camera.filters = [new ColorMatrixFilter(matrix)];
steps++;
}, camSteps);
}
public static function fadeBlack(camera:FlxCamera, camSteps:Int = 5, time:Float = 1):Void
{
var steps:Int = camSteps;
var stepsTotal:Int = camSteps;
var matrixDerp = [
1, 0, 0, 0, -1.0 * 255,
0, 1, 0, 0, -1.0 * 255,
0, 0, 1, 0, -1.0 * 255,
0, 0, 0, 1, 0
];
camera.filters = [new ColorMatrixFilter(matrixDerp)];
new FlxTimer().start(time / stepsTotal, _ -> {
var V:Float = (1 / stepsTotal) * steps;
if (steps == stepsTotal) V = 1;
var matrix = [
1, 0, 0, 0, -V * 255,
0, 1, 0, 0, -V * 255,
0, 0, 1, 0, -V * 255,
0, 0, 0, 1, 0
];
camera.filters = [new ColorMatrixFilter(matrix)];
steps--;
}, camSteps + 1);
}
}

View file

@ -0,0 +1,419 @@
package funkin.graphics;
import flixel.FlxBasic;
import flixel.FlxCamera;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.graphics.FlxGraphic;
import flixel.graphics.frames.FlxFrame;
import flixel.math.FlxMatrix;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.util.FlxColor;
import lime.graphics.cairo.Cairo;
import openfl.display.BitmapData;
import openfl.display.BlendMode;
import openfl.display.DisplayObjectRenderer;
import openfl.display.Graphics;
import openfl.display.OpenGLRenderer;
import openfl.display._internal.Context3DGraphics;
import openfl.display3D.Context3D;
import openfl.display3D.Context3DClearMask;
import openfl.filters.BitmapFilter;
import openfl.filters.BlurFilter;
import openfl.geom.ColorTransform;
import openfl.geom.Matrix;
import openfl.geom.Point;
import openfl.geom.Rectangle;
#if (js && html5)
import lime._internal.graphics.ImageCanvasUtil;
import openfl.display.CanvasRenderer;
import openfl.display._internal.CanvasGraphics as GfxRenderer;
#else
import openfl.display.CairoRenderer;
import openfl.display._internal.CairoGraphics as GfxRenderer;
#end
/**
* A modified `FlxSprite` that supports filters.
* The name's pretty much self-explanatory.
*/
@:access(openfl.geom.Rectangle)
@:access(openfl.filters.BitmapFilter)
@:access(flixel.graphics.frames.FlxFrame)
class FlxFilteredSprite extends FlxSprite
{
@:noCompletion var _renderer:FlxAnimateFilterRenderer = new FlxAnimateFilterRenderer();
@:noCompletion var _filterMatrix:FlxMatrix;
/**
* An `Array` of shader filters (aka `BitmapFilter`).
*/
public var filters(default, set):Array<BitmapFilter>;
/**
* a flag to update the image with the filters.
* Useful when trying to render a shader at all times.
*/
public var filterDirty:Bool = false;
@:noCompletion var filtered:Bool;
@:noCompletion var _blankFrame:FlxFrame;
var _filterBmp1:BitmapData;
var _filterBmp2:BitmapData;
override public function update(elapsed:Float)
{
super.update(elapsed);
if (!filterDirty && filters != null)
{
for (filter in filters)
{
if (filter.__renderDirty)
{
filterDirty = true;
break;
}
}
}
}
@:noCompletion
override function initVars():Void
{
super.initVars();
_filterMatrix = new FlxMatrix();
filters = null;
filtered = false;
}
override public function draw():Void
{
checkEmptyFrame();
if (alpha == 0 || _frame.type == FlxFrameType.EMPTY) return;
if (dirty) // rarely
calcFrame(useFramePixels);
if (filterDirty) filterFrame();
for (camera in cameras)
{
if (!camera.visible || !camera.exists || !isOnScreen(camera)) continue;
getScreenPosition(_point, camera).subtractPoint(offset);
if (isSimpleRender(camera)) drawSimple(camera);
else
drawComplex(camera);
#if FLX_DEBUG
FlxBasic.visibleCount++;
#end
}
#if FLX_DEBUG
if (FlxG.debugger.drawDebug) drawDebug();
#end
}
@:noCompletion
override function drawComplex(camera:FlxCamera):Void
{
_frame.prepareMatrix(_matrix, FlxFrameAngle.ANGLE_0, checkFlipX(), checkFlipY());
_matrix.concat(_filterMatrix);
_matrix.translate(-origin.x, -origin.y);
_matrix.scale(scale.x, scale.y);
if (bakedRotationAngle <= 0)
{
updateTrig();
if (angle != 0) _matrix.rotateWithTrig(_cosAngle, _sinAngle);
}
_point.add(origin.x, origin.y);
_matrix.translate(_point.x, _point.y);
if (isPixelPerfectRender(camera))
{
_matrix.tx = Math.floor(_matrix.tx);
_matrix.ty = Math.floor(_matrix.ty);
}
camera.drawPixels((filtered) ? _blankFrame : _frame, framePixels, _matrix, colorTransform, blend, antialiasing, shader);
}
@:noCompletion
function filterFrame()
{
filterDirty = false;
_filterMatrix.identity();
if (filters != null && filters.length > 0)
{
_flashRect.setEmpty();
for (filter in filters)
{
_flashRect.__expand(-filter.__leftExtension,
-filter.__topExtension, filter.__leftExtension
+ filter.__rightExtension,
filter.__topExtension
+ filter.__bottomExtension);
}
_flashRect.width += frameWidth;
_flashRect.height += frameHeight;
if (_blankFrame == null) _blankFrame = new FlxFrame(null);
if (_blankFrame.parent == null || _flashRect.width > _blankFrame.parent.width || _flashRect.height > _blankFrame.parent.height)
{
if (_blankFrame.parent != null)
{
_blankFrame.parent.destroy();
_filterBmp1.dispose();
_filterBmp2.dispose();
}
_blankFrame.parent = FlxGraphic.fromRectangle(Math.ceil(_flashRect.width * 1.25), Math.ceil(_flashRect.height * 1.25), 0, true);
_filterBmp1 = new BitmapData(_blankFrame.parent.width, _blankFrame.parent.height, 0);
_filterBmp2 = new BitmapData(_blankFrame.parent.width, _blankFrame.parent.height, 0);
}
_blankFrame.offset.copyFrom(_frame.offset);
_blankFrame.parent.bitmap = _renderer.applyFilter(_blankFrame.parent.bitmap, _filterBmp1, _filterBmp2, frame.parent.bitmap, filters, _flashRect,
frame.frame.copyToFlash());
_blankFrame.frame = FlxRect.get(0, 0, _blankFrame.parent.bitmap.width, _blankFrame.parent.bitmap.height);
_filterMatrix.translate(_flashRect.x, _flashRect.y);
_frame = _blankFrame.copyTo();
filtered = true;
}
else
{
resetFrame();
filtered = false;
}
}
@:noCompletion
function set_filters(value:Array<BitmapFilter>)
{
if (filters != value) filterDirty = true;
return filters = value;
}
@:noCompletion
override function set_frame(value:FlxFrame)
{
if (value != frame) filterDirty = true;
return super.set_frame(value);
}
override public function destroy()
{
super.destroy();
}
}
@:noCompletion
@:access(openfl.display.OpenGLRenderer)
@:access(openfl.filters.BitmapFilter)
@:access(openfl.geom.Rectangle)
@:access(openfl.display.Stage)
@:access(openfl.display.Graphics)
@:access(openfl.display.Shader)
@:access(openfl.display.BitmapData)
@:access(openfl.geom.ColorTransform)
@:access(openfl.display.DisplayObject)
@:access(openfl.display3D.Context3D)
@:access(openfl.display.CanvasRenderer)
@:access(openfl.display.CairoRenderer)
@:access(openfl.display3D.Context3D)
class FlxAnimateFilterRenderer
{
var renderer:OpenGLRenderer;
var context:Context3D;
public function new()
{
// context = new openfl.display3D.Context3D(null);
renderer = new OpenGLRenderer(FlxG.game.stage.context3D);
renderer.__worldTransform = new Matrix();
renderer.__worldColorTransform = new ColorTransform();
}
@:noCompletion function setRenderer(renderer:DisplayObjectRenderer, rect:Rectangle)
{
@:privateAccess
if (true)
{
var displayObject = FlxG.game;
var pixelRatio = FlxG.game.stage.__renderer.__pixelRatio;
var offsetX = rect.x > 0 ? Math.ceil(rect.x) : Math.floor(rect.x);
var offsetY = rect.y > 0 ? Math.ceil(rect.y) : Math.floor(rect.y);
if (renderer.__worldTransform == null)
{
renderer.__worldTransform = new Matrix();
renderer.__worldColorTransform = new ColorTransform();
}
if (displayObject.__cacheBitmapColorTransform == null) displayObject.__cacheBitmapColorTransform = new ColorTransform();
renderer.__stage = displayObject.stage;
renderer.__allowSmoothing = true;
renderer.__setBlendMode(NORMAL);
renderer.__worldAlpha = 1 / displayObject.__worldAlpha;
renderer.__worldTransform.identity();
renderer.__worldTransform.invert();
renderer.__worldTransform.concat(new Matrix());
renderer.__worldTransform.tx -= offsetX;
renderer.__worldTransform.ty -= offsetY;
renderer.__worldTransform.scale(pixelRatio, pixelRatio);
renderer.__pixelRatio = pixelRatio;
}
}
public function applyFilter(target:BitmapData = null, target1:BitmapData = null, target2:BitmapData = null, bmp:BitmapData, filters:Array<BitmapFilter>,
rect:Rectangle, bmpRect:Rectangle)
{
if (filters == null || filters.length == 0) return bmp;
renderer.__setBlendMode(NORMAL);
renderer.__worldAlpha = 1;
if (renderer.__worldTransform == null)
{
renderer.__worldTransform = new Matrix();
renderer.__worldColorTransform = new ColorTransform();
}
renderer.__worldTransform.identity();
renderer.__worldColorTransform.__identity();
var bitmap:BitmapData = (target == null) ? new BitmapData(Math.ceil(rect.width * 1.25), Math.ceil(rect.height * 1.25), true, 0) : target;
var bitmap2 = (target1 == null) ? new BitmapData(Math.ceil(rect.width * 1.25), Math.ceil(rect.height * 1.25), true, 0) : target1,
bitmap3 = (target2 == null) ? bitmap2.clone() : target2;
renderer.__setRenderTarget(bitmap);
bmp.__renderTransform.translate(Math.abs(rect.x) - bmpRect.x, Math.abs(rect.y) - bmpRect.y);
bmpRect.x = Math.abs(rect.x);
bmpRect.y = Math.abs(rect.y);
var bestResolution = renderer.__context3D.__backBufferWantsBestResolution;
renderer.__context3D.__backBufferWantsBestResolution = false;
renderer.__scissorRect(bmpRect);
renderer.__renderFilterPass(bmp, renderer.__defaultDisplayShader, true);
renderer.__scissorRect();
renderer.__context3D.__backBufferWantsBestResolution = bestResolution;
bmp.__renderTransform.identity();
var shader, cacheBitmap = null;
for (filter in filters)
{
if (filter.__preserveObject)
{
renderer.__setRenderTarget(bitmap3);
renderer.__renderFilterPass(bitmap, renderer.__defaultDisplayShader, filter.__smooth);
}
for (i in 0...filter.__numShaderPasses)
{
shader = filter.__initShader(renderer, i, (filter.__preserveObject) ? bitmap3 : null);
renderer.__setBlendMode(filter.__shaderBlendMode);
renderer.__setRenderTarget(bitmap2);
renderer.__renderFilterPass(bitmap, shader, filter.__smooth);
cacheBitmap = bitmap;
bitmap = bitmap2;
bitmap2 = cacheBitmap;
}
filter.__renderDirty = false;
}
if (target1 == null) bitmap2.dispose();
if (target2 == null) bitmap3.dispose();
// var gl = renderer.__gl;
// var renderBuffer = bitmap.getTexture(renderer.__context3D);
// @:privateAccess
// gl.readPixels(0, 0, bitmap.width, bitmap.height, renderBuffer.__format, gl.UNSIGNED_BYTE, bitmap.image.data);
// bitmap.image.version = 0;
// @:privateAccess
// bitmap.__textureVersion = -1;
return bitmap;
}
public function applyBlend(blend:BlendMode, bitmap:BitmapData)
{
bitmap.__update(false, true);
var bmp = new BitmapData(bitmap.width, bitmap.height, 0);
#if (js && html5)
ImageCanvasUtil.convertToCanvas(bmp.image);
@:privateAccess
var renderer = new CanvasRenderer(bmp.image.buffer.__srcContext);
#else
var renderer = new CairoRenderer(new Cairo(bmp.getSurface()));
#end
// setRenderer(renderer, bmp.rect);
var m = new Matrix();
var c = new ColorTransform();
renderer.__allowSmoothing = true;
renderer.__overrideBlendMode = blend;
renderer.__worldTransform = m;
renderer.__worldAlpha = 1;
renderer.__worldColorTransform = c;
renderer.__setBlendMode(blend);
#if (js && html5)
bmp.__drawCanvas(bitmap, renderer);
#else
bmp.__drawCairo(bitmap, renderer);
#end
return bitmap;
}
public function graphicstoBitmapData(gfx:Graphics)
{
if (gfx.__bounds == null) return null;
// var cacheRTT = renderer.__context3D.__state.renderToTexture;
// var cacheRTTDepthStencil = renderer.__context3D.__state.renderToTextureDepthStencil;
// var cacheRTTAntiAlias = renderer.__context3D.__state.renderToTextureAntiAlias;
// var cacheRTTSurfaceSelector = renderer.__context3D.__state.renderToTextureSurfaceSelector;
// var bmp = new BitmapData(Math.ceil(gfx.__width), Math.ceil(gfx.__height), 0);
// renderer.__context3D.setRenderToTexture(bmp.getTexture(renderer.__context3D));
// gfx.__owner.__renderTransform.identity();
// gfx.__renderTransform.identity();
// Context3DGraphics.render(gfx, renderer);
GfxRenderer.render(gfx, cast renderer.__softwareRenderer);
var bmp = gfx.__bitmap;
gfx.__bitmap = null;
// if (cacheRTT != null)
// {
// renderer.__context3D.setRenderToTexture(cacheRTT, cacheRTTDepthStencil, cacheRTTAntiAlias, cacheRTTSurfaceSelector);
// }
// else
// {
// renderer.__context3D.setRenderToBackBuffer();
// }
return bmp;
}
}

View file

@ -7,6 +7,10 @@ import flixel.tweens.FlxTween;
import openfl.display3D.textures.TextureBase;
import funkin.graphics.framebuffer.FixedBitmapData;
import openfl.display.BitmapData;
import flixel.math.FlxRect;
import flixel.math.FlxPoint;
import flixel.graphics.frames.FlxFrame;
import flixel.FlxCamera;
/**
* An FlxSprite with additional functionality.
@ -269,6 +273,103 @@ class FunkinSprite extends FlxSprite
return result;
}
@:access(flixel.FlxCamera)
override function getBoundingBox(camera:FlxCamera):FlxRect
{
getScreenPosition(_point, camera);
_rect.set(_point.x, _point.y, width, height);
_rect = camera.transformRect(_rect);
if (isPixelPerfectRender(camera))
{
_rect.width = _rect.width / this.scale.x;
_rect.height = _rect.height / this.scale.y;
_rect.x = _rect.x / this.scale.x;
_rect.y = _rect.y / this.scale.y;
_rect.floor();
_rect.x = _rect.x * this.scale.x;
_rect.y = _rect.y * this.scale.y;
_rect.width = _rect.width * this.scale.x;
_rect.height = _rect.height * this.scale.y;
}
return _rect;
}
/**
* Returns the screen position of this object.
*
* @param result Optional arg for the returning point
* @param camera The desired "screen" coordinate space. If `null`, `FlxG.camera` is used.
* @return The screen position of this object.
*/
public override function getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint
{
if (result == null) result = FlxPoint.get();
if (camera == null) camera = FlxG.camera;
result.set(x, y);
if (pixelPerfectPosition)
{
_rect.width = _rect.width / this.scale.x;
_rect.height = _rect.height / this.scale.y;
_rect.x = _rect.x / this.scale.x;
_rect.y = _rect.y / this.scale.y;
_rect.round();
_rect.x = _rect.x * this.scale.x;
_rect.y = _rect.y * this.scale.y;
_rect.width = _rect.width * this.scale.x;
_rect.height = _rect.height * this.scale.y;
}
return result.subtract(camera.scroll.x * scrollFactor.x, camera.scroll.y * scrollFactor.y);
}
override function drawSimple(camera:FlxCamera):Void
{
getScreenPosition(_point, camera).subtractPoint(offset);
if (isPixelPerfectRender(camera))
{
_point.x = _point.x / this.scale.x;
_point.y = _point.y / this.scale.y;
_point.round();
_point.x = _point.x * this.scale.x;
_point.y = _point.y * this.scale.y;
}
_point.copyToFlash(_flashPoint);
camera.copyPixels(_frame, framePixels, _flashRect, _flashPoint, colorTransform, blend, antialiasing);
}
override function drawComplex(camera:FlxCamera):Void
{
_frame.prepareMatrix(_matrix, FlxFrameAngle.ANGLE_0, checkFlipX(), checkFlipY());
_matrix.translate(-origin.x, -origin.y);
_matrix.scale(scale.x, scale.y);
if (bakedRotationAngle <= 0)
{
updateTrig();
if (angle != 0) _matrix.rotateWithTrig(_cosAngle, _sinAngle);
}
getScreenPosition(_point, camera).subtractPoint(offset);
_point.add(origin.x, origin.y);
_matrix.translate(_point.x, _point.y);
if (isPixelPerfectRender(camera))
{
_matrix.tx = Math.round(_matrix.tx / this.scale.x) * this.scale.x;
_matrix.ty = Math.round(_matrix.ty / this.scale.y) * this.scale.y;
}
camera.drawPixels(_frame, framePixels, _matrix, colorTransform, blend, antialiasing, shader);
}
public override function destroy():Void
{
frames = null;

View file

@ -4,8 +4,12 @@ import flixel.util.FlxSignal.FlxTypedSignal;
import flxanimate.FlxAnimate;
import flxanimate.FlxAnimate.Settings;
import flxanimate.frames.FlxAnimateFrames;
import flixel.graphics.frames.FlxFrame;
import flixel.system.FlxAssets.FlxGraphicAsset;
import openfl.display.BitmapData;
import openfl.utils.Assets;
import flixel.math.FlxPoint;
import flxanimate.animate.FlxKeyFrame;
/**
* A sprite which provides convenience functions for rendering a texture atlas with animations.
@ -18,16 +22,21 @@ class FlxAtlasSprite extends FlxAnimate
FrameRate: 24.0,
Reversed: false,
// ?OnComplete:Void -> Void,
ShowPivot: #if debug false #else false #end,
ShowPivot: false,
Antialiasing: true,
ScrollFactor: null,
// Offset: new FlxPoint(0, 0), // This is just FlxSprite.offset
};
/**
* Signal dispatched when an animation finishes playing.
* Signal dispatched when an animation advances to the next frame.
*/
public var onAnimationFinish:FlxTypedSignal<String->Void> = new FlxTypedSignal<String->Void>();
public var onAnimationFrame:FlxTypedSignal<String->Int->Void> = new FlxTypedSignal();
/**
* Signal dispatched when a non-looping animation finishes playing.
*/
public var onAnimationComplete:FlxTypedSignal<String->Void> = new FlxTypedSignal();
var currentAnimation:String;
@ -42,19 +51,28 @@ class FlxAtlasSprite extends FlxAnimate
throw 'Null path specified for FlxAtlasSprite!';
}
// Validate asset path.
if (!Assets.exists('${path}/Animation.json'))
{
throw 'FlxAtlasSprite does not have an Animation.json file at the specified path (${path})';
}
super(x, y, path, settings);
if (this.anim.curInstance == null)
if (this.anim.stageInstance == null)
{
throw 'FlxAtlasSprite not initialized properly. Are you sure the path (${path}) exists?';
}
onAnimationFinish.add(cleanupAnimation);
onAnimationComplete.add(cleanupAnimation);
// This defaults the sprite to play the first animation in the atlas,
// then pauses it. This ensures symbols are intialized properly.
this.anim.play('');
this.anim.pause();
this.anim.onComplete.add(_onAnimationComplete);
this.anim.onFrame.add(_onAnimationFrame);
}
/**
@ -62,9 +80,13 @@ class FlxAtlasSprite extends FlxAnimate
*/
public function listAnimations():Array<String>
{
if (this.anim == null) return [];
return this.anim.getFrameLabels();
// return [""];
var mainSymbol = this.anim.symbolDictionary[this.anim.stageInstance.symbol.name];
if (mainSymbol == null)
{
FlxG.log.error('FlxAtlasSprite does not have its main symbol!');
return [];
}
return mainSymbol.getFrameLabels().map(keyFrame -> keyFrame.name).filterNull();
}
/**
@ -73,7 +95,7 @@ class FlxAtlasSprite extends FlxAnimate
*/
public function hasAnimation(id:String):Bool
{
return getLabelIndex(id) != -1;
return getLabelIndex(id) != -1 || anim.symbolDictionary.exists(id);
}
/**
@ -84,22 +106,13 @@ class FlxAtlasSprite extends FlxAnimate
return this.currentAnimation;
}
/**
* `anim.finished` always returns false on looping animations,
* but this function will return true if we are on the last frame of the looping animation.
*/
public function isLoopFinished():Bool
{
if (this.anim == null) return false;
if (!this.anim.isPlaying) return false;
var _completeAnim:Bool = false;
// Reverse animation finished.
if (this.anim.reversed && this.anim.curFrame == 0) return true;
// Forward animation finished.
if (!this.anim.reversed && this.anim.curFrame >= (this.anim.length - 1)) return true;
var fr:FlxKeyFrame = null;
return false;
}
var looping:Bool = false;
public var ignoreExclusionPref:Array<String> = [];
/**
* Plays an animation.
@ -107,61 +120,86 @@ class FlxAtlasSprite extends FlxAnimate
* @param restart Whether to restart the animation if it is already playing.
* @param ignoreOther Whether to ignore all other animation inputs, until this one is done playing
* @param loop Whether to loop the animation
* @param startFrame The frame to start the animation on
* NOTE: `loop` and `ignoreOther` are not compatible with each other!
*/
public function playAnimation(id:String, restart:Bool = false, ignoreOther:Bool = false, ?loop:Bool = false):Void
public function playAnimation(id:String, restart:Bool = false, ignoreOther:Bool = false, loop:Bool = false, startFrame:Int = 0):Void
{
if (loop == null) loop = false;
// Skip if not allowed to play animations.
if ((!canPlayOtherAnims && !ignoreOther)) return;
if ((!canPlayOtherAnims))
{
if (this.currentAnimation == id && restart) {}
else if (ignoreExclusionPref != null && ignoreExclusionPref.length > 0)
{
var detected:Bool = false;
for (entry in ignoreExclusionPref)
{
if (StringTools.startsWith(id, entry))
{
detected = true;
break;
}
}
if (!detected) return;
}
else
return;
}
if (anim == null) return;
if (id == null || id == '') id = this.currentAnimation;
if (this.currentAnimation == id && !restart)
{
if (anim.isPlaying)
if (!anim.isPlaying)
{
// Skip if animation is already playing.
return;
}
else
{
// Resume animation if it's paused.
anim.play('', false, false);
}
}
if (fr != null) anim.curFrame = fr.index + startFrame;
else
anim.curFrame = startFrame;
// Skip if the animation doesn't exist
if (!hasAnimation(id))
// Resume animation if it's paused.
anim.resume();
}
return;
}
else if (!hasAnimation(id))
{
// Skip if the animation doesn't exist
trace('Animation ' + id + ' not found');
return;
}
anim.callback = function(_, frame:Int) {
var offset = loop ? 0 : -1;
this.currentAnimation = id;
anim.onComplete.removeAll();
anim.onComplete.add(function() {
_onAnimationComplete();
});
var frameLabel = anim.getFrameLabel(id);
if (frame == (frameLabel.duration + offset) + frameLabel.index)
{
if (loop)
{
playAnimation(id, true, false, true);
}
else
{
onAnimationFinish.dispatch(id);
}
}
};
looping = loop;
// Prevent other animations from playing if `ignoreOther` is true.
if (ignoreOther) canPlayOtherAnims = false;
// Move to the first frame of the animation.
goToFrameLabel(id);
this.currentAnimation = id;
// goToFrameLabel(id);
trace('Playing animation $id');
if ((id == null || id == "") || this.anim.symbolDictionary.exists(id) || (this.anim.getByName(id) != null))
{
this.anim.play(id, restart, false, startFrame);
this.currentAnimation = anim.curSymbol.name;
fr = null;
}
// Only call goToFrameLabel if there is a frame label with that name. This prevents annoying warnings!
if (getFrameLabelNames().indexOf(id) != -1)
{
goToFrameLabel(id);
fr = anim.getFrameLabel(id);
anim.curFrame += startFrame;
}
}
override public function update(elapsed:Float)
@ -169,6 +207,29 @@ class FlxAtlasSprite extends FlxAnimate
super.update(elapsed);
}
/**
* Returns true if the animation has finished playing.
* Never true if animation is configured to loop.
*/
public function isAnimationFinished():Bool
{
return this.anim.finished;
}
/**
* Returns true if the animation has reached the last frame.
* Can be true even if animation is configured to loop.
*/
public function isLoopComplete():Bool
{
if (this.anim == null) return false;
if (!this.anim.isPlaying) return false;
if (fr != null) return (anim.reversed && anim.curFrame < fr.index || !anim.reversed && anim.curFrame >= (fr.index + fr.duration));
return (anim.reversed && anim.curFrame == 0 || !(anim.reversed) && (anim.curFrame) >= (anim.length - 1));
}
/**
* Stops the current animation.
*/
@ -192,6 +253,18 @@ class FlxAtlasSprite extends FlxAnimate
this.anim.goToFrameLabel(label);
}
function getFrameLabelNames(?layer:haxe.extern.EitherType<Int, String> = null)
{
var labels = this.anim.getFrameLabels(layer);
var array = [];
for (label in labels)
{
array.push(label.name);
}
return array;
}
function getNextFrameLabel(label:String):String
{
return listAnimations()[(getLabelIndex(label) + 1) % listAnimations().length];
@ -213,4 +286,95 @@ class FlxAtlasSprite extends FlxAnimate
// this.currentAnimation = null;
this.anim.pause();
}
function _onAnimationFrame(frame:Int):Void
{
if (currentAnimation != null)
{
onAnimationFrame.dispatch(currentAnimation, frame);
if (isLoopComplete())
{
anim.pause();
_onAnimationComplete();
if (looping)
{
anim.curFrame = (fr != null) ? fr.index : 0;
anim.resume();
}
else if (fr != null && anim.curFrame != anim.length - 1)
{
anim.curFrame--;
}
}
}
}
function _onAnimationComplete():Void
{
if (currentAnimation != null)
{
onAnimationComplete.dispatch(currentAnimation);
}
else
{
onAnimationComplete.dispatch('');
}
}
var prevFrames:Map<Int, FlxFrame> = [];
public function replaceFrameGraphic(index:Int, ?graphic:FlxGraphicAsset):Void
{
if (graphic == null || !Assets.exists(graphic))
{
var prevFrame:Null<FlxFrame> = prevFrames.get(index);
if (prevFrame == null) return;
prevFrame.copyTo(frames.getByIndex(index));
return;
}
var prevFrame:FlxFrame = prevFrames.get(index) ?? frames.getByIndex(index).copyTo();
prevFrames.set(index, prevFrame);
var frame = FlxG.bitmap.add(graphic).imageFrame.frame;
frame.copyTo(frames.getByIndex(index));
// Additional sizing fix.
@:privateAccess
if (true)
{
var frame = frames.getByIndex(index);
frame.tileMatrix[0] = prevFrame.frame.width / frame.frame.width;
frame.tileMatrix[3] = prevFrame.frame.height / frame.frame.height;
}
}
public function getBasePosition():Null<FlxPoint>
{
// var stagePos = new FlxPoint(anim.stageInstance.matrix.tx, anim.stageInstance.matrix.ty);
var instancePos = new FlxPoint(anim.curInstance.matrix.tx, anim.curInstance.matrix.ty);
var firstElement = anim.curSymbol.timeline?.get(0)?.get(0)?.get(0);
if (firstElement == null) return instancePos;
var firstElementPos = new FlxPoint(firstElement.matrix.tx, firstElement.matrix.ty);
return instancePos + firstElementPos;
}
public function getPivotPosition():Null<FlxPoint>
{
return anim.curInstance.symbol.transformationPoint;
}
public override function destroy():Void
{
for (prevFrameId in prevFrames.keys())
{
replaceFrameGraphic(prevFrameId, null);
}
super.destroy();
}
}

View file

@ -0,0 +1,55 @@
package funkin.graphics.shaders;
import flixel.addons.display.FlxRuntimeShader;
import funkin.Paths;
import openfl.utils.Assets;
class AdjustColorShader extends FlxRuntimeShader
{
public var hue(default, set):Float;
public var saturation(default, set):Float;
public var brightness(default, set):Float;
public var contrast(default, set):Float;
public function new()
{
super(Assets.getText(Paths.frag('adjustColor')));
// FlxG.debugger.addTrackerProfile(new TrackerProfile(HSVShader, ['hue', 'saturation', 'brightness', 'contrast']));
hue = 0;
saturation = 0;
brightness = 0;
contrast = 0;
}
function set_hue(value:Float):Float
{
this.setFloat('hue', value);
this.hue = value;
return this.hue;
}
function set_saturation(value:Float):Float
{
this.setFloat('saturation', value);
this.saturation = value;
return this.saturation;
}
function set_brightness(value:Float):Float
{
this.setFloat('brightness', value);
this.brightness = value;
return this.brightness;
}
function set_contrast(value:Float):Float
{
this.setFloat('contrast', value);
this.contrast = value;
return this.contrast;
}
}

View file

@ -1,12 +1,25 @@
package funkin.graphics.shaders;
import flixel.system.FlxAssets.FlxShader;
import flixel.util.FlxColor;
class AngleMask extends FlxShader
{
public var extraColor(default, set):FlxColor = 0xFFFFFFFF;
function set_extraColor(value:FlxColor):FlxColor
{
extraTint.value = [value.redFloat, value.greenFloat, value.blueFloat];
this.extraColor = value;
return this.extraColor;
}
@:glFragmentSource('
#pragma header
uniform vec3 extraTint;
uniform vec2 endPosition;
vec2 hash22(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));
@ -69,6 +82,7 @@ class AngleMask extends FlxShader
void main() {
vec4 col = antialias(openfl_TextureCoordv);
col.xyz = col.xyz * extraTint.xyz;
// col.xyz = gamma(col.xyz);
gl_FragColor = col;
}')
@ -77,5 +91,6 @@ class AngleMask extends FlxShader
super();
endPosition.value = [90, 100]; // 100 AS DEFAULT WORKS NICELY FOR FREEPLAY?
extraTint.value = [1, 1, 1];
}
}

View file

@ -0,0 +1,51 @@
package funkin.graphics.shaders;
import flixel.system.FlxAssets.FlxShader;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
class BlueFade extends FlxShader
{
public var fadeVal(default, set):Float;
function set_fadeVal(val:Float):Float
{
fadeAmt.value = [val];
fadeVal = val;
// trace(fadeVal);
return val;
}
public function fade(startAmt:Float = 0, targetAmt:Float = 1, duration:Float, _options:TweenOptions):Void
{
fadeVal = startAmt;
FlxTween.tween(this, {fadeVal: targetAmt}, duration, _options);
}
@:glFragmentSource('
#pragma header
// Value from (0, 1)
uniform float fadeAmt;
// fade the image to blue as it fades to black
void main()
{
vec4 tex = flixel_texture2D(bitmap, openfl_TextureCoordv);
vec4 finalColor = mix(vec4(vec4(0.0, 0.0, tex.b, tex.a) * fadeAmt), vec4(tex * fadeAmt), fadeAmt);
// Output to screen
gl_FragColor = finalColor;
}
')
public function new()
{
super();
this.fadeVal = 1;
}
}

View file

@ -0,0 +1,23 @@
package funkin.graphics.shaders;
import flixel.addons.display.FlxRuntimeShader;
import openfl.utils.Assets;
import funkin.Paths;
import flixel.math.FlxPoint;
class MosaicEffect extends FlxRuntimeShader
{
public var blockSize:FlxPoint = FlxPoint.get(1.0, 1.0);
public function new()
{
super(Assets.getText(Paths.frag('mosaic')));
setBlockSize(1.0, 1.0);
}
public function setBlockSize(w:Float, h:Float)
{
blockSize.set(w, h);
setFloatArray("uBlocksize", [w, h]);
}
}

View file

@ -2,6 +2,7 @@ package funkin.graphics.shaders;
import flixel.FlxCamera;
import flixel.FlxG;
import flixel.graphics.frames.FlxFrame;
import flixel.addons.display.FlxRuntimeShader;
import lime.graphics.opengl.GLProgram;
import lime.utils.Log;
@ -32,6 +33,9 @@ class RuntimePostEffectShader extends FlxRuntimeShader
// equals (camera.viewLeft, camera.viewTop, camera.viewRight, camera.viewBottom)
uniform vec4 uCameraBounds;
// equals (frame.left, frame.top, frame.right, frame.bottom)
uniform vec4 uFrameBounds;
// screen coord -> world coord conversion
// returns world coord in px
vec2 screenToWorld(vec2 screenCoord) {
@ -56,6 +60,25 @@ class RuntimePostEffectShader extends FlxRuntimeShader
return (worldCoord - offset) / scale;
}
// screen coord -> frame coord conversion
// returns normalized frame coord
vec2 screenToFrame(vec2 screenCoord) {
float left = uFrameBounds.x;
float top = uFrameBounds.y;
float right = uFrameBounds.z;
float bottom = uFrameBounds.w;
float width = right - left;
float height = bottom - top;
float clampedX = clamp(screenCoord.x, left, right);
float clampedY = clamp(screenCoord.y, top, bottom);
return vec2(
(clampedX - left) / (width),
(clampedY - top) / (height)
);
}
// internally used to get the maximum `openfl_TextureCoordv`
vec2 bitmapCoordScale() {
return openfl_TextureCoordv / screenCoord;
@ -80,6 +103,8 @@ class RuntimePostEffectShader extends FlxRuntimeShader
{
super(fragmentSource, null, glVersion);
uScreenResolution.value = [FlxG.width, FlxG.height];
uCameraBounds.value = [0, 0, FlxG.width, FlxG.height];
uFrameBounds.value = [0, 0, FlxG.width, FlxG.height];
}
// basically `updateViewInfo(FlxG.width, FlxG.height, FlxG.camera)` is good
@ -89,6 +114,12 @@ class RuntimePostEffectShader extends FlxRuntimeShader
uCameraBounds.value = [camera.viewLeft, camera.viewTop, camera.viewRight, camera.viewBottom];
}
public function updateFrameInfo(frame:FlxFrame)
{
// NOTE: uv.width is actually the right pos and uv.height is the bottom pos
uFrameBounds.value = [frame.uv.x, frame.uv.y, frame.uv.width, frame.uv.height];
}
override function __createGLProgram(vertexSource:String, fragmentSource:String):GLProgram
{
try

View file

@ -4,6 +4,7 @@ import flixel.system.FlxAssets.FlxShader;
import openfl.display.BitmapData;
import openfl.display.ShaderParameter;
import openfl.display.ShaderParameterType;
import flixel.util.FlxColor;
import openfl.utils.Assets;
typedef Light =
@ -32,6 +33,14 @@ class RuntimeRainShader extends RuntimePostEffectShader
return time = value;
}
public var spriteMode(default, set):Bool = false;
function set_spriteMode(value:Bool):Bool
{
this.setBool('uSpriteMode', value);
return spriteMode = 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.
@ -86,6 +95,14 @@ class RuntimeRainShader extends RuntimePostEffectShader
return mask = value;
}
public var rainColor(default, set):FlxColor;
function set_rainColor(color:FlxColor):FlxColor
{
this.setFloatArray("uRainColor", [color.red / 255, color.green / 255, color.blue / 255]);
return rainColor = color;
}
public var lightMap(default, set):BitmapData;
function set_lightMap(value:BitmapData):BitmapData
@ -105,6 +122,7 @@ class RuntimeRainShader extends RuntimePostEffectShader
public function new()
{
super(Assets.getText(Paths.frag('rain')));
this.rainColor = 0xFF6680cc;
}
public function update(elapsed:Float):Void

View file

@ -0,0 +1,48 @@
package funkin.graphics.shaders;
import flixel.system.FlxAssets.FlxShader;
import flixel.util.FlxColor;
import openfl.display.BitmapData;
class TextureSwap extends FlxShader
{
public var swappedImage(default, set):BitmapData;
public var amount(default, set):Float;
function set_swappedImage(_bitmapData:BitmapData):BitmapData
{
image.input = _bitmapData;
return _bitmapData;
}
function set_amount(val:Float):Float
{
fadeAmount.value = [val];
return val;
}
@:glFragmentSource('
#pragma header
uniform sampler2D image;
uniform float fadeAmount;
void main()
{
vec4 tex = flixel_texture2D(bitmap, openfl_TextureCoordv);
vec4 tex2 = flixel_texture2D(image, openfl_TextureCoordv);
vec4 finalColor = mix(tex, vec4(tex2.rgb, tex.a), fadeAmount);
gl_FragColor = finalColor;
}
')
public function new()
{
super();
this.amount = 1;
}
}

View file

@ -31,6 +31,7 @@ class Controls extends FlxActionSet
* Uses FlxActions to funnel various inputs to a single action.
*/
var _ui_up = new FunkinAction(Action.UI_UP);
var _ui_left = new FunkinAction(Action.UI_LEFT);
var _ui_right = new FunkinAction(Action.UI_RIGHT);
var _ui_down = new FunkinAction(Action.UI_DOWN);
@ -63,6 +64,7 @@ class Controls extends FlxActionSet
var _freeplay_favorite = new FunkinAction(Action.FREEPLAY_FAVORITE);
var _freeplay_left = new FunkinAction(Action.FREEPLAY_LEFT);
var _freeplay_right = new FunkinAction(Action.FREEPLAY_RIGHT);
var _freeplay_char_select = new FunkinAction(Action.FREEPLAY_CHAR_SELECT);
var _cutscene_advance = new FunkinAction(Action.CUTSCENE_ADVANCE);
var _debug_menu = new FunkinAction(Action.DEBUG_MENU);
var _debug_chart = new FunkinAction(Action.DEBUG_CHART);
@ -261,6 +263,11 @@ class Controls extends FlxActionSet
inline function get_FREEPLAY_RIGHT()
return _freeplay_right.check();
public var FREEPLAY_CHAR_SELECT(get, never):Bool;
inline function get_FREEPLAY_CHAR_SELECT()
return _freeplay_char_select.check();
public var CUTSCENE_ADVANCE(get, never):Bool;
inline function get_CUTSCENE_ADVANCE()
@ -317,6 +324,7 @@ class Controls extends FlxActionSet
add(_freeplay_favorite);
add(_freeplay_left);
add(_freeplay_right);
add(_freeplay_char_select);
add(_cutscene_advance);
add(_debug_menu);
add(_debug_chart);
@ -325,19 +333,18 @@ class Controls extends FlxActionSet
add(_volume_down);
add(_volume_mute);
for (action in digitalActions) {
if (Std.isOfType(action, FunkinAction)) {
for (action in digitalActions)
{
if (Std.isOfType(action, FunkinAction))
{
var funkinAction:FunkinAction = cast action;
byName[funkinAction.name] = funkinAction;
if (funkinAction.namePressed != null)
byName[funkinAction.namePressed] = funkinAction;
if (funkinAction.nameReleased != null)
byName[funkinAction.nameReleased] = funkinAction;
if (funkinAction.namePressed != null) byName[funkinAction.namePressed] = funkinAction;
if (funkinAction.nameReleased != null) byName[funkinAction.nameReleased] = funkinAction;
}
}
if (scheme == null)
scheme = None;
if (scheme == null) scheme = None;
setKeyboardScheme(scheme, false);
}
@ -349,63 +356,81 @@ class Controls extends FlxActionSet
public function check(name:Action, trigger:FlxInputState = JUST_PRESSED, gamepadOnly:Bool = false):Bool
{
#if debug
if (!byName.exists(name))
throw 'Invalid name: $name';
#if FEATURE_DEBUG_FUNCTIONS
if (!byName.exists(name)) throw 'Invalid name: $name';
#end
var action = byName[name];
if (gamepadOnly)
return action.checkFiltered(trigger, GAMEPAD);
if (gamepadOnly) return action.checkFiltered(trigger, GAMEPAD);
else
return action.checkFiltered(trigger);
}
public function getKeysForAction(name:Action):Array<FlxKey> {
#if debug
if (!byName.exists(name))
throw 'Invalid name: $name';
public function getKeysForAction(name:Action):Array<FlxKey>
{
#if FEATURE_DEBUG_FUNCTIONS
if (!byName.exists(name)) throw 'Invalid name: $name';
#end
// TODO: Revert to `.map().filter()` once HashLink doesn't complain anymore.
var result:Array<FlxKey> = [];
for (input in byName[name].inputs) {
for (input in byName[name].inputs)
{
if (input.device == KEYBOARD) result.push(input.inputID);
}
return result;
}
public function getButtonsForAction(name:Action):Array<FlxGamepadInputID> {
#if debug
if (!byName.exists(name))
throw 'Invalid name: $name';
public function getButtonsForAction(name:Action):Array<FlxGamepadInputID>
{
#if FEATURE_DEBUG_FUNCTIONS
if (!byName.exists(name)) throw 'Invalid name: $name';
#end
var result:Array<FlxGamepadInputID> = [];
for (input in byName[name].inputs) {
for (input in byName[name].inputs)
{
if (input.device == GAMEPAD) result.push(input.inputID);
}
return result;
}
public function getDialogueName(action:FlxActionDigital):String
public function getDialogueName(action:FlxActionDigital, ?ignoreSurrounding:Bool = false):String
{
var input = action.inputs[0];
return switch (input.device)
if (ignoreSurrounding == false)
{
case KEYBOARD: return '[${(input.inputID : FlxKey)}]';
case GAMEPAD: return '(${(input.inputID : FlxGamepadInputID)})';
case device: throw 'unhandled device: $device';
return switch (input.device)
{
case KEYBOARD: return '[${(input.inputID : FlxKey)}]';
case GAMEPAD: return '(${(input.inputID : FlxGamepadInputID)})';
case device: throw 'unhandled device: $device';
}
}
else
{
return switch (input.device)
{
case KEYBOARD: return '${(input.inputID : FlxKey)}';
case GAMEPAD: return '${(input.inputID : FlxGamepadInputID)}';
case device: throw 'unhandled device: $device';
}
}
}
public function getDialogueNameFromToken(token:String):String
public function getDialogueNameFromToken(token:String, ?ignoreSurrounding:Bool = false):String
{
return getDialogueName(getActionFromControl(Control.createByName(token.toUpperCase())));
return getDialogueName(getActionFromControl(Control.createByName(token.toUpperCase())), ignoreSurrounding);
}
public function getDialogueNameFromControl(control:Control, ?ignoreSurrounding:Bool = false):String
{
return getDialogueName(getActionFromControl(control), ignoreSurrounding);
}
function getActionFromControl(control:Control):FlxActionDigital
{
return switch(control)
return switch (control)
{
case UI_UP: _ui_up;
case UI_DOWN: _ui_down;
@ -424,6 +449,7 @@ class Controls extends FlxActionSet
case FREEPLAY_FAVORITE: _freeplay_favorite;
case FREEPLAY_LEFT: _freeplay_left;
case FREEPLAY_RIGHT: _freeplay_right;
case FREEPLAY_CHAR_SELECT: _freeplay_char_select;
case CUTSCENE_ADVANCE: _cutscene_advance;
case DEBUG_MENU: _debug_menu;
case DEBUG_CHART: _debug_chart;
@ -448,7 +474,7 @@ class Controls extends FlxActionSet
*/
function forEachBound(control:Control, func:FlxActionDigital->FlxInputState->Void)
{
switch(control)
switch (control)
{
case UI_UP:
func(_ui_up, PRESSED);
@ -500,6 +526,8 @@ class Controls extends FlxActionSet
func(_freeplay_left, JUST_PRESSED);
case FREEPLAY_RIGHT:
func(_freeplay_right, JUST_PRESSED);
case FREEPLAY_CHAR_SELECT:
func(_freeplay_char_select, JUST_PRESSED);
case CUTSCENE_ADVANCE:
func(_cutscene_advance, JUST_PRESSED);
case DEBUG_MENU:
@ -519,10 +547,9 @@ class Controls extends FlxActionSet
public function replaceBinding(control:Control, device:Device, toAdd:Int, toRemove:Int)
{
if (toAdd == toRemove)
return;
if (toAdd == toRemove) return;
switch(device)
switch (device)
{
case Keys:
forEachBound(control, function(action, state) replaceKey(action, toAdd, toRemove, state));
@ -534,7 +561,8 @@ class Controls extends FlxActionSet
function replaceKey(action:FlxActionDigital, toAdd:FlxKey, toRemove:FlxKey, state:FlxInputState)
{
if (action.inputs.length == 0) {
if (action.inputs.length == 0)
{
// Add the keybind, don't replace.
addKeys(action, [toAdd], state);
return;
@ -548,34 +576,44 @@ class Controls extends FlxActionSet
if (input.device == KEYBOARD && input.inputID == toRemove)
{
if (toAdd == FlxKey.NONE) {
if (toAdd == FlxKey.NONE)
{
// Remove the keybind, don't replace.
action.inputs.remove(input);
} else {
}
else
{
// Replace the keybind.
@:privateAccess
action.inputs[i].inputID = toAdd;
}
hasReplaced = true;
} else if (input.device == KEYBOARD && input.inputID == toAdd) {
}
else if (input.device == KEYBOARD && input.inputID == toAdd)
{
// This key is already bound!
if (hasReplaced) {
if (hasReplaced)
{
// Remove the duplicate keybind, don't replace.
action.inputs.remove(input);
} else {
}
else
{
hasReplaced = true;
}
}
}
if (!hasReplaced) {
if (!hasReplaced)
{
addKeys(action, [toAdd], state);
}
}
function replaceButton(action:FlxActionDigital, deviceID:Int, toAdd:FlxGamepadInputID, toRemove:FlxGamepadInputID, state:FlxInputState)
{
if (action.inputs.length == 0) {
if (action.inputs.length == 0)
{
addButtons(action, [toAdd], state, deviceID);
return;
}
@ -594,7 +632,8 @@ class Controls extends FlxActionSet
}
}
if (!hasReplaced) {
if (!hasReplaced)
{
addButtons(action, [toAdd], state, deviceID);
}
}
@ -606,18 +645,16 @@ class Controls extends FlxActionSet
var action = controls.byName[name];
for (input in action.inputs)
{
if (device == null || isDevice(input, device))
byName[name].add(cast input);
if (device == null || isDevice(input, device)) byName[name].add(cast input);
}
}
switch(device)
switch (device)
{
case null:
// add all
for (gamepad in controls.gamepadsAdded)
if (gamepadsAdded.indexOf(gamepad) == -1)
gamepadsAdded.push(gamepad);
if (gamepadsAdded.indexOf(gamepad) == -1) gamepadsAdded.push(gamepad);
mergeKeyboardScheme(controls.keyboardScheme);
@ -637,7 +674,7 @@ class Controls extends FlxActionSet
{
if (scheme != None)
{
switch(keyboardScheme)
switch (keyboardScheme)
{
case None:
keyboardScheme = scheme;
@ -672,7 +709,8 @@ class Controls extends FlxActionSet
static function addKeys(action:FlxActionDigital, keys:Array<FlxKey>, state:FlxInputState)
{
for (key in keys) {
for (key in keys)
{
if (key == FlxKey.NONE) continue; // Ignore unbound keys.
action.addKey(key, state);
}
@ -684,15 +722,13 @@ class Controls extends FlxActionSet
while (i-- > 0)
{
var input = action.inputs[i];
if (input.device == KEYBOARD && keys.indexOf(cast input.inputID) != -1)
action.remove(input);
if (input.device == KEYBOARD && keys.indexOf(cast input.inputID) != -1) action.remove(input);
}
}
public function setKeyboardScheme(scheme:KeyboardScheme, reset = true)
{
if (reset)
removeKeyboard();
if (reset) removeKeyboard();
keyboardScheme = scheme;
@ -713,6 +749,7 @@ class Controls extends FlxActionSet
bindKeys(Control.FREEPLAY_FAVORITE, getDefaultKeybinds(scheme, Control.FREEPLAY_FAVORITE));
bindKeys(Control.FREEPLAY_LEFT, getDefaultKeybinds(scheme, Control.FREEPLAY_LEFT));
bindKeys(Control.FREEPLAY_RIGHT, getDefaultKeybinds(scheme, Control.FREEPLAY_RIGHT));
bindKeys(Control.FREEPLAY_CHAR_SELECT, getDefaultKeybinds(scheme, Control.FREEPLAY_CHAR_SELECT));
bindKeys(Control.CUTSCENE_ADVANCE, getDefaultKeybinds(scheme, Control.CUTSCENE_ADVANCE));
bindKeys(Control.DEBUG_MENU, getDefaultKeybinds(scheme, Control.DEBUG_MENU));
bindKeys(Control.DEBUG_CHART, getDefaultKeybinds(scheme, Control.DEBUG_CHART));
@ -724,10 +761,13 @@ class Controls extends FlxActionSet
bindMobileLol();
}
function getDefaultKeybinds(scheme:KeyboardScheme, control:Control):Array<FlxKey> {
switch (scheme) {
function getDefaultKeybinds(scheme:KeyboardScheme, control:Control):Array<FlxKey>
{
switch (scheme)
{
case Solo:
switch (control) {
switch (control)
{
case Control.UI_UP: return [W, FlxKey.UP];
case Control.UI_DOWN: return [S, FlxKey.DOWN];
case Control.UI_LEFT: return [A, FlxKey.LEFT];
@ -745,6 +785,7 @@ class Controls extends FlxActionSet
case Control.FREEPLAY_FAVORITE: return [F]; // Favorite a song on the menu
case Control.FREEPLAY_LEFT: return [Q]; // Switch tabs on the menu
case Control.FREEPLAY_RIGHT: return [E]; // Switch tabs on the menu
case Control.FREEPLAY_CHAR_SELECT: return [TAB];
case Control.CUTSCENE_ADVANCE: return [Z, ENTER];
case Control.DEBUG_MENU: return [GRAVEACCENT];
case Control.DEBUG_CHART: return [];
@ -754,7 +795,8 @@ class Controls extends FlxActionSet
case Control.VOLUME_MUTE: return [ZERO, NUMPADZERO];
}
case Duo(true):
switch (control) {
switch (control)
{
case Control.UI_UP: return [W];
case Control.UI_DOWN: return [S];
case Control.UI_LEFT: return [A];
@ -772,6 +814,7 @@ class Controls extends FlxActionSet
case Control.FREEPLAY_FAVORITE: return [F]; // Favorite a song on the menu
case Control.FREEPLAY_LEFT: return [Q]; // Switch tabs on the menu
case Control.FREEPLAY_RIGHT: return [E]; // Switch tabs on the menu
case Control.FREEPLAY_CHAR_SELECT: return [TAB];
case Control.CUTSCENE_ADVANCE: return [G, Z];
case Control.DEBUG_MENU: return [GRAVEACCENT];
case Control.DEBUG_CHART: return [];
@ -779,10 +822,10 @@ class Controls extends FlxActionSet
case Control.VOLUME_UP: return [PLUS];
case Control.VOLUME_DOWN: return [MINUS];
case Control.VOLUME_MUTE: return [ZERO];
}
case Duo(false):
switch (control) {
switch (control)
{
case Control.UI_UP: return [FlxKey.UP];
case Control.UI_DOWN: return [FlxKey.DOWN];
case Control.UI_LEFT: return [FlxKey.LEFT];
@ -800,6 +843,7 @@ class Controls extends FlxActionSet
case Control.FREEPLAY_FAVORITE: return [];
case Control.FREEPLAY_LEFT: return [];
case Control.FREEPLAY_RIGHT: return [];
case Control.FREEPLAY_CHAR_SELECT: return [];
case Control.CUTSCENE_ADVANCE: return [ENTER];
case Control.DEBUG_MENU: return [];
case Control.DEBUG_CHART: return [];
@ -807,7 +851,6 @@ class Controls extends FlxActionSet
case Control.VOLUME_UP: return [NUMPADPLUS];
case Control.VOLUME_DOWN: return [NUMPADMINUS];
case Control.VOLUME_MUTE: return [NUMPADZERO];
}
default:
// Fallthrough.
@ -834,8 +877,7 @@ class Controls extends FlxActionSet
#end
#if android
forEachBound(Control.BACK, function(action, pres)
{
forEachBound(Control.BACK, function(action, pres) {
action.add(new FlxActionInputDigitalAndroid(FlxAndroidKey.BACK, JUST_PRESSED));
});
#end
@ -849,8 +891,7 @@ class Controls extends FlxActionSet
while (i-- > 0)
{
var input = action.inputs[i];
if (input.device == KEYBOARD)
action.remove(input);
if (input.device == KEYBOARD) action.remove(input);
}
}
}
@ -862,11 +903,13 @@ class Controls extends FlxActionSet
fromSaveData(padData, Gamepad(id));
}
public function getGamepadIds():Array<Int> {
public function getGamepadIds():Array<Int>
{
return gamepadsAdded;
}
public function getGamepads():Array<FlxGamepad> {
public function getGamepads():Array<FlxGamepad>
{
return [for (id in gamepadsAdded) FlxG.gamepads.getByID(id)];
}
@ -886,8 +929,7 @@ class Controls extends FlxActionSet
while (i-- > 0)
{
var input = action.inputs[i];
if (isGamepad(input, deviceID))
action.remove(input);
if (isGamepad(input, deviceID)) action.remove(input);
}
}
@ -924,32 +966,58 @@ class Controls extends FlxActionSet
]);
}
function getDefaultGamepadBinds(control:Control):Array<FlxGamepadInputID> {
switch(control) {
case Control.ACCEPT: return [#if switch B #else A #end];
case Control.BACK: return [#if switch A #else B #end];
case Control.UI_UP: return [DPAD_UP, LEFT_STICK_DIGITAL_UP];
case Control.UI_DOWN: return [DPAD_DOWN, LEFT_STICK_DIGITAL_DOWN];
case Control.UI_LEFT: return [DPAD_LEFT, LEFT_STICK_DIGITAL_LEFT];
case Control.UI_RIGHT: return [DPAD_RIGHT, LEFT_STICK_DIGITAL_RIGHT];
case Control.NOTE_UP: return [DPAD_UP, Y, LEFT_STICK_DIGITAL_UP, RIGHT_STICK_DIGITAL_UP];
case Control.NOTE_DOWN: return [DPAD_DOWN, A, LEFT_STICK_DIGITAL_DOWN, RIGHT_STICK_DIGITAL_DOWN];
case Control.NOTE_LEFT: return [DPAD_LEFT, X, LEFT_STICK_DIGITAL_LEFT, RIGHT_STICK_DIGITAL_LEFT];
case Control.NOTE_RIGHT: return [DPAD_RIGHT, B, LEFT_STICK_DIGITAL_RIGHT, RIGHT_STICK_DIGITAL_RIGHT];
case Control.PAUSE: return [START];
case Control.RESET: return [FlxGamepadInputID.BACK]; // Back (i.e. Select)
case Control.WINDOW_FULLSCREEN: [];
case Control.WINDOW_SCREENSHOT: [];
case Control.CUTSCENE_ADVANCE: return [A];
case Control.FREEPLAY_FAVORITE: [FlxGamepadInputID.BACK]; // Back (i.e. Select)
case Control.FREEPLAY_LEFT: [LEFT_SHOULDER];
case Control.FREEPLAY_RIGHT: [RIGHT_SHOULDER];
case Control.VOLUME_UP: [];
case Control.VOLUME_DOWN: [];
case Control.VOLUME_MUTE: [];
case Control.DEBUG_MENU: [];
case Control.DEBUG_CHART: [];
case Control.DEBUG_STAGE: [];
function getDefaultGamepadBinds(control:Control):Array<FlxGamepadInputID>
{
switch (control)
{
case Control.ACCEPT:
return [#if switch B #else A #end];
case Control.BACK:
return [#if switch A #else B #end];
case Control.UI_UP:
return [DPAD_UP, LEFT_STICK_DIGITAL_UP];
case Control.UI_DOWN:
return [DPAD_DOWN, LEFT_STICK_DIGITAL_DOWN];
case Control.UI_LEFT:
return [DPAD_LEFT, LEFT_STICK_DIGITAL_LEFT];
case Control.UI_RIGHT:
return [DPAD_RIGHT, LEFT_STICK_DIGITAL_RIGHT];
case Control.NOTE_UP:
return [DPAD_UP, Y, LEFT_STICK_DIGITAL_UP, RIGHT_STICK_DIGITAL_UP];
case Control.NOTE_DOWN:
return [DPAD_DOWN, A, LEFT_STICK_DIGITAL_DOWN, RIGHT_STICK_DIGITAL_DOWN];
case Control.NOTE_LEFT:
return [DPAD_LEFT, X, LEFT_STICK_DIGITAL_LEFT, RIGHT_STICK_DIGITAL_LEFT];
case Control.NOTE_RIGHT:
return [DPAD_RIGHT, B, LEFT_STICK_DIGITAL_RIGHT, RIGHT_STICK_DIGITAL_RIGHT];
case Control.PAUSE:
return [START];
case Control.RESET:
return [FlxGamepadInputID.BACK]; // Back (i.e. Select)
case Control.WINDOW_FULLSCREEN:
[];
case Control.WINDOW_SCREENSHOT:
[];
case Control.CUTSCENE_ADVANCE:
return [A];
case Control.FREEPLAY_FAVORITE:
[FlxGamepadInputID.BACK]; // Back (i.e. Select)
case Control.FREEPLAY_LEFT:
[LEFT_SHOULDER];
case Control.FREEPLAY_RIGHT:
[RIGHT_SHOULDER];
case Control.VOLUME_UP:
[];
case Control.VOLUME_DOWN:
[];
case Control.VOLUME_MUTE:
[];
case Control.DEBUG_MENU:
[];
case Control.DEBUG_CHART:
[];
case Control.DEBUG_STAGE:
[];
default:
// Fallthrough.
}
@ -967,8 +1035,7 @@ class Controls extends FlxActionSet
public function touchShit(control:Control, id)
{
forEachBound(control, function(action, state)
{
forEachBound(control, function(action, state) {
// action
});
}
@ -984,7 +1051,8 @@ class Controls extends FlxActionSet
inline static function addButtons(action:FlxActionDigital, buttons:Array<FlxGamepadInputID>, state, id)
{
for (button in buttons) {
for (button in buttons)
{
if (button == FlxGamepadInputID.NONE) continue; // Ignore unbound keys.
action.addGamepad(button, state, id);
}
@ -996,29 +1064,25 @@ class Controls extends FlxActionSet
while (i-- > 0)
{
var input = action.inputs[i];
if (isGamepad(input, gamepadID) && buttons.indexOf(cast input.inputID) != -1)
action.remove(input);
if (isGamepad(input, gamepadID) && buttons.indexOf(cast input.inputID) != -1) action.remove(input);
}
}
public function getInputsFor(control:Control, device:Device, ?list:Array<Int>):Array<Int>
{
if (list == null)
list = [];
if (list == null) list = [];
switch(device)
switch (device)
{
case Keys:
for (input in getActionFromControl(control).inputs)
{
if (input.device == KEYBOARD)
list.push(input.inputID);
if (input.device == KEYBOARD) list.push(input.inputID);
}
case Gamepad(id):
for (input in getActionFromControl(control).inputs)
{
if (isGamepad(input, id))
list.push(input.inputID);
if (isGamepad(input, id)) list.push(input.inputID);
}
}
return list;
@ -1026,7 +1090,7 @@ class Controls extends FlxActionSet
public function removeDevice(device:Device)
{
switch(device)
switch (device)
{
case Keys:
setKeyboardScheme(None);
@ -1040,27 +1104,32 @@ class Controls extends FlxActionSet
* An EMPTY array means the control is uninitialized and needs to be reset to default.
* An array with a single FlxKey.NONE means the control was intentionally unbound by the user.
*/
public function fromSaveData(data:Dynamic, device:Device)
public function fromSaveData(data:Dynamic, device:Device):Void
{
for (control in Control.createAll())
{
var inputs:Array<Int> = Reflect.field(data, control.getName());
inputs = inputs.distinct();
inputs = inputs?.distinct();
if (inputs != null)
{
if (inputs.length == 0) {
if (inputs.length == 0)
{
trace('Control ${control} is missing bindings, resetting to default.');
switch(device)
switch (device)
{
case Keys:
bindKeys(control, getDefaultKeybinds(Solo, control));
case Gamepad(id):
bindButtons(control, id, getDefaultGamepadBinds(control));
}
} else if (inputs == [FlxKey.NONE]) {
}
else if (inputs == [FlxKey.NONE])
{
trace('Control ${control} is unbound, leaving it be.');
} else {
switch(device)
}
else
{
switch (device)
{
case Keys:
bindKeys(control, inputs.copy());
@ -1068,9 +1137,11 @@ class Controls extends FlxActionSet
bindButtons(control, id, inputs.copy());
}
}
} else {
}
else
{
trace('Control ${control} is missing bindings, resetting to default.');
switch(device)
switch (device)
{
case Keys:
bindKeys(control, getDefaultKeybinds(Solo, control));
@ -1095,9 +1166,12 @@ class Controls extends FlxActionSet
var inputs = getInputsFor(control, device);
isEmpty = isEmpty && inputs.length == 0;
if (inputs.length == 0) {
if (inputs.length == 0)
{
inputs = [FlxKey.NONE];
} else {
}
else
{
inputs = inputs.distinct();
}
@ -1109,7 +1183,7 @@ class Controls extends FlxActionSet
static function isDevice(input:FlxActionInput, device:Device)
{
return switch(device)
return switch (device)
{
case Keys: input.device == KEYBOARD;
case Gamepad(id): isGamepad(input, id);
@ -1141,7 +1215,8 @@ typedef Swipes =
* - Combining `pressed` and `released` inputs into one action.
* - Filtering by input method (`KEYBOARD`, `MOUSE`, `GAMEPAD`, etc).
*/
class FunkinAction extends FlxActionDigital {
class FunkinAction extends FlxActionDigital
{
public var namePressed(default, null):Null<String>;
public var nameReleased(default, null):Null<String>;
@ -1158,83 +1233,102 @@ class FunkinAction extends FlxActionDigital {
/**
* Input checks default to whether the input was just pressed, on any input device.
*/
public override function check():Bool {
public override function check():Bool
{
return checkFiltered(JUST_PRESSED);
}
/**
* Check whether the input is currently being held.
*/
public function checkPressed():Bool {
public function checkPressed():Bool
{
return checkFiltered(PRESSED);
}
/**
* Check whether the input is currently being held, and was not held last frame.
*/
public function checkJustPressed():Bool {
public function checkJustPressed():Bool
{
return checkFiltered(JUST_PRESSED);
}
/**
* Check whether the input is not currently being held.
*/
public function checkReleased():Bool {
public function checkReleased():Bool
{
return checkFiltered(RELEASED);
}
/**
* Check whether the input is not currently being held, and was held last frame.
*/
public function checkJustReleased():Bool {
public function checkJustReleased():Bool
{
return checkFiltered(JUST_RELEASED);
}
/**
* Check whether the input is currently being held by a gamepad device.
*/
public function checkPressedGamepad():Bool {
public function checkPressedGamepad():Bool
{
return checkFiltered(PRESSED, GAMEPAD);
}
/**
* Check whether the input is currently being held by a gamepad device, and was not held last frame.
*/
public function checkJustPressedGamepad():Bool {
public function checkJustPressedGamepad():Bool
{
return checkFiltered(JUST_PRESSED, GAMEPAD);
}
/**
* Check whether the input is not currently being held by a gamepad device.
*/
public function checkReleasedGamepad():Bool {
public function checkReleasedGamepad():Bool
{
return checkFiltered(RELEASED, GAMEPAD);
}
/**
* Check whether the input is not currently being held by a gamepad device, and was held last frame.
*/
public function checkJustReleasedGamepad():Bool {
public function checkJustReleasedGamepad():Bool
{
return checkFiltered(JUST_RELEASED, GAMEPAD);
}
public function checkMultiFiltered(?filterTriggers:Array<FlxInputState>, ?filterDevices:Array<FlxInputDevice>):Bool {
if (filterTriggers == null) {
public function checkMultiFiltered(?filterTriggers:Array<FlxInputState>, ?filterDevices:Array<FlxInputDevice>):Bool
{
if (filterTriggers == null)
{
filterTriggers = [PRESSED, JUST_PRESSED];
}
if (filterDevices == null) {
if (filterDevices == null)
{
filterDevices = [];
}
// Perform checkFiltered for each combination.
for (i in filterTriggers) {
if (filterDevices.length == 0) {
if (checkFiltered(i)) {
for (i in filterTriggers)
{
if (filterDevices.length == 0)
{
if (checkFiltered(i))
{
return true;
}
} else {
for (j in filterDevices) {
if (checkFiltered(i, j)) {
}
else
{
for (j in filterDevices)
{
if (checkFiltered(i, j))
{
return true;
}
}
@ -1249,52 +1343,56 @@ class FunkinAction extends FlxActionDigital {
* @param filterTrigger Optionally filter by trigger condition (`JUST_PRESSED`, `PRESSED`, `JUST_RELEASED`, `RELEASED`).
* @param filterDevice Optionally filter by device (`KEYBOARD`, `MOUSE`, `GAMEPAD`, `OTHER`).
*/
public function checkFiltered(?filterTrigger:FlxInputState, ?filterDevice:FlxInputDevice):Bool {
public function checkFiltered(?filterTrigger:FlxInputState, ?filterDevice:FlxInputDevice):Bool
{
// The normal
// Make sure we only update the inputs once per frame.
var key = '${filterTrigger}:${filterDevice}';
var cacheEntry = cache.get(key);
if (cacheEntry != null && cacheEntry.timestamp == FlxG.game.ticks) {
if (cacheEntry != null && cacheEntry.timestamp == FlxG.game.ticks)
{
return cacheEntry.value;
}
// Use a for loop instead so we can remove inputs while iterating.
// We don't return early because we need to call check() on ALL inputs.
var result = false;
var len = inputs != null ? inputs.length : 0;
for (i in 0...len)
{
var j = len - i - 1;
var input = inputs[j];
var len = inputs != null ? inputs.length : 0;
for (i in 0...len)
{
var j = len - i - 1;
var input = inputs[j];
// Filter out dead inputs.
if (input.destroyed)
{
inputs.splice(j, 1);
continue;
}
if (input.destroyed)
{
inputs.splice(j, 1);
continue;
}
// Update the input.
input.update();
// Check whether the input is the right trigger.
if (filterTrigger != null && input.trigger != filterTrigger) {
if (filterTrigger != null && input.trigger != filterTrigger)
{
continue;
}
// Check whether the input is the right device.
if (filterDevice != null && input.device != filterDevice) {
if (filterDevice != null && input.device != filterDevice)
{
continue;
}
// Check whether the input has triggered.
if (input.check(this))
{
result = true;
}
}
if (input.check(this))
{
result = true;
}
}
// We need to cache this result.
cache.set(key, {timestamp: FlxG.game.ticks, value: result});
@ -1391,12 +1489,12 @@ class FlxActionInputDigitalMobileSwipeGameplay extends FlxActionInputDigital
{
var degAngle = FlxAngle.asDegrees(swp.touchAngle);
switch(trigger)
switch (trigger)
{
case JUST_PRESSED:
if (swp.touchLength >= activateLength)
{
switch(inputID)
switch (inputID)
{
case FlxDirectionFlags.UP:
if (degAngle >= 45 && degAngle <= 90 + 45) return properTouch(swp);
@ -1440,7 +1538,7 @@ class FlxActionInputDigitalAndroid extends FlxActionInputDigital
override public function check(Action:FlxAction):Bool
{
return switch(trigger)
return switch (trigger)
{
#if android
case PRESSED: FlxG.android.checkStatus(inputID, PRESSED) || FlxG.android.checkStatus(inputID, PRESSED);
@ -1482,6 +1580,7 @@ enum Control
FREEPLAY_FAVORITE;
FREEPLAY_LEFT;
FREEPLAY_RIGHT;
FREEPLAY_CHAR_SELECT;
// WINDOW
WINDOW_SCREENSHOT;
WINDOW_FULLSCREEN;
@ -1536,6 +1635,7 @@ enum abstract Action(String) to String from String
var FREEPLAY_FAVORITE = "freeplay_favorite";
var FREEPLAY_LEFT = "freeplay_left";
var FREEPLAY_RIGHT = "freeplay_right";
var FREEPLAY_CHAR_SELECT = "freeplay_char_select";
// VOLUME
var VOLUME_UP = "volume_up";
var VOLUME_DOWN = "volume_down";

View file

@ -73,6 +73,22 @@ interface INoteScriptedClass extends IScriptedClass
public function onNoteMiss(event:NoteScriptEvent):Void;
}
/**
* Defines a set of callbacks available to scripted classes which represent sprites synced with the BPM.
*/
interface IBPMSyncedScriptedClass extends IScriptedClass
{
/**
* Called once every step of the song.
*/
public function onStepHit(event:SongTimeScriptEvent):Void;
/**
* Called once every beat of the song.
*/
public function onBeatHit(event:SongTimeScriptEvent):Void;
}
/**
* Developer note:
*
@ -86,7 +102,7 @@ interface INoteScriptedClass extends IScriptedClass
/**
* Defines a set of callbacks available to scripted classes that involve the lifecycle of the Play State.
*/
interface IPlayStateScriptedClass extends INoteScriptedClass
interface IPlayStateScriptedClass extends INoteScriptedClass extends IBPMSyncedScriptedClass
{
/**
* Called when the game is paused.
@ -136,16 +152,6 @@ interface IPlayStateScriptedClass extends INoteScriptedClass
*/
public function onSongEvent(event:SongEventScriptEvent):Void;
/**
* Called once every step of the song.
*/
public function onStepHit(event:SongTimeScriptEvent):Void;
/**
* Called once every beat of the song.
*/
public function onBeatHit(event:SongTimeScriptEvent):Void;
/**
* Called when the countdown of the song starts.
*/

View file

@ -7,7 +7,9 @@ import funkin.data.dialogue.speaker.SpeakerRegistry;
import funkin.data.event.SongEventRegistry;
import funkin.data.story.level.LevelRegistry;
import funkin.data.notestyle.NoteStyleRegistry;
import funkin.play.notes.notekind.NoteKindManager;
import funkin.data.song.SongRegistry;
import funkin.data.freeplay.player.PlayerRegistry;
import funkin.data.stage.StageRegistry;
import funkin.data.freeplay.album.AlbumRegistry;
import funkin.modding.module.ModuleHandler;
@ -26,11 +28,10 @@ class PolymodHandler
{
/**
* The API version that mods should comply with.
* Format this with Semantic Versioning; <MAJOR>.<MINOR>.<PATCH>.
* Bug fixes increment the patch version, new features increment the minor version.
* Changes that break old mods increment the major version.
* Indicates which mods are compatible with this version of the game.
* Minor updates rarely impact mods but major versions often do.
*/
static final API_VERSION:String = '0.1.0';
static final API_VERSION:String = "0.5.0"; // Constants.VERSION;
/**
* Where relative to the executable that mods are located.
@ -176,7 +177,7 @@ class PolymodHandler
loadedModIds.push(mod.id);
}
#if debug
#if FEATURE_DEBUG_FUNCTIONS
var fileList:Array<String> = Polymod.listModFiles(PolymodAssetType.IMAGE);
trace('Installed mods have replaced ${fileList.length} images.');
for (item in fileList)
@ -232,6 +233,12 @@ class PolymodHandler
// NOTE: Scripted classes are automatically aliased to their parent class.
Polymod.addImportAlias('flixel.math.FlxPoint', flixel.math.FlxPoint.FlxBasePoint);
Polymod.addImportAlias('funkin.data.event.SongEventSchema', funkin.data.event.SongEventSchema.SongEventSchemaRaw);
// `lime.utils.Assets` literally just has a private `resolveClass` function for some reason? so we replace it with our own.
Polymod.addImportAlias('lime.utils.Assets', funkin.Assets);
Polymod.addImportAlias('openfl.utils.Assets', funkin.Assets);
// Add blacklisting for prohibited classes and packages.
// `Sys`
@ -250,8 +257,28 @@ class PolymodHandler
// Lib.load() can load malicious DLLs
Polymod.blacklistImport('cpp.Lib');
// `Unserializer`
// Unserializerr.DEFAULT_RESOLVER.resolveClass() can access blacklisted packages
Polymod.blacklistImport('Unserializer');
// `lime.system.CFFI`
// Can load and execute compiled binaries.
Polymod.blacklistImport('lime.system.CFFI');
// `lime.system.JNI`
// Can load and execute compiled binaries.
Polymod.blacklistImport('lime.system.JNI');
// `lime.system.System`
// System.load() can load malicious DLLs
Polymod.blacklistImport('lime.system.System');
// `openfl.desktop.NativeProcess`
// Can load native processes on the host operating system.
Polymod.blacklistImport('openfl.desktop.NativeProcess');
// `polymod.*`
// You can probably unblacklist a module
// Contains functions which may allow for un-blacklisting other modules.
for (cls in ClassMacro.listClassesInPackage('polymod'))
{
if (cls == null) continue;
@ -260,6 +287,7 @@ class PolymodHandler
}
// `sys.*`
// Access to system utilities such as the file system.
for (cls in ClassMacro.listClassesInPackage('sys'))
{
if (cls == null) continue;
@ -369,16 +397,20 @@ class PolymodHandler
// These MUST be imported at the top of the file and not referred to by fully qualified name,
// to ensure build macros work properly.
SongEventRegistry.loadEventCache();
SongRegistry.instance.loadEntries();
LevelRegistry.instance.loadEntries();
NoteStyleRegistry.instance.loadEntries();
SongEventRegistry.loadEventCache();
PlayerRegistry.instance.loadEntries();
ConversationRegistry.instance.loadEntries();
DialogueBoxRegistry.instance.loadEntries();
SpeakerRegistry.instance.loadEntries();
AlbumRegistry.instance.loadEntries();
StageRegistry.instance.loadEntries();
CharacterDataParser.loadCharacterCache(); // TODO: Migrate characters to BaseRegistry.
NoteKindManager.loadScripts();
ModuleHandler.loadModuleCache();
}
}

View file

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

View file

@ -151,7 +151,8 @@ class HitNoteScriptEvent extends NoteScriptEvent
public var hitDiff:Float = 0;
/**
* If the hit causes a notesplash
* Whether this note hit causes a note splash to display.
* Defaults to true only on "sick" notes.
*/
public var doesNotesplash:Bool = false;

View file

@ -94,6 +94,21 @@ class ScriptEventDispatcher
}
}
if (Std.isOfType(target, IBPMSyncedScriptedClass))
{
var t:IBPMSyncedScriptedClass = cast(target, IBPMSyncedScriptedClass);
switch (event.type)
{
case SONG_BEAT_HIT:
t.onBeatHit(cast event);
return;
case SONG_STEP_HIT:
t.onStepHit(cast event);
return;
default: // Continue;
}
}
if (Std.isOfType(target, IPlayStateScriptedClass))
{
var t:IPlayStateScriptedClass = cast(target, IPlayStateScriptedClass);
@ -102,12 +117,6 @@ class ScriptEventDispatcher
case NOTE_GHOST_MISS:
t.onNoteGhostMiss(cast event);
return;
case SONG_BEAT_HIT:
t.onBeatHit(cast event);
return;
case SONG_STEP_HIT:
t.onStepHit(cast event);
return;
case SONG_START:
t.onSongStart(event);
return;

View file

@ -20,7 +20,7 @@ enum abstract ScriptEventType(String) from String to String
var DESTROY = 'DESTROY';
/**
* Called when the relevent object is added to the game state.
* Called when the relevant object is added to the game state.
* This assumes all data is loaded and ready to go.
*
* This event is not cancelable.

View file

@ -9,7 +9,11 @@ import funkin.modding.module.ModuleHandler;
import funkin.modding.events.ScriptEvent;
import funkin.modding.events.ScriptEvent.CountdownScriptEvent;
import flixel.util.FlxTimer;
import funkin.util.EaseUtil;
import funkin.audio.FunkinSound;
import openfl.utils.Assets;
import funkin.data.notestyle.NoteStyleRegistry;
import funkin.play.notes.notestyle.NoteStyle;
class Countdown
{
@ -18,6 +22,24 @@ class Countdown
*/
public static var countdownStep(default, null):CountdownStep = BEFORE;
/**
* Which alternate graphic/sound on countdown to use.
* This is set via the current notestyle.
* For example, in Week 6 it is `pixel`.
*/
public static var soundSuffix:String = '';
/**
* Which alternate graphic on countdown to use.
* You can set this via script.
* For example, in Week 6 it is `-pixel`.
*/
public static var graphicSuffix:String = '';
static var noteStyle:NoteStyle;
static var fallbackNoteStyle:Null<NoteStyle>;
/**
* The currently running countdown. This will be null if there is no countdown running.
*/
@ -29,7 +51,7 @@ class Countdown
* This will automatically stop and restart the countdown if it is already running.
* @returns `false` if the countdown was cancelled by a script.
*/
public static function performCountdown(isPixelStyle:Bool):Bool
public static function performCountdown():Bool
{
countdownStep = BEFORE;
var cancelled:Bool = propagateCountdownEvent(countdownStep);
@ -64,10 +86,10 @@ class Countdown
// PlayState.instance.dispatchEvent(new SongTimeScriptEvent(SONG_BEAT_HIT, 0, 0));
// Countdown graphic.
showCountdownGraphic(countdownStep, isPixelStyle);
showCountdownGraphic(countdownStep);
// Countdown sound.
playCountdownSound(countdownStep, isPixelStyle);
playCountdownSound(countdownStep);
// Event handling bullshit.
var cancelled:Bool = propagateCountdownEvent(countdownStep);
@ -117,7 +139,7 @@ class Countdown
*
* If you want to call this from a module, it's better to use the event system and cancel the onCountdownStep event.
*/
public static function pauseCountdown()
public static function pauseCountdown():Void
{
if (countdownTimer != null && !countdownTimer.finished)
{
@ -130,7 +152,7 @@ class Countdown
*
* If you want to call this from a module, it's better to use the event system and cancel the onCountdownStep event.
*/
public static function resumeCountdown()
public static function resumeCountdown():Void
{
if (countdownTimer != null && !countdownTimer.finished)
{
@ -143,7 +165,7 @@ class Countdown
*
* If you want to call this from a module, it's better to use the event system and cancel the onCountdownStart event.
*/
public static function stopCountdown()
public static function stopCountdown():Void
{
if (countdownTimer != null)
{
@ -156,7 +178,7 @@ class Countdown
/**
* Stops the current countdown, then starts the song for you.
*/
public static function skipCountdown()
public static function skipCountdown():Void
{
stopCountdown();
// This will trigger PlayState.startSong()
@ -176,114 +198,69 @@ class Countdown
}
/**
* Retrieves the graphic to use for this step of the countdown.
* TODO: Make this less dumb. Unhardcode it? Use modules? Use notestyles?
*
* This is public so modules can do lol funny shit.
* Reset the countdown configuration to the default.
*/
public static function showCountdownGraphic(index:CountdownStep, isPixelStyle:Bool):Void
public static function reset()
{
var spritePath:String = null;
noteStyle = null;
}
if (isPixelStyle)
{
switch (index)
{
case TWO:
spritePath = 'weeb/pixelUI/ready-pixel';
case ONE:
spritePath = 'weeb/pixelUI/set-pixel';
case GO:
spritePath = 'weeb/pixelUI/date-pixel';
default:
// null
}
}
else
{
switch (index)
{
case TWO:
spritePath = 'ready';
case ONE:
spritePath = 'set';
case GO:
spritePath = 'go';
default:
// null
}
}
/**
* Retrieve the note style data (if we haven't already)
* @param noteStyleId The id of the note style to fetch. Defaults to the one used by the current PlayState.
* @param force Fetch the note style from the registry even if we've already fetched it.
*/
static function fetchNoteStyle(?noteStyleId:String, force:Bool = false):Void
{
if (noteStyle != null && !force) return;
if (spritePath == null) return;
if (noteStyleId == null) noteStyleId = PlayState.instance?.currentChart?.noteStyle;
var countdownSprite:FunkinSprite = FunkinSprite.create(spritePath);
countdownSprite.scrollFactor.set(0, 0);
noteStyle = NoteStyleRegistry.instance.fetchEntry(noteStyleId);
if (noteStyle == null) noteStyle = NoteStyleRegistry.instance.fetchDefault();
}
if (isPixelStyle) countdownSprite.setGraphicSize(Std.int(countdownSprite.width * Constants.PIXEL_ART_SCALE));
/**
* Retrieves the graphic to use for this step of the countdown.
*/
public static function showCountdownGraphic(index:CountdownStep):Void
{
fetchNoteStyle();
countdownSprite.antialiasing = !isPixelStyle;
var countdownSprite = noteStyle.buildCountdownSprite(index);
if (countdownSprite == null) return;
countdownSprite.updateHitbox();
countdownSprite.screenCenter();
var fadeEase = FlxEase.cubeInOut;
if (noteStyle.isCountdownSpritePixel(index)) fadeEase = EaseUtil.stepped(8);
// Fade sprite in, then out, then destroy it.
FlxTween.tween(countdownSprite, {y: countdownSprite.y += 100, alpha: 0}, Conductor.instance.beatLengthMs / 1000,
FlxTween.tween(countdownSprite, {alpha: 0}, Conductor.instance.beatLengthMs / 1000,
{
ease: FlxEase.cubeInOut,
ease: fadeEase,
onComplete: function(twn:FlxTween) {
countdownSprite.destroy();
}
});
countdownSprite.cameras = [PlayState.instance.camHUD];
PlayState.instance.add(countdownSprite);
countdownSprite.screenCenter();
var offsets = noteStyle.getCountdownSpriteOffsets(index);
countdownSprite.x += offsets[0];
countdownSprite.y += offsets[1];
}
/**
* Retrieves the sound file to use for this step of the countdown.
* TODO: Make this less dumb. Unhardcode it? Use modules? Use notestyles?
*
* This is public so modules can do lol funny shit.
*/
public static function playCountdownSound(index:CountdownStep, isPixelStyle:Bool):Void
public static function playCountdownSound(step:CountdownStep):FunkinSound
{
var soundPath:String = null;
fetchNoteStyle();
var path = noteStyle.getCountdownSoundPath(step);
if (path == null) return null;
if (isPixelStyle)
{
switch (index)
{
case THREE:
soundPath = 'intro3-pixel';
case TWO:
soundPath = 'intro2-pixel';
case ONE:
soundPath = 'intro1-pixel';
case GO:
soundPath = 'introGo-pixel';
default:
// null
}
}
else
{
switch (index)
{
case THREE:
soundPath = 'intro3';
case TWO:
soundPath = 'intro2';
case ONE:
soundPath = 'intro1';
case GO:
soundPath = 'introGo';
default:
// null
}
}
if (soundPath == null) return;
FunkinSound.playOnce(Paths.sound(soundPath), Constants.COUNTDOWN_VOLUME);
return FunkinSound.playOnce(path, Constants.COUNTDOWN_VOLUME);
}
public static function decrement(step:CountdownStep):CountdownStep

View file

@ -16,6 +16,8 @@ import funkin.ui.MusicBeatSubState;
import funkin.ui.story.StoryMenuState;
import funkin.util.MathUtil;
import openfl.utils.Assets;
import funkin.effects.RetroCameraFade;
import flixel.math.FlxPoint;
/**
* A substate which renders over the PlayState when the player dies.
@ -144,6 +146,7 @@ class GameOverSubState extends MusicBeatSubState
else
{
boyfriend = PlayState.instance.currentStage.getBoyfriend(true);
boyfriend.canPlayOtherAnims = true;
boyfriend.isDead = true;
add(boyfriend);
boyfriend.resetCharacter();
@ -166,8 +169,8 @@ class GameOverSubState extends MusicBeatSubState
// Assign a camera follow point to the boyfriend's position.
cameraFollowPoint = new FlxObject(PlayState.instance.cameraFollowPoint.x, PlayState.instance.cameraFollowPoint.y, 1, 1);
cameraFollowPoint.x = boyfriend.getGraphicMidpoint().x;
cameraFollowPoint.y = boyfriend.getGraphicMidpoint().y;
cameraFollowPoint.x = getMidPointOld(boyfriend).x;
cameraFollowPoint.y = getMidPointOld(boyfriend).y;
var offsets:Array<Float> = boyfriend.getDeathCameraOffsets();
cameraFollowPoint.x += offsets[0];
cameraFollowPoint.y += offsets[1];
@ -178,6 +181,21 @@ class GameOverSubState extends MusicBeatSubState
targetCameraZoom = (PlayState?.instance?.currentStage?.camZoom ?? 1.0) * boyfriend.getDeathCameraZoom();
}
/**
* FlxSprite.getMidpoint(); calculations changed in this git commit
* https://github.com/HaxeFlixel/flixel/commit/1553b5af0871462fcefedc091b7885437d6c36d2
* https://github.com/HaxeFlixel/flixel/pull/3125
*
* So we use this to do the old math that gets the midpoint of our graphics
* Luckily, we don't use getGraphicMidpoint() much in the code, so it's fine being in GameoverSubState here.
* @return FlxPoint
*/
function getMidPointOld(spr:FlxSprite, ?point:FlxPoint):FlxPoint
{
if (point == null) point = FlxPoint.get();
return point.set(spr.x + spr.frameWidth * 0.5 * spr.scale.x, spr.y + spr.frameHeight * 0.5 * spr.scale.y);
}
/**
* Forcibly reset the camera zoom level to that of the current stage.
* This prevents camera zoom events from adversely affecting the game over state.
@ -331,9 +349,12 @@ class GameOverSubState extends MusicBeatSubState
// After the animation finishes...
new FlxTimer().start(0.7, function(tmr:FlxTimer) {
// ...fade out the graphics. Then after that happens...
FlxG.camera.fade(FlxColor.BLACK, 2, false, function() {
var resetPlaying = function(pixel:Bool = false) {
// ...close the GameOverSubState.
FlxG.camera.fade(FlxColor.BLACK, 1, true, null, true);
if (pixel) RetroCameraFade.fadeBlack(FlxG.camera, 10, 1);
else
FlxG.camera.fade(FlxColor.BLACK, 1, true, null, true);
PlayState.instance.needsReset = true;
if (PlayState.instance.isMinimalMode || boyfriend == null) {}
@ -350,7 +371,22 @@ class GameOverSubState extends MusicBeatSubState
// Close the substate.
close();
});
};
if (musicSuffix == '-pixel')
{
RetroCameraFade.fadeToBlack(FlxG.camera, 10, 2);
new FlxTimer().start(2, _ -> {
FlxG.camera.filters = [];
resetPlaying(true);
});
}
else
{
FlxG.camera.fade(FlxColor.BLACK, 2, false, function() {
resetPlaying();
});
}
});
}
}

View file

@ -306,7 +306,7 @@ class PauseSubState extends MusicBeatSubState
metadataDifficulty.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
if (PlayState.instance?.currentDifficulty != null)
{
metadataDifficulty.text += PlayState.instance.currentDifficulty.toTitleCase();
metadataDifficulty.text += PlayState.instance.currentDifficulty.replace('-', ' ').toTitleCase();
}
metadataDifficulty.scrollFactor.set(0, 0);
metadata.add(metadataDifficulty);
@ -430,7 +430,7 @@ class PauseSubState extends MusicBeatSubState
resume(this);
}
#if (debug || FORCE_DEBUG_VERSION)
#if FEATURE_DEBUG_FUNCTIONS
// to pause the game and get screenshots easy, press H on pause menu!
if (FlxG.keys.justPressed.H)
{

File diff suppressed because it is too large Load diff

View file

@ -4,6 +4,8 @@ import funkin.util.MathUtil;
import funkin.ui.story.StoryMenuState;
import funkin.graphics.adobeanimate.FlxAtlasSprite;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.FlxSubState;
import funkin.graphics.FunkinSprite;
import flixel.effects.FlxFlicker;
import flixel.graphics.frames.FlxBitmapFont;
@ -14,6 +16,9 @@ import flixel.math.FlxRect;
import flixel.text.FlxBitmapText;
import funkin.ui.freeplay.FreeplayScore;
import flixel.text.FlxText;
import funkin.data.freeplay.player.PlayerRegistry;
import funkin.data.freeplay.player.PlayerData;
import funkin.ui.freeplay.charselect.PlayableCharacter;
import flixel.util.FlxColor;
import flixel.tweens.FlxEase;
import funkin.graphics.FunkinCamera;
@ -55,14 +60,19 @@ class ResultState extends MusicBeatSubState
final highscoreNew:FlxSprite;
final score:ResultScore;
var bfPerfect:Null<FlxAtlasSprite> = null;
var heartsPerfect:Null<FlxAtlasSprite> = null;
var bfExcellent:Null<FlxAtlasSprite> = null;
var bfGreat:Null<FlxAtlasSprite> = null;
var gfGreat:Null<FlxAtlasSprite> = null;
var bfGood:Null<FlxSprite> = null;
var gfGood:Null<FlxSprite> = null;
var bfShit:Null<FlxAtlasSprite> = null;
var characterAtlasAnimations:Array<
{
sprite:FlxAtlasSprite,
delay:Float,
forceLoop:Bool
}> = [];
var characterSparrowAnimations:Array<
{
sprite:FunkinSprite,
delay:Float
}> = [];
var playerCharacterId:Null<String>;
var rankBg:FunkinSprite;
final cameraBG:FunkinCamera;
@ -157,118 +167,98 @@ class ResultState extends MusicBeatSubState
soundSystem.zIndex = 1100;
add(soundSystem);
switch (rank)
// Fetch playable character data. Default to BF on the results screen if we can't find it.
playerCharacterId = PlayerRegistry.instance.getCharacterOwnerId(params.characterId);
var playerCharacter:Null<PlayableCharacter> = PlayerRegistry.instance.fetchEntry(playerCharacterId ?? 'bf');
trace('Got playable character: ${playerCharacter?.getName()}');
// Query JSON data based on the rank, then use that to build the animation(s) the player sees.
var playerAnimationDatas:Array<PlayerResultsAnimationData> = playerCharacter != null ? playerCharacter.getResultsAnimationDatas(rank) : [];
for (animData in playerAnimationDatas)
{
case PERFECT | PERFECT_GOLD:
heartsPerfect = new FlxAtlasSprite(1342, 370, Paths.animateAtlas("resultScreen/results-bf/resultsPERFECT/hearts", "shared"));
heartsPerfect.visible = false;
heartsPerfect.zIndex = 501;
add(heartsPerfect);
if (animData == null) continue;
heartsPerfect.anim.onComplete = () -> {
if (heartsPerfect != null)
var animPath:String = Paths.stripLibrary(animData.assetPath);
var animLibrary:String = Paths.getLibrary(animData.assetPath);
var offsets = animData.offsets ?? [0, 0];
switch (animData.renderType)
{
case 'animateatlas':
var animation:FlxAtlasSprite = new FlxAtlasSprite(offsets[0], offsets[1], Paths.animateAtlas(animPath, animLibrary));
animation.zIndex = animData.zIndex ?? 500;
animation.scale.set(animData.scale ?? 1.0, animData.scale ?? 1.0);
if (!(animData.looped ?? true))
{
// bfPerfect.anim.curFrame = 137;
heartsPerfect.anim.curFrame = 43;
heartsPerfect.anim.play(); // unpauses this anim, since it's on PlayOnce!
// Animation is not looped.
animation.onAnimationComplete.add((_name:String) -> {
trace("AHAHAH 2");
if (animation != null)
{
animation.anim.pause();
}
});
}
};
bfPerfect = new FlxAtlasSprite(1342, 370, Paths.animateAtlas("resultScreen/results-bf/resultsPERFECT", "shared"));
bfPerfect.visible = false;
bfPerfect.zIndex = 500;
add(bfPerfect);
bfPerfect.anim.onComplete = () -> {
if (bfPerfect != null)
else if (animData.loopFrameLabel != null)
{
// bfPerfect.anim.curFrame = 137;
bfPerfect.anim.curFrame = 137;
bfPerfect.anim.play(); // unpauses this anim, since it's on PlayOnce!
animation.onAnimationComplete.add((_name:String) -> {
trace("AHAHAH 2");
if (animation != null)
{
animation.playAnimation(animData.loopFrameLabel ?? '', true, false, true); // unpauses this anim, since it's on PlayOnce!
}
});
}
};
case EXCELLENT:
bfExcellent = new FlxAtlasSprite(1329, 429, Paths.animateAtlas("resultScreen/results-bf/resultsEXCELLENT", "shared"));
bfExcellent.visible = false;
bfExcellent.zIndex = 500;
add(bfExcellent);
bfExcellent.anim.onComplete = () -> {
if (bfExcellent != null)
else if (animData.loopFrame != null)
{
bfExcellent.anim.curFrame = 28;
bfExcellent.anim.play(); // unpauses this anim, since it's on PlayOnce!
animation.onAnimationComplete.add((_name:String) -> {
if (animation != null)
{
trace("AHAHAH");
animation.anim.curFrame = animData.loopFrame ?? 0;
animation.anim.play(); // unpauses this anim, since it's on PlayOnce!
}
});
}
};
case GREAT:
gfGreat = new FlxAtlasSprite(802, 331, Paths.animateAtlas("resultScreen/results-bf/resultsGREAT/gf", "shared"));
gfGreat.visible = false;
gfGreat.zIndex = 499;
add(gfGreat);
// Hide until ready to play.
animation.visible = false;
// Queue to play.
characterAtlasAnimations.push(
{
sprite: animation,
delay: animData.delay ?? 0.0,
forceLoop: (animData.loopFrame ?? -1) == 0
});
// Add to the scene.
add(animation);
case 'sparrow':
var animation:FunkinSprite = FunkinSprite.createSparrow(offsets[0], offsets[1], animPath);
animation.animation.addByPrefix('idle', '', 24, false, false, false);
gfGreat.scale.set(0.93, 0.93);
gfGreat.anim.onComplete = () -> {
if (gfGreat != null)
if (animData.loopFrame != null)
{
gfGreat.anim.curFrame = 9;
gfGreat.anim.play(); // unpauses this anim, since it's on PlayOnce!
animation.animation.finishCallback = (_name:String) -> {
if (animation != null)
{
animation.animation.play('idle', true, false, animData.loopFrame ?? 0);
}
}
}
};
bfGreat = new FlxAtlasSprite(929, 363, Paths.animateAtlas("resultScreen/results-bf/resultsGREAT/bf", "shared"));
bfGreat.visible = false;
bfGreat.zIndex = 500;
add(bfGreat);
bfGreat.scale.set(0.93, 0.93);
bfGreat.anim.onComplete = () -> {
if (bfGreat != null)
{
bfGreat.anim.curFrame = 15;
bfGreat.anim.play(); // unpauses this anim, since it's on PlayOnce!
}
};
case GOOD:
gfGood = FunkinSprite.createSparrow(625, 325, 'resultScreen/results-bf/resultsGOOD/resultGirlfriendGOOD');
gfGood.animation.addByPrefix("clap", "Girlfriend Good Anim", 24, false);
gfGood.visible = false;
gfGood.zIndex = 500;
gfGood.animation.finishCallback = _ -> {
if (gfGood != null)
{
gfGood.animation.play('clap', true, false, 9);
}
};
add(gfGood);
bfGood = FunkinSprite.createSparrow(640, -200, 'resultScreen/results-bf/resultsGOOD/resultBoyfriendGOOD');
bfGood.animation.addByPrefix("fall", "Boyfriend Good Anim0", 24, false);
bfGood.visible = false;
bfGood.zIndex = 501;
bfGood.animation.finishCallback = function(_) {
if (bfGood != null)
{
bfGood.animation.play('fall', true, false, 14);
}
};
add(bfGood);
case SHIT:
bfShit = new FlxAtlasSprite(0, 20, Paths.animateAtlas("resultScreen/results-bf/resultsSHIT", "shared"));
bfShit.visible = false;
bfShit.zIndex = 500;
add(bfShit);
bfShit.onAnimationFinish.add((animName) -> {
if (bfShit != null)
{
bfShit.playAnimation('Loop Start');
}
});
// Hide until ready to play.
animation.visible = false;
// Queue to play.
characterSparrowAnimations.push(
{
sprite: animation,
delay: animData.delay ?? 0.0
});
// Add to the scene.
add(animation);
}
}
var diffSpr:String = 'diff_${params?.difficultyId ?? 'Normal'}';
@ -419,28 +409,26 @@ class ResultState extends MusicBeatSubState
// }
new FlxTimer().start(rank.getMusicDelay(), _ -> {
if (rank.hasMusicIntro())
var introMusic:String = Paths.music(getMusicPath(playerCharacter, rank) + '/' + getMusicPath(playerCharacter, rank) + '-intro');
if (Assets.exists(introMusic))
{
// Play the intro music.
var introMusic:String = Paths.music(rank.getMusicPath() + '/' + rank.getMusicPath() + '-intro');
FunkinSound.load(introMusic, 1.0, false, true, true, () -> {
FunkinSound.playMusic(rank.getMusicPath(),
FunkinSound.playMusic(getMusicPath(playerCharacter, rank),
{
startingVolume: 1.0,
overrideExisting: true,
restartTrack: true,
loop: rank.shouldMusicLoop()
restartTrack: true
});
});
}
else
{
FunkinSound.playMusic(rank.getMusicPath(),
FunkinSound.playMusic(getMusicPath(playerCharacter, rank),
{
startingVolume: 1.0,
overrideExisting: true,
restartTrack: true,
loop: rank.shouldMusicLoop()
restartTrack: true
});
}
});
@ -456,6 +444,11 @@ class ResultState extends MusicBeatSubState
super.create();
}
function getMusicPath(playerCharacter:Null<PlayableCharacter>, rank:ScoringRank):String
{
return playerCharacter?.getResultsMusicPath(rank) ?? 'resultsNORMAL';
}
var rankTallyTimer:Null<FlxTimer> = null;
var clearPercentTarget:Int = 100;
var clearPercentLerp:Int = 0;
@ -464,7 +457,9 @@ class ResultState extends MusicBeatSubState
{
bgFlash.visible = true;
FlxTween.tween(bgFlash, {alpha: 0}, 5 / 24);
var clearPercentFloat = (params.scoreData.tallies.sick + params.scoreData.tallies.good) / params.scoreData.tallies.totalNotes * 100;
// NOTE: Only divide if totalNotes > 0 to prevent divide-by-zero errors.
var clearPercentFloat = params.scoreData.tallies.totalNotes == 0 ? 0.0 : (params.scoreData.tallies.sick +
params.scoreData.tallies.good) / params.scoreData.tallies.totalNotes * 100;
clearPercentTarget = Math.floor(clearPercentFloat);
// Prevent off-by-one errors.
@ -585,94 +580,22 @@ class ResultState extends MusicBeatSubState
{
showSmallClearPercent();
switch (rank)
for (atlas in characterAtlasAnimations)
{
case PERFECT | PERFECT_GOLD:
if (bfPerfect == null)
{
trace("Could not build PERFECT animation!");
}
else
{
bfPerfect.visible = true;
bfPerfect.playAnimation('');
}
new FlxTimer().start(106 / 24, _ -> {
if (heartsPerfect == null)
{
trace("Could not build heartsPerfect animation!");
}
else
{
heartsPerfect.visible = true;
heartsPerfect.playAnimation('');
}
});
case EXCELLENT:
if (bfExcellent == null)
{
trace("Could not build EXCELLENT animation!");
}
else
{
bfExcellent.visible = true;
bfExcellent.playAnimation('');
}
case GREAT:
if (bfGreat == null)
{
trace("Could not build GREAT animation!");
}
else
{
bfGreat.visible = true;
bfGreat.playAnimation('');
}
new FlxTimer().start(atlas.delay, _ -> {
if (atlas.sprite == null) return;
atlas.sprite.visible = true;
atlas.sprite.playAnimation('');
});
}
new FlxTimer().start(6 / 24, _ -> {
if (gfGreat == null)
{
trace("Could not build GREAT animation for gf!");
}
else
{
gfGreat.visible = true;
gfGreat.playAnimation('');
}
});
case SHIT:
if (bfShit == null)
{
trace("Could not build SHIT animation!");
}
else
{
bfShit.visible = true;
bfShit.playAnimation('Intro');
}
case GOOD:
if (bfGood == null)
{
trace("Could not build GOOD animation!");
}
else
{
bfGood.animation.play('fall');
bfGood.visible = true;
new FlxTimer().start((1 / 24) * 22, _ -> {
// plays about 22 frames (at 24fps timing) after bf spawns in
if (gfGood != null)
{
gfGood.animation.play('clap', true);
gfGood.visible = true;
}
else
{
trace("Could not build GOOD animation!");
}
});
}
default:
for (sprite in characterSparrowAnimations)
{
new FlxTimer().start(sprite.delay, _ -> {
if (sprite.sprite == null) return;
sprite.sprite.visible = true;
sprite.sprite.animation.play('idle', true);
});
}
}
@ -774,52 +697,6 @@ class ResultState extends MusicBeatSubState
// }));
// }
// if(heartsPerfect != null){
// if (FlxG.keys.justPressed.I)
// {
// heartsPerfect.y -= 1;
// trace(heartsPerfect.x, heartsPerfect.y);
// }
// if (FlxG.keys.justPressed.J)
// {
// heartsPerfect.x -= 1;
// trace(heartsPerfect.x, heartsPerfect.y);
// }
// if (FlxG.keys.justPressed.L)
// {
// heartsPerfect.x += 1;
// trace(heartsPerfect.x, heartsPerfect.y);
// }
// if (FlxG.keys.justPressed.K)
// {
// heartsPerfect.y += 1;
// trace(heartsPerfect.x, heartsPerfect.y);
// }
// }
// if(bfGreat != null){
// if (FlxG.keys.justPressed.W)
// {
// bfGreat.y -= 1;
// trace(bfGreat.x, bfGreat.y);
// }
// if (FlxG.keys.justPressed.A)
// {
// bfGreat.x -= 1;
// trace(bfGreat.x, bfGreat.y);
// }
// if (FlxG.keys.justPressed.D)
// {
// bfGreat.x += 1;
// trace(bfGreat.x, bfGreat.y);
// }
// if (FlxG.keys.justPressed.S)
// {
// bfGreat.y += 1;
// trace(bfGreat.x, bfGreat.y);
// }
// }
// maskShaderSongName.swagSprX = songName.x;
maskShaderDifficulty.swagSprX = difficulty.x;
@ -857,53 +734,93 @@ class ResultState extends MusicBeatSubState
}
});
}
// Determining the target state(s) to go to.
// Default to main menu because that's better than `null`.
var targetState:flixel.FlxState = new funkin.ui.mainmenu.MainMenuState();
var shouldTween = false;
var shouldUseSubstate = false;
if (params.storyMode)
{
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new StoryMenuState(sticker)));
if (PlayerRegistry.instance.hasNewCharacter())
{
// New character, display the notif.
targetState = new StoryMenuState(null);
var newCharacters = PlayerRegistry.instance.listNewCharacters();
for (charId in newCharacters)
{
shouldTween = true;
// This works recursively, ehe!
targetState = new funkin.ui.charSelect.CharacterUnlockState(charId, targetState);
}
}
else
{
// No new characters.
shouldTween = false;
shouldUseSubstate = true;
targetState = new funkin.ui.transition.StickerSubState(null, (sticker) -> new StoryMenuState(sticker));
}
}
else
{
var rigged:Bool = true;
if (rank > Scoring.calculateRank(params?.prevScoreData)) // if (rigged)
if (rank > Scoring.calculateRank(params?.prevScoreData))
{
trace('THE RANK IS Higher.....');
FlxTween.tween(rankBg, {alpha: 1}, 0.5,
shouldTween = true;
targetState = FreeplayState.build(
{
ease: FlxEase.expoOut,
onComplete: function(_) {
FlxG.switchState(FreeplayState.build(
{
character: playerCharacterId ?? "bf",
fromResults:
{
{
fromResults:
{
oldRank: Scoring.calculateRank(params?.prevScoreData),
newRank: rank,
songId: params.songId,
difficultyId: params.difficultyId,
playRankAnim: true
}
}
}));
oldRank: Scoring.calculateRank(params?.prevScoreData),
newRank: rank,
songId: params.songId,
difficultyId: params.difficultyId,
playRankAnim: true
}
}
});
}
else
{
trace('rank is lower...... and/or equal');
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> FreeplayState.build(
{
shouldTween = false;
shouldUseSubstate = true;
targetState = new funkin.ui.transition.StickerSubState(null, (sticker) -> FreeplayState.build(null, sticker));
}
}
if (shouldTween)
{
FlxTween.tween(rankBg, {alpha: 1}, 0.5,
{
ease: FlxEase.expoOut,
onComplete: function(_) {
if (shouldUseSubstate && targetState is FlxSubState)
{
fromResults:
{
oldRank: null,
playRankAnim: false,
newRank: rank,
songId: params.songId,
difficultyId: params.difficultyId
}
openSubState(cast targetState);
}
}, sticker)));
else
{
FlxG.switchState(targetState);
}
}
});
}
else
{
if (shouldUseSubstate && targetState is FlxSubState)
{
openSubState(cast targetState);
}
else
{
FlxG.switchState(targetState);
}
}
}
@ -920,12 +837,22 @@ typedef ResultsStateParams =
var storyMode:Bool;
/**
* A readable title for the song we just played.
* Either "Song Name by Artist Name" or "Week Name"
*/
var title:String;
/**
* The internal song ID for the song we just played.
*/
var songId:String;
/**
* The character ID for the song we just played.
* @default `bf`
*/
var ?characterId:String;
/**
* Whether the displayed score is a new highscore
*/

View file

@ -109,8 +109,6 @@ class AnimateAtlasCharacter extends BaseCharacter
var loop:Bool = animData.looped;
this.mainSprite.playAnimation(prefix, restart, ignoreOther, loop);
animFinished = false;
}
public override function hasAnimation(name:String):Bool
@ -124,17 +122,21 @@ class AnimateAtlasCharacter extends BaseCharacter
*/
public override function isAnimationFinished():Bool
{
return animFinished;
return mainSprite?.isAnimationFinished() ?? false;
}
function loadAtlasSprite():FlxAtlasSprite
{
trace('[ATLASCHAR] Loading sprite atlas for ${characterId}.');
var sprite:FlxAtlasSprite = new FlxAtlasSprite(0, 0, Paths.animateAtlas(_data.assetPath, 'shared'));
var animLibrary:String = Paths.getLibrary(_data.assetPath);
var animPath:String = Paths.stripLibrary(_data.assetPath);
var assetPath:String = Paths.animateAtlas(animPath, animLibrary);
sprite.onAnimationFinish.removeAll();
sprite.onAnimationFinish.add(this.onAnimationFinished);
var sprite:FlxAtlasSprite = new FlxAtlasSprite(0, 0, assetPath);
// sprite.onAnimationComplete.removeAll();
sprite.onAnimationComplete.add(this.onAnimationFinished);
return sprite;
}
@ -152,7 +154,6 @@ class AnimateAtlasCharacter extends BaseCharacter
// Make the game hold on the last frame.
this.mainSprite.cleanupAnimation(prefix);
// currentAnimName = null;
animFinished = true;
// Fallback to idle!
// playAnimation('idle', true, false);
@ -165,6 +166,13 @@ class AnimateAtlasCharacter extends BaseCharacter
this.mainSprite = sprite;
mainSprite.ignoreExclusionPref = ["sing"];
// This forces the atlas to recalcuate its width and height
this.mainSprite.alpha = 0.0001;
this.mainSprite.draw();
this.mainSprite.alpha = 1.0;
var feetPos:FlxPoint = feetPosition;
this.updateHitbox();

View file

@ -118,22 +118,6 @@ class BaseCharacter extends Bopper
*/
public var cameraFocusPoint(default, null):FlxPoint = new FlxPoint(0, 0);
override function set_animOffsets(value:Array<Float>):Array<Float>
{
if (animOffsets == null) value = [0, 0];
if ((animOffsets[0] == value[0]) && (animOffsets[1] == value[1])) return value;
// Make sure animOffets are halved when scale is 0.5.
var xDiff = (animOffsets[0] * this.scale.x / (this.isPixel ? 6 : 1)) - value[0];
var yDiff = (animOffsets[1] * this.scale.y / (this.isPixel ? 6 : 1)) - value[1];
// Call the super function so that camera focus point is not affected.
super.set_x(this.x + xDiff);
super.set_y(this.y + yDiff);
return animOffsets = value;
}
/**
* If the x position changes, other than via changing the animation offset,
* then we need to update the camera focus point.
@ -164,9 +148,11 @@ class BaseCharacter extends Bopper
public function new(id:String, renderType:CharacterRenderType)
{
super();
super(CharacterDataParser.DEFAULT_DANCEEVERY);
this.characterId = id;
ignoreExclusionPref = ["sing"];
_data = CharacterDataParser.fetchCharacterData(this.characterId);
if (_data == null)
{
@ -180,6 +166,7 @@ class BaseCharacter extends Bopper
{
this.characterName = _data.name;
this.name = _data.name;
this.danceEvery = _data.danceEvery;
this.singTimeSteps = _data.singTime;
this.globalOffsets = _data.offsets;
this.flipX = _data.flipX;
@ -308,13 +295,26 @@ class BaseCharacter extends Bopper
// so we can query which ones are available.
this.comboNoteCounts = findCountAnimations('combo'); // example: combo50
this.dropNoteCounts = findCountAnimations('drop'); // example: drop50
// trace('${this.animation.getNameList()}');
// trace('Combo note counts: ' + this.comboNoteCounts);
// trace('Drop note counts: ' + this.dropNoteCounts);
if (comboNoteCounts.length > 0) trace('Combo note counts: ' + this.comboNoteCounts);
if (dropNoteCounts.length > 0) trace('Drop note counts: ' + this.dropNoteCounts);
super.onCreate(event);
}
override function onAnimationFinished(animationName:String):Void
{
super.onAnimationFinished(animationName);
trace('${characterId} has finished animation: ${animationName}');
if ((animationName.endsWith(Constants.ANIMATION_END_SUFFIX) && !animationName.startsWith('idle') && !animationName.startsWith('dance'))
|| animationName.startsWith('combo')
|| animationName.startsWith('drop'))
{
// Force the character to play the idle after the animation ends.
this.dance(true);
}
}
function resetCameraFocusPoint():Void
{
// Calculate the camera focus point
@ -368,9 +368,18 @@ class BaseCharacter extends Bopper
// and Darnell (this keeps the flame on his lighter flickering).
// Works for idle, singLEFT/RIGHT/UP/DOWN, alt singing animations, and anything else really.
if (!getCurrentAnimation().endsWith('-hold') && hasAnimation(getCurrentAnimation() + '-hold') && isAnimationFinished())
if (isAnimationFinished()
&& !getCurrentAnimation().endsWith(Constants.ANIMATION_HOLD_SUFFIX)
&& hasAnimation(getCurrentAnimation() + Constants.ANIMATION_HOLD_SUFFIX))
{
playAnimation(getCurrentAnimation() + '-hold');
playAnimation(getCurrentAnimation() + Constants.ANIMATION_HOLD_SUFFIX);
}
else
{
if (isAnimationFinished())
{
// trace('Not playing hold (${getCurrentAnimation()}) (${isAnimationFinished()}, ${getCurrentAnimation().endsWith(Constants.ANIMATION_HOLD_SUFFIX)}, ${hasAnimation(getCurrentAnimation() + Constants.ANIMATION_HOLD_SUFFIX)})');
}
}
// Handle character note hold time.
@ -395,7 +404,24 @@ class BaseCharacter extends Bopper
{
trace('holdTimer reached ${holdTimer}sec (> ${singTimeSec}), stopping sing animation');
holdTimer = 0;
dance(true);
var currentAnimation:String = getCurrentAnimation();
// Strip "-hold" from the end.
if (currentAnimation.endsWith(Constants.ANIMATION_HOLD_SUFFIX)) currentAnimation = currentAnimation.substring(0,
currentAnimation.length - Constants.ANIMATION_HOLD_SUFFIX.length);
var endAnimation:String = currentAnimation + Constants.ANIMATION_END_SUFFIX;
if (hasAnimation(endAnimation))
{
// Play the '-end' animation, if one exists.
trace('${characterId}: playing ${endAnimation}');
playAnimation(endAnimation);
}
else
{
// Play the idle animation.
dance(true);
}
}
}
else
@ -408,7 +434,8 @@ class BaseCharacter extends Bopper
public function isSinging():Bool
{
return getCurrentAnimation().startsWith('sing');
var currentAnimation:String = getCurrentAnimation();
return currentAnimation.startsWith('sing') && !currentAnimation.endsWith(Constants.ANIMATION_END_SUFFIX);
}
override function dance(force:Bool = false):Void
@ -418,15 +445,14 @@ class BaseCharacter extends Bopper
if (!force)
{
// Prevent dancing while a singing animation is playing.
if (isSinging()) return;
// Prevent dancing while a non-idle special animation is playing.
var currentAnimation:String = getCurrentAnimation();
if ((currentAnimation == 'hey' || currentAnimation == 'cheer') && !isAnimationFinished()) return;
if (!currentAnimation.startsWith('dance') && !currentAnimation.startsWith('idle') && !isAnimationFinished()) return;
}
// Prevent dancing while another animation is playing.
if (!force && isSinging()) return;
// Otherwise, fallback to the super dance() method, which handles playing the idle animation.
super.dance();
}
@ -487,6 +513,9 @@ class BaseCharacter extends Bopper
{
super.onNoteHit(event);
// If another script cancelled the event, don't do anything.
if (event.eventCanceled) return;
if (event.note.noteData.getMustHitNote() && characterType == BF)
{
// If the note is from the same strumline, play the sing animation.
@ -499,6 +528,16 @@ class BaseCharacter extends Bopper
this.playSingAnimation(event.note.noteData.getDirection(), false);
holdTimer = 0;
}
else if (characterType == GF && event.note.noteData.getMustHitNote())
{
switch (event.judgement)
{
case 'sick' | 'good':
playComboAnimation(event.comboCount);
default:
playComboDropAnimation(event.comboCount);
}
}
}
/**
@ -509,6 +548,9 @@ class BaseCharacter extends Bopper
{
super.onNoteMiss(event);
// If another script cancelled the event, don't do anything.
if (event.eventCanceled) return;
if (event.note.noteData.getMustHitNote() && characterType == BF)
{
// If the note is from the same strumline, play the sing animation.
@ -521,31 +563,46 @@ class BaseCharacter extends Bopper
}
else if (event.note.noteData.getMustHitNote() && characterType == GF)
{
var dropAnim = '';
playComboDropAnimation(Highscore.tallies.combo);
}
}
// Choose the combo drop anim to play.
// If there are several (for example, drop10 and drop50) the highest one will be used.
// If the combo count is too low, no animation will be played.
for (count in dropNoteCounts)
{
if (event.comboCount >= count)
{
dropAnim = 'drop${count}';
}
}
function playComboAnimation(comboCount:Int):Void
{
var comboAnim = 'combo${comboCount}';
if (hasAnimation(comboAnim))
{
trace('Playing GF combo animation: ${comboAnim}');
this.playAnimation(comboAnim, true, true);
}
}
if (dropAnim != '')
function playComboDropAnimation(comboCount:Int):Void
{
var dropAnim:Null<String> = null;
// Choose the combo drop anim to play.
// If there are several (for example, drop10 and drop50) the highest one will be used.
// If the combo count is too low, no animation will be played.
for (count in dropNoteCounts)
{
if (comboCount >= count)
{
trace('Playing GF combo drop animation: ${dropAnim}');
this.playAnimation(dropAnim, true, true);
dropAnim = 'drop${count}';
}
}
if (dropAnim != null)
{
trace('Playing GF combo drop animation: ${dropAnim}');
this.playAnimation(dropAnim, true, true);
}
}
/**
* Every time a wrong key is pressed, play the miss animation if we are Boyfriend.
*/
public override function onNoteGhostMiss(event:GhostMissNoteScriptEvent)
public override function onNoteGhostMiss(event:GhostMissNoteScriptEvent):Void
{
super.onNoteGhostMiss(event);
@ -579,12 +636,12 @@ class BaseCharacter extends Bopper
var anim:String = 'sing${dir.nameUpper}${miss ? 'miss' : ''}${suffix != '' ? '-${suffix}' : ''}';
// restart even if already playing, because the character might sing the same note twice.
trace('Playing ${anim}...');
playAnimation(anim, true);
}
public override function playAnimation(name:String, restart:Bool = false, ignoreOther:Bool = false, reversed:Bool = false):Void
{
// FlxG.watch.addQuick('playAnim(${characterName})', name);
super.playAnimation(name, restart, ignoreOther, reversed);
}
}

View file

@ -305,8 +305,10 @@ class CharacterDataParser
icon = "darnell";
case "senpai-angry":
icon = "senpai";
case "tankman" | "tankman-atlas":
icon = "tankmen";
case "spooky-dark":
icon = "spooky";
case "tankman-atlas":
icon = "tankman";
}
var path = Paths.image("freeplay/icons/" + icon + "pixel");
@ -383,21 +385,21 @@ class CharacterDataParser
* Values that are too high will cause the character to hold their singing pose for too long after they're done.
* @default `8 steps`
*/
static final DEFAULT_SINGTIME:Float = 8.0;
public static final DEFAULT_SINGTIME:Float = 8.0;
static final DEFAULT_DANCEEVERY:Int = 1;
static final DEFAULT_FLIPX:Bool = false;
static final DEFAULT_FLIPY:Bool = false;
static final DEFAULT_FRAMERATE:Int = 24;
static final DEFAULT_ISPIXEL:Bool = false;
static final DEFAULT_LOOP:Bool = false;
static final DEFAULT_NAME:String = 'Untitled Character';
static final DEFAULT_OFFSETS:Array<Float> = [0, 0];
static final DEFAULT_HEALTHICON_OFFSETS:Array<Int> = [0, 25];
static final DEFAULT_RENDERTYPE:CharacterRenderType = CharacterRenderType.Sparrow;
static final DEFAULT_SCALE:Float = 1;
static final DEFAULT_SCROLL:Array<Float> = [0, 0];
static final DEFAULT_STARTINGANIM:String = 'idle';
public static final DEFAULT_DANCEEVERY:Float = 1.0;
public static final DEFAULT_FLIPX:Bool = false;
public static final DEFAULT_FLIPY:Bool = false;
public static final DEFAULT_FRAMERATE:Int = 24;
public static final DEFAULT_ISPIXEL:Bool = false;
public static final DEFAULT_LOOP:Bool = false;
public static final DEFAULT_NAME:String = 'Untitled Character';
public static final DEFAULT_OFFSETS:Array<Float> = [0, 0];
public static final DEFAULT_HEALTHICON_OFFSETS:Array<Int> = [0, 25];
public static final DEFAULT_RENDERTYPE:CharacterRenderType = CharacterRenderType.Sparrow;
public static final DEFAULT_SCALE:Float = 1;
public static final DEFAULT_SCROLL:Array<Float> = [0, 0];
public static final DEFAULT_STARTINGANIM:String = 'idle';
/**
* Set unspecified parameters to their defaults.
@ -665,10 +667,12 @@ typedef CharacterData =
/**
* The frequency at which the character will play its idle animation, in beats.
* Increasing this number will make the character dance less often.
*
* @default 1
* Supports up to `0.25` precision.
* @default `1.0` on characters
*/
var danceEvery:Null<Int>;
@:optional
@:default(1.0)
var danceEvery:Null<Float>;
/**
* The minimum duration that a character will play a note animation for, in beats.

View file

@ -41,6 +41,8 @@ class MultiSparrowCharacter extends BaseCharacter
{
this.isPixel = true;
this.antialiasing = false;
pixelPerfectRender = true;
pixelPerfectPosition = true;
}
else
{
@ -60,11 +62,13 @@ class MultiSparrowCharacter extends BaseCharacter
}
}
var texture:FlxAtlasFrames = Paths.getSparrowAtlas(_data.assetPath, 'shared');
var texture:FlxAtlasFrames = Paths.getSparrowAtlas(_data.assetPath);
if (texture == null)
{
trace('Multi-Sparrow atlas could not load PRIMARY texture: ${_data.assetPath}');
FlxG.log.error('Multi-Sparrow atlas could not load PRIMARY texture: ${_data.assetPath}');
return;
}
else
{
@ -74,7 +78,7 @@ class MultiSparrowCharacter extends BaseCharacter
for (asset in assetList)
{
var subTexture:FlxAtlasFrames = Paths.getSparrowAtlas(asset, 'shared');
var subTexture:FlxAtlasFrames = Paths.getSparrowAtlas(asset);
// If we don't do this, the unused textures will be removed as soon as they're loaded.
if (subTexture == null)

View file

@ -30,7 +30,7 @@ class PackerCharacter extends BaseCharacter
{
trace('[PACKERCHAR] Loading spritesheet ${_data.assetPath} for ${characterId}');
var tex:FlxFramesCollection = Paths.getPackerAtlas(_data.assetPath, 'shared');
var tex:FlxFramesCollection = Paths.getPackerAtlas(_data.assetPath);
if (tex == null)
{
trace('Could not load Packer sprite: ${_data.assetPath}');
@ -43,6 +43,8 @@ class PackerCharacter extends BaseCharacter
{
this.isPixel = true;
this.antialiasing = false;
pixelPerfectRender = true;
pixelPerfectPosition = true;
}
else
{

View file

@ -33,7 +33,7 @@ class SparrowCharacter extends BaseCharacter
{
trace('[SPARROWCHAR] Loading spritesheet ${_data.assetPath} for ${characterId}');
var tex:FlxFramesCollection = Paths.getSparrowAtlas(_data.assetPath, 'shared');
var tex:FlxFramesCollection = Paths.getSparrowAtlas(_data.assetPath);
if (tex == null)
{
trace('Could not load Sparrow sprite: ${_data.assetPath}');
@ -46,6 +46,8 @@ class SparrowCharacter extends BaseCharacter
{
this.isPixel = true;
this.antialiasing = false;
pixelPerfectRender = true;
pixelPerfectPosition = true;
}
else
{

View file

@ -33,7 +33,7 @@ class HealthIcon extends FunkinSprite
* The character this icon is representing.
* Setting this variable will automatically update the graphic.
*/
public var characterId(default, set):Null<String>;
public var characterId(default, set):String = Constants.DEFAULT_HEALTH_ICON;
/**
* Whether this health icon should automatically update its state based on the character's health.
@ -49,7 +49,7 @@ class HealthIcon extends FunkinSprite
* this value allows you to set a relative scale for the icon.
* @default 1x scale = 150px width and height.
*/
public var size:FlxPoint = new FlxPoint(1, 1);
public var size:FlxPoint;
/**
* Apply the "bop" animation once every X steps.
@ -116,18 +116,22 @@ class HealthIcon extends FunkinSprite
*/
static final POSITION_OFFSET:Int = 26;
public function new(char:String = 'bf', playerId:Int = 0)
public function new(char:Null<String>, playerId:Int = 0)
{
super(0, 0);
this.playerId = playerId;
this.size = new FlxCallbackPoint(onSetSize);
this.scrollFactor.set();
size.set(1.0, 1.0);
this.characterId = char;
initTargetSize();
}
function set_characterId(value:Null<String>):Null<String>
function onSetSize(value:FlxPoint):Void
{
snapToTargetSize();
}
function set_characterId(value:Null<String>):String
{
if (value == characterId) return value;
@ -150,13 +154,17 @@ class HealthIcon extends FunkinSprite
{
if (characterId == 'bf-old')
{
isPixel = PlayState.instance.currentStage.getBoyfriend().isPixel;
PlayState.instance.currentStage.getBoyfriend().initHealthIcon(false);
}
else
{
characterId = 'bf-old';
isPixel = false;
loadCharacter(characterId);
}
lerpIconSize(true);
}
/**
@ -200,31 +208,61 @@ class HealthIcon extends FunkinSprite
if (bopEvery != 0)
{
// Lerp the health icon back to its normal size,
// while maintaining aspect ratio.
if (this.width > this.height)
{
// Apply linear interpolation while accounting for frame rate.
var targetSize:Int = Std.int(MathUtil.coolLerp(this.width, HEALTH_ICON_SIZE * this.size.x, 0.15));
setGraphicSize(targetSize, 0);
}
else
{
var targetSize:Int = Std.int(MathUtil.coolLerp(this.height, HEALTH_ICON_SIZE * this.size.y, 0.15));
setGraphicSize(0, targetSize);
}
lerpIconSize();
// Lerp the health icon back to its normal angle.
this.angle = MathUtil.coolLerp(this.angle, 0, 0.15);
this.updateHitbox();
}
this.updatePosition();
}
/**
* Does the calculation to lerp the icon size. Usually called every frame, but can be forced to the target size.
* Mainly forced when changing to old icon to not have a weird lerp related to changing from pixel icon to non-pixel old icon
* @param force Force the icon immedialtely to be the target size. Defaults to false.
*/
function lerpIconSize(force:Bool = false):Void
{
// Lerp the health icon back to its normal size,
// while maintaining aspect ratio.
if (this.width > this.height)
{
// Apply linear interpolation while accounting for frame rate.
var targetSize:Int = Std.int(MathUtil.coolLerp(this.width, HEALTH_ICON_SIZE * this.size.x, 0.15));
if (force) targetSize = Std.int(HEALTH_ICON_SIZE * this.size.x);
setGraphicSize(targetSize, 0);
}
else
{
var targetSize:Int = Std.int(MathUtil.coolLerp(this.height, HEALTH_ICON_SIZE * this.size.y, 0.15));
if (force) targetSize = Std.int(HEALTH_ICON_SIZE * this.size.y);
setGraphicSize(0, targetSize);
}
this.updateHitbox();
}
/*
* Immediately snap the health icon to its target size without lerping.
*/
public function snapToTargetSize():Void
{
if (this.width > this.height)
{
setGraphicSize(Std.int(HEALTH_ICON_SIZE * this.size.x), 0);
}
else
{
setGraphicSize(0, Std.int(HEALTH_ICON_SIZE * this.size.y));
}
updateHitbox();
}
/**
* Update the position (and status) of the health icon.
*/
@ -283,12 +321,6 @@ class HealthIcon extends FunkinSprite
}
}
inline function initTargetSize():Void
{
setGraphicSize(HEALTH_ICON_SIZE);
updateHitbox();
}
function updateHealthIcon(health:Float):Void
{
// We want to efficiently handle animation playback
@ -380,20 +412,9 @@ class HealthIcon extends FunkinSprite
}
}
function correctCharacterId(charId:Null<String>):String
function iconExists(charId:String):Bool
{
if (charId == null)
{
return Constants.DEFAULT_HEALTH_ICON;
}
if (!Assets.exists(Paths.image('icons/icon-$charId')))
{
FlxG.log.warn('No icon for character: $charId : using default placeholder face instead!');
return Constants.DEFAULT_HEALTH_ICON;
}
return charId;
return Assets.exists(Paths.image('icons/icon-$charId'));
}
function isNewSpritesheet(charId:String):Bool
@ -403,15 +424,17 @@ class HealthIcon extends FunkinSprite
function loadCharacter(charId:Null<String>):Void
{
if (charId == null || correctCharacterId(charId) != charId)
if (charId == null || !iconExists(charId))
{
// This will recursively trigger loadCharacter to be called again.
characterId = correctCharacterId(charId);
return;
FlxG.log.warn('No icon for character: $charId : using default placeholder face instead!');
characterId = Constants.DEFAULT_HEALTH_ICON;
charId = characterId;
}
isLegacyStyle = !isNewSpritesheet(charId);
trace(' Loading health icon for character: $charId (legacy: $isLegacyStyle)');
if (!isLegacyStyle)
{
loadSparrow('icons/icon-$charId');

View file

@ -7,53 +7,60 @@ import flixel.util.FlxDirection;
import funkin.graphics.FunkinSprite;
import funkin.play.PlayState;
import funkin.util.TimerUtil;
import funkin.util.EaseUtil;
import openfl.utils.Assets;
import funkin.data.notestyle.NoteStyleRegistry;
import funkin.play.notes.notestyle.NoteStyle;
class PopUpStuff extends FlxTypedGroup<FlxSprite>
@:nullSafety
class PopUpStuff extends FlxTypedGroup<FunkinSprite>
{
public var offsets:Array<Int> = [0, 0];
/**
* The current note style to use. This determines which graphics to display.
* For example, Week 6 uses the `pixel` note style, and mods can create their own.
*/
var noteStyle:NoteStyle;
override public function new()
/**
* Offsets that are applied to all elements, independent of the note style.
* Used to allow scripts to reposition the elements.
*/
var offsets:Array<Int> = [0, 0];
override public function new(noteStyle:NoteStyle)
{
super();
this.noteStyle = noteStyle;
}
public function displayRating(daRating:String)
public function displayRating(daRating:Null<String>)
{
var perfStart:Float = TimerUtil.start();
if (daRating == null) daRating = "good";
var ratingPath:String = daRating;
if (PlayState.instance.currentStageId.startsWith('school')) ratingPath = "weeb/pixelUI/" + ratingPath + "-pixel";
var rating:FunkinSprite = FunkinSprite.create(0, 0, ratingPath);
rating.scrollFactor.set(0.2, 0.2);
var rating:Null<FunkinSprite> = noteStyle.buildJudgementSprite(daRating);
if (rating == null) return;
rating.zIndex = 1000;
rating.x = (FlxG.width * 0.474) + offsets[0];
// rating.x -= FlxG.camera.scroll.x * 0.2;
rating.y = (FlxG.camera.height * 0.45 - 60) + offsets[1];
rating.x = (FlxG.width * 0.474);
rating.x -= rating.width / 2;
rating.y = (FlxG.camera.height * 0.45 - 60);
rating.y -= rating.height / 2;
rating.x += offsets[0];
rating.y += offsets[1];
var styleOffsets = noteStyle.getJudgementSpriteOffsets(daRating);
rating.x += styleOffsets[0];
rating.y += styleOffsets[1];
rating.acceleration.y = 550;
rating.velocity.y -= FlxG.random.int(140, 175);
rating.velocity.x -= FlxG.random.int(0, 10);
add(rating);
if (PlayState.instance.currentStageId.startsWith('school'))
{
rating.setGraphicSize(Std.int(rating.width * Constants.PIXEL_ART_SCALE * 0.7));
rating.antialiasing = false;
}
else
{
rating.setGraphicSize(Std.int(rating.width * 0.65));
rating.antialiasing = true;
}
rating.updateHitbox();
rating.x -= rating.width / 2;
rating.y -= rating.height / 2;
var fadeEase = noteStyle.isJudgementSpritePixel(daRating) ? EaseUtil.stepped(2) : null;
FlxTween.tween(rating, {alpha: 0}, 0.2,
{
@ -61,58 +68,13 @@ class PopUpStuff extends FlxTypedGroup<FlxSprite>
remove(rating, true);
rating.destroy();
},
startDelay: Conductor.instance.beatLengthMs * 0.001
startDelay: Conductor.instance.beatLengthMs * 0.001,
ease: fadeEase
});
trace('displayRating took: ${TimerUtil.seconds(perfStart)}');
}
public function displayCombo(?combo:Int = 0):Int
public function displayCombo(combo:Int = 0):Void
{
var perfStart:Float = TimerUtil.start();
if (combo == null) combo = 0;
var pixelShitPart1:String = "";
var pixelShitPart2:String = '';
if (PlayState.instance.currentStageId.startsWith('school'))
{
pixelShitPart1 = 'weeb/pixelUI/';
pixelShitPart2 = '-pixel';
}
var comboSpr:FunkinSprite = FunkinSprite.create(pixelShitPart1 + 'combo' + pixelShitPart2);
comboSpr.y = (FlxG.camera.height * 0.44) + offsets[1];
comboSpr.x = (FlxG.width * 0.507) + offsets[0];
// comboSpr.x -= FlxG.camera.scroll.x * 0.2;
comboSpr.acceleration.y = 600;
comboSpr.velocity.y -= 150;
comboSpr.velocity.x += FlxG.random.int(1, 10);
// add(comboSpr);
if (PlayState.instance.currentStageId.startsWith('school'))
{
comboSpr.setGraphicSize(Std.int(comboSpr.width * Constants.PIXEL_ART_SCALE * 0.7));
comboSpr.antialiasing = false;
}
else
{
comboSpr.setGraphicSize(Std.int(comboSpr.width * 0.7));
comboSpr.antialiasing = true;
}
comboSpr.updateHitbox();
FlxTween.tween(comboSpr, {alpha: 0}, 0.2,
{
onComplete: function(tween:FlxTween) {
remove(comboSpr, true);
comboSpr.destroy();
},
startDelay: Conductor.instance.beatLengthMs * 0.001
});
var seperatedScore:Array<Int> = [];
var tempCombo:Int = combo;
@ -127,43 +89,40 @@ class PopUpStuff extends FlxTypedGroup<FlxSprite>
// seperatedScore.reverse();
var daLoop:Int = 1;
for (i in seperatedScore)
for (digit in seperatedScore)
{
var numScore:FunkinSprite = FunkinSprite.create(0, comboSpr.y, pixelShitPart1 + 'num' + Std.int(i) + pixelShitPart2);
var numScore:Null<FunkinSprite> = noteStyle.buildComboNumSprite(digit);
if (numScore == null) continue;
if (PlayState.instance.currentStageId.startsWith('school'))
{
numScore.setGraphicSize(Std.int(numScore.width * Constants.PIXEL_ART_SCALE * 0.7));
numScore.antialiasing = false;
}
else
{
numScore.setGraphicSize(Std.int(numScore.width * 0.45));
numScore.antialiasing = true;
}
numScore.updateHitbox();
numScore.x = (FlxG.width * 0.507) - (36 * daLoop) - 65;
trace('numScore($daLoop) = ${numScore.x}');
numScore.y = (FlxG.camera.height * 0.44);
numScore.x += offsets[0];
numScore.y += offsets[1];
var styleOffsets = noteStyle.getComboNumSpriteOffsets(digit);
numScore.x += styleOffsets[0];
numScore.y += styleOffsets[1];
numScore.x = comboSpr.x - (36 * daLoop) - 65; //- 90;
numScore.acceleration.y = FlxG.random.int(250, 300);
numScore.velocity.y -= FlxG.random.int(130, 150);
numScore.velocity.x = FlxG.random.float(-5, 5);
add(numScore);
var fadeEase = noteStyle.isComboNumSpritePixel(digit) ? EaseUtil.stepped(2) : null;
FlxTween.tween(numScore, {alpha: 0}, 0.2,
{
onComplete: function(tween:FlxTween) {
remove(numScore, true);
numScore.destroy();
},
startDelay: Conductor.instance.beatLengthMs * 0.002
startDelay: Conductor.instance.beatLengthMs * 0.002,
ease: fadeEase
});
daLoop++;
}
trace('displayCombo took: ${TimerUtil.seconds(perfStart)}');
return combo;
}
}

View file

@ -81,7 +81,6 @@ class VideoCutscene
// Trigger the cutscene. Don't play the song in the background.
PlayState.instance.isInCutscene = true;
PlayState.instance.camHUD.visible = false;
PlayState.instance.camCutscene.visible = true;
// Display a black screen to hide the game while the video is playing.
blackScreen = new FlxSprite(-200, -200).makeGraphic(FlxG.width * 2, FlxG.height * 2, FlxColor.BLACK);
@ -145,7 +144,7 @@ class VideoCutscene
{
vid.zIndex = 0;
vid.bitmap.onEndReached.add(finishVideo.bind(0.5));
vid.autoPause = false;
vid.autoPause = FlxG.autoPause;
vid.cameras = [PlayState.instance.camCutscene];
@ -305,7 +304,6 @@ class VideoCutscene
vid = null;
#end
PlayState.instance.camCutscene.visible = true;
PlayState.instance.camHUD.visible = true;
FlxTween.tween(blackScreen, {alpha: 0}, transitionTime,

View file

@ -114,7 +114,7 @@ class ZoomCameraSongEvent extends SongEvent
name: 'zoom',
title: 'Zoom Level',
defaultValue: 1.0,
step: 0.1,
step: 0.05,
type: SongEventFieldType.FLOAT,
units: 'x'
},

View file

@ -1,6 +1,7 @@
package funkin.play.notes;
import funkin.data.song.SongData.SongNoteData;
import funkin.data.song.SongData.NoteParamData;
import funkin.play.notes.notestyle.NoteStyle;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.FlxSprite;
@ -65,6 +66,22 @@ class NoteSprite extends FunkinSprite
return this.noteData.kind = value;
}
/**
* An array of custom parameters for this note
*/
public var params(get, set):Array<NoteParamData>;
function get_params():Array<NoteParamData>
{
return this.noteData?.params ?? [];
}
function set_params(value:Array<NoteParamData>):Array<NoteParamData>
{
if (this.noteData == null) return value;
return this.noteData.params = value;
}
/**
* The data of the note (i.e. the direction.)
*/
@ -74,7 +91,7 @@ class NoteSprite extends FunkinSprite
{
if (frames == null) return value;
animation.play(DIRECTION_COLORS[value] + 'Scroll');
playNoteAnimation(value);
this.direction = value;
return this.direction;
@ -135,19 +152,37 @@ class NoteSprite extends FunkinSprite
this.hsvShader = new HSVShader();
setupNoteGraphic(noteStyle);
// Disables the update() function for performance.
this.active = false;
}
function setupNoteGraphic(noteStyle:NoteStyle):Void
/**
* Creates frames and animations
* @param noteStyle The `NoteStyle` instance
*/
public function setupNoteGraphic(noteStyle:NoteStyle):Void
{
noteStyle.buildNoteSprite(this);
setGraphicSize(Strumline.STRUMLINE_SIZE);
updateHitbox();
this.shader = hsvShader;
// `false` disables the update() function for performance.
this.active = noteStyle.isNoteAnimated();
}
/**
* Retrieve the value of the param with the given name
* @param name Name of the param
* @return Null<Dynamic>
*/
public function getParam(name:String):Null<Dynamic>
{
for (param in params)
{
if (param.name == name)
{
return param.value;
}
}
return null;
}
#if FLX_DEBUG
@ -173,6 +208,11 @@ class NoteSprite extends FunkinSprite
}
#end
function playNoteAnimation(value:Int):Void
{
animation.play(DIRECTION_COLORS[value] + 'Scroll');
}
public function desaturate():Void
{
this.hsvShader.saturation = 0.2;

View file

@ -16,6 +16,7 @@ import funkin.data.song.SongData.SongNoteData;
import funkin.ui.options.PreferencesMenu;
import funkin.util.SortUtil;
import funkin.modding.events.ScriptEvent;
import funkin.play.notes.notekind.NoteKindManager;
/**
* A group of sprites which handles the receptor, the note splashes, and the notes (with sustains) for a given player.
@ -37,7 +38,7 @@ class Strumline extends FlxSpriteGroup
static function get_RENDER_DISTANCE_MS():Float
{
return FlxG.height / 0.45;
return FlxG.height / Constants.PIXELS_PER_MS;
}
/**
@ -93,6 +94,10 @@ class Strumline extends FlxSpriteGroup
final noteStyle:NoteStyle;
#if FEATURE_GHOST_TAPPING
var ghostTapTimer:Float = 0.0;
#end
/**
* The note data for the song. Should NOT be altered after the song starts,
* so we can easily rewind.
@ -178,21 +183,36 @@ class Strumline extends FlxSpriteGroup
super.update(elapsed);
updateNotes();
#if FEATURE_GHOST_TAPPING
updateGhostTapTimer(elapsed);
#end
}
#if FEATURE_GHOST_TAPPING
/**
* Returns `true` if no notes are in range of the strumline and the player can spam without penalty.
*/
public function mayGhostTap():Bool
{
// TODO: Refine this. Only querying "can be hit" is too tight but "is being rendered" is too loose.
// Also, if you just hit a note, there should be a (short) period where this is off so you can't spam.
// Any notes in range of the strumline.
if (getNotesMayHit().length > 0)
{
return false;
}
// Any hold notes in range of the strumline.
if (getHoldNotesHitOrMissed().length > 0)
{
return false;
}
// If there are any notes on screen, we can't ghost tap.
return notes.members.filter(function(note:NoteSprite) {
return note != null && note.alive && !note.hasBeenHit;
}).length == 0;
// Note has been hit recently.
if (ghostTapTimer > 0.0) return false;
// **yippee**
return true;
}
#end
/**
* Return notes that are within `Constants.HIT_WINDOW` ms of the strumline.
@ -491,6 +511,32 @@ class Strumline extends FlxSpriteGroup
}
}
/**
* Return notes that are within, or way after, `Constants.HIT_WINDOW` ms of the strumline.
* @return An array of `NoteSprite` objects.
*/
public function getNotesOnScreen():Array<NoteSprite>
{
return notes.members.filter(function(note:NoteSprite) {
return note != null && note.alive && !note.hasBeenHit;
});
}
#if FEATURE_GHOST_TAPPING
function updateGhostTapTimer(elapsed:Float):Void
{
// If it's still our turn, don't update the ghost tap timer.
if (getNotesOnScreen().length > 0) return;
ghostTapTimer -= elapsed;
if (ghostTapTimer <= 0)
{
ghostTapTimer = 0;
}
}
#end
/**
* Called when the PlayState skips a large amount of time forward or backward.
*/
@ -562,6 +608,10 @@ class Strumline extends FlxSpriteGroup
playStatic(dir);
}
resetScrollSpeed();
#if FEATURE_GHOST_TAPPING
ghostTapTimer = 0;
#end
}
public function applyNoteData(data:Array<SongNoteData>):Void
@ -598,10 +648,13 @@ class Strumline extends FlxSpriteGroup
{
note.holdNoteSprite.hitNote = true;
note.holdNoteSprite.missedNote = false;
note.holdNoteSprite.alpha = 1.0;
note.holdNoteSprite.sustainLength = (note.holdNoteSprite.strumTime + note.holdNoteSprite.fullSustainLength) - conductorInUse.songPosition;
}
#if FEATURE_GHOST_TAPPING
ghostTapTimer = Constants.GHOST_TAP_DELAY;
#end
}
public function killNote(note:NoteSprite):Void
@ -709,11 +762,15 @@ class Strumline extends FlxSpriteGroup
if (noteSprite != null)
{
var noteKindStyle:NoteStyle = NoteKindManager.getNoteStyle(note.kind, this.noteStyle.id) ?? this.noteStyle;
noteSprite.setupNoteGraphic(noteKindStyle);
noteSprite.direction = note.getDirection();
noteSprite.noteData = note;
noteSprite.x = this.x;
noteSprite.x += getXPos(DIRECTIONS[note.getDirection() % KEY_COUNT]);
noteSprite.x -= (noteSprite.width - Strumline.STRUMLINE_SIZE) / 2; // Center it
noteSprite.x -= NUDGE;
// noteSprite.x += INITIAL_OFFSET;
noteSprite.y = -9999;
@ -728,6 +785,9 @@ class Strumline extends FlxSpriteGroup
if (holdNoteSprite != null)
{
var noteKindStyle:NoteStyle = NoteKindManager.getNoteStyle(note.kind, this.noteStyle.id) ?? this.noteStyle;
holdNoteSprite.setupHoldNoteGraphic(noteKindStyle);
holdNoteSprite.parentStrumline = this;
holdNoteSprite.noteData = note;
holdNoteSprite.strumTime = note.time;

View file

@ -75,6 +75,13 @@ class StrumlineNote extends FlxSprite
function setup(noteStyle:NoteStyle):Void
{
if (noteStyle == null)
{
// If you get an exception on this line, check the debug console.
// You probably have a parsing error in your note style's JSON file.
throw "FATAL ERROR: Attempted to initialize PlayState with an invalid NoteStyle.";
}
noteStyle.applyStrumlineFrames(this);
noteStyle.applyStrumlineAnimations(this, this.direction);

View file

@ -99,7 +99,27 @@ class SustainTrail extends FlxSprite
*/
public function new(noteDirection:NoteDirection, sustainLength:Float, noteStyle:NoteStyle)
{
super(0, 0, noteStyle.getHoldNoteAssetPath());
super(0, 0);
// BASIC SETUP
this.sustainLength = sustainLength;
this.fullSustainLength = sustainLength;
this.noteDirection = noteDirection;
setupHoldNoteGraphic(noteStyle);
indices = new DrawData<Int>(12, true, TRIANGLE_VERTEX_INDICES);
this.active = true; // This NEEDS to be true for the note to be drawn!
}
/**
* Creates hold note graphic and applies correct zooming
* @param noteStyle The note style
*/
public function setupHoldNoteGraphic(noteStyle:NoteStyle):Void
{
loadGraphic(noteStyle.getHoldNoteAssetPath());
antialiasing = true;
@ -109,13 +129,14 @@ class SustainTrail extends FlxSprite
endOffset = bottomClip = 1;
antialiasing = false;
}
else
{
endOffset = 0.5;
bottomClip = 0.9;
}
zoom = 1.0;
zoom *= noteStyle.fetchHoldNoteScale();
// BASIC SETUP
this.sustainLength = sustainLength;
this.fullSustainLength = sustainLength;
this.noteDirection = noteDirection;
zoom *= 0.7;
// CALCULATE SIZE
@ -131,9 +152,6 @@ class SustainTrail extends FlxSprite
updateColorTransform();
updateClipping();
indices = new DrawData<Int>(12, true, TRIANGLE_VERTEX_INDICES);
this.active = true; // This NEEDS to be true for the note to be drawn!
}
function getBaseScrollSpeed()
@ -160,7 +178,7 @@ class SustainTrail extends FlxSprite
*/
public static inline function sustainHeight(susLength:Float, scroll:Float)
{
return (susLength * 0.45 * scroll);
return (susLength * Constants.PIXELS_PER_MS * scroll);
}
function set_sustainLength(s:Float):Float
@ -195,6 +213,11 @@ class SustainTrail extends FlxSprite
*/
public function updateClipping(songTime:Float = 0):Void
{
if (graphic == null)
{
return;
}
var clipHeight:Float = FlxMath.bound(sustainHeight(sustainLength - (songTime - strumTime), parentStrumline?.scrollSpeed ?? 1.0), 0, graphicHeight);
if (clipHeight <= 0.1)
{

View file

@ -0,0 +1,119 @@
package funkin.play.notes.notekind;
import funkin.modding.IScriptedClass.INoteScriptedClass;
import funkin.modding.events.ScriptEvent;
import flixel.math.FlxMath;
/**
* Class for note scripts
*/
class NoteKind implements INoteScriptedClass
{
/**
* The name of the note kind
*/
public var noteKind:String;
/**
* Description used in chart editor
*/
public var description:String;
/**
* Custom note style
*/
public var noteStyleId:Null<String>;
/**
* Custom parameters for the chart editor
*/
public var params:Array<NoteKindParam>;
public function new(noteKind:String, description:String = "", ?noteStyleId:String, ?params:Array<NoteKindParam>)
{
this.noteKind = noteKind;
this.description = description;
this.noteStyleId = noteStyleId;
this.params = params ?? [];
}
public function toString():String
{
return noteKind;
}
/**
* Retrieve all notes of this kind
* @return Array<NoteSprite>
*/
function getNotes():Array<NoteSprite>
{
var allNotes:Array<NoteSprite> = PlayState.instance.playerStrumline.notes.members.concat(PlayState.instance.opponentStrumline.notes.members);
return allNotes.filter(function(note:NoteSprite) {
return note != null && note.noteData.kind == this.noteKind;
});
}
public function onScriptEvent(event:ScriptEvent):Void {}
public function onCreate(event:ScriptEvent):Void {}
public function onDestroy(event:ScriptEvent):Void {}
public function onUpdate(event:UpdateScriptEvent):Void {}
public function onNoteIncoming(event:NoteScriptEvent):Void {}
public function onNoteHit(event:HitNoteScriptEvent):Void {}
public function onNoteMiss(event:NoteScriptEvent):Void {}
}
/**
* Abstract for setting the type of the `NoteKindParam`
* This was supposed to be an enum but polymod kept being annoying
*/
abstract NoteKindParamType(String) from String to String
{
public static final STRING:String = 'String';
public static final INT:String = 'Int';
public static final FLOAT:String = 'Float';
}
typedef NoteKindParamData =
{
/**
* If `min` is null, there is no minimum
*/
?min:Null<Float>,
/**
* If `max` is null, there is no maximum
*/
?max:Null<Float>,
/**
* If `step` is null, it will use 1.0
*/
?step:Null<Float>,
/**
* If `precision` is null, there will be 0 decimal places
*/
?precision:Null<Int>,
?defaultValue:Dynamic
}
/**
* Typedef for creating custom parameters in the chart editor
*/
typedef NoteKindParam =
{
name:String,
description:String,
type:NoteKindParamType,
?data:NoteKindParamData
}

View file

@ -0,0 +1,121 @@
package funkin.play.notes.notekind;
import funkin.modding.events.ScriptEventDispatcher;
import funkin.modding.events.ScriptEvent;
import funkin.ui.debug.charting.util.ChartEditorDropdowns;
import funkin.data.notestyle.NoteStyleRegistry;
import funkin.play.notes.notestyle.NoteStyle;
import funkin.play.notes.notekind.ScriptedNoteKind;
import funkin.play.notes.notekind.NoteKind.NoteKindParam;
class NoteKindManager
{
static var noteKinds:Map<String, NoteKind> = [];
public static function loadScripts():Void
{
var scriptedClassName:Array<String> = ScriptedNoteKind.listScriptClasses();
if (scriptedClassName.length > 0)
{
trace('Instantiating ${scriptedClassName.length} scripted note kind(s)...');
for (scriptedClass in scriptedClassName)
{
try
{
var script:NoteKind = ScriptedNoteKind.init(scriptedClass, "unknown");
trace(' Initialized scripted note kind: ${script.noteKind}');
noteKinds.set(script.noteKind, script);
ChartEditorDropdowns.NOTE_KINDS.set(script.noteKind, script.description);
}
catch (e)
{
trace(' FAILED to instantiate scripted note kind: ${scriptedClass}');
trace(e);
}
}
}
}
/**
* Calls the given event for note kind scripts
* @param event The event
*/
public static function callEvent(event:ScriptEvent):Void
{
// if it is a note script event,
// then only call the event for the specific note kind script
if (Std.isOfType(event, NoteScriptEvent))
{
var noteEvent:NoteScriptEvent = cast(event, NoteScriptEvent);
var noteKind:NoteKind = noteKinds.get(noteEvent.note.kind);
if (noteKind != null)
{
ScriptEventDispatcher.callEvent(noteKind, event);
}
}
else // call the event for all note kind scripts
{
for (noteKind in noteKinds.iterator())
{
ScriptEventDispatcher.callEvent(noteKind, event);
}
}
}
/**
* Retrieve the note style from the given note kind
* @param noteKind note kind name
* @param suffix Used for song note styles
* @return NoteStyle
*/
public static function getNoteStyle(noteKind:String, ?suffix:String):Null<NoteStyle>
{
var noteStyleId:Null<String> = getNoteStyleId(noteKind, suffix);
if (noteStyleId == null)
{
return null;
}
return NoteStyleRegistry.instance.fetchEntry(noteStyleId);
}
/**
* Retrieve the note style id from the given note kind
* @param noteKind Note kind name
* @param suffix Used for song note styles
* @return Null<String>
*/
public static function getNoteStyleId(noteKind:String, ?suffix:String):Null<String>
{
if (suffix == '')
{
suffix = null;
}
var noteStyleId:Null<String> = noteKinds.get(noteKind)?.noteStyleId;
if (noteStyleId != null && suffix != null)
{
noteStyleId = NoteStyleRegistry.instance.hasEntry('$noteStyleId-$suffix') ? '$noteStyleId-$suffix' : noteStyleId;
}
return noteStyleId;
}
/**
* Retrive custom params of the given note kind
* @param noteKind Name of the note kind
* @return Array<NoteKindParam>
*/
public static function getParams(noteKind:Null<String>):Array<NoteKindParam>
{
if (noteKind == null)
{
return [];
}
return noteKinds.get(noteKind)?.params ?? [];
}
}

View file

@ -0,0 +1,9 @@
package funkin.play.notes.notekind;
/**
* A script that can be tied to a NoteKind.
* Create a scripted class that extends NoteKind,
* then call `super('noteKind')` in the constructor to use this.
*/
@:hscriptClass
class ScriptedNoteKind extends NoteKind implements polymod.hscript.HScriptedClass {}

View file

@ -1,5 +1,6 @@
package funkin.play.notes.notestyle;
import funkin.play.Countdown;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.graphics.frames.FlxFramesCollection;
import funkin.data.animation.AnimationData;
@ -16,6 +17,7 @@ using funkin.data.animation.AnimationData.AnimationDataUtil;
* Holds the data for what assets to use for a note style,
* and provides convenience methods for building sprites based on them.
*/
@:nullSafety
class NoteStyle implements IRegistryEntry<NoteStyleData>
{
/**
@ -42,12 +44,8 @@ class NoteStyle implements IRegistryEntry<NoteStyleData>
this.id = id;
_data = _fetchData(id);
if (_data == null)
{
throw 'Could not parse note style data for id: $id';
}
this.fallback = NoteStyleRegistry.instance.fetchEntry(getFallbackID());
var fallbackID = _data.fallback;
if (fallbackID != null) this.fallback = NoteStyleRegistry.instance.fetchEntry(fallbackID);
}
/**
@ -72,7 +70,7 @@ class NoteStyle implements IRegistryEntry<NoteStyleData>
* Get the note style ID of the parent note style.
* @return The string ID, or `null` if there is no parent.
*/
function getFallbackID():Null<String>
public function getFallbackID():Null<String>
{
return _data.fallback;
}
@ -80,7 +78,7 @@ class NoteStyle implements IRegistryEntry<NoteStyleData>
public function buildNoteSprite(target:NoteSprite):Void
{
// Apply the note sprite frames.
var atlas:FlxAtlasFrames = buildNoteFrames(false);
var atlas:Null<FlxAtlasFrames> = buildNoteFrames(false);
if (atlas == null)
{
@ -89,29 +87,40 @@ class NoteStyle implements IRegistryEntry<NoteStyleData>
target.frames = atlas;
target.scale.x = _data.assets.note.scale;
target.scale.y = _data.assets.note.scale;
target.antialiasing = !_data.assets.note.isPixel;
target.antialiasing = !(_data.assets?.note?.isPixel ?? false);
// Apply the animations.
buildNoteAnimations(target);
// Set the scale.
target.setGraphicSize(Strumline.STRUMLINE_SIZE * getNoteScale());
target.updateHitbox();
}
var noteFrames:FlxAtlasFrames = null;
var noteFrames:Null<FlxAtlasFrames> = null;
function buildNoteFrames(force:Bool = false):FlxAtlasFrames
function buildNoteFrames(force:Bool = false):Null<FlxAtlasFrames>
{
if (!FunkinSprite.isTextureCached(Paths.image(getNoteAssetPath())))
var noteAssetPath = getNoteAssetPath();
if (noteAssetPath == null) return null;
if (!FunkinSprite.isTextureCached(Paths.image(noteAssetPath)))
{
FlxG.log.warn('Note texture is not cached: ${getNoteAssetPath()}');
FlxG.log.warn('Note texture is not cached: ${noteAssetPath}');
}
// Purge the note frames if the cached atlas is invalid.
if (noteFrames?.parent?.isDestroyed ?? false) noteFrames = null;
@:nullSafety(Off)
{
if (noteFrames?.parent?.isDestroyed ?? false) noteFrames = null;
}
if (noteFrames != null && !force) return noteFrames;
noteFrames = Paths.getSparrowAtlas(getNoteAssetPath(), getNoteAssetLibrary());
var noteAssetPath = getNoteAssetPath();
if (noteAssetPath == null) return null;
noteFrames = Paths.getSparrowAtlas(noteAssetPath, getNoteAssetLibrary());
if (noteFrames == null)
{
@ -121,17 +130,18 @@ class NoteStyle implements IRegistryEntry<NoteStyleData>
return noteFrames;
}
function getNoteAssetPath(raw:Bool = false):String
function getNoteAssetPath(raw:Bool = false):Null<String>
{
if (raw)
{
var rawPath:Null<String> = _data?.assets?.note?.assetPath;
if (rawPath == null) return fallback.getNoteAssetPath(true);
if (rawPath == null && fallback != null) return fallback.getNoteAssetPath(true);
return rawPath;
}
// library:path
var parts = getNoteAssetPath(true).split(Constants.LIBRARY_SEPARATOR);
var parts = getNoteAssetPath(true)?.split(Constants.LIBRARY_SEPARATOR) ?? [];
if (parts.length == 0) return null;
if (parts.length == 1) return getNoteAssetPath(true);
return parts[1];
}
@ -139,47 +149,63 @@ class NoteStyle implements IRegistryEntry<NoteStyleData>
function getNoteAssetLibrary():Null<String>
{
// library:path
var parts = getNoteAssetPath(true).split(Constants.LIBRARY_SEPARATOR);
var parts = getNoteAssetPath(true)?.split(Constants.LIBRARY_SEPARATOR) ?? [];
if (parts.length == 0) return null;
if (parts.length == 1) return null;
return parts[0];
}
function buildNoteAnimations(target:NoteSprite):Void
{
var leftData:AnimationData = fetchNoteAnimationData(LEFT);
target.animation.addByPrefix('purpleScroll', leftData.prefix, leftData.frameRate, leftData.looped, leftData.flipX, leftData.flipY);
var downData:AnimationData = fetchNoteAnimationData(DOWN);
target.animation.addByPrefix('blueScroll', downData.prefix, downData.frameRate, downData.looped, downData.flipX, downData.flipY);
var upData:AnimationData = fetchNoteAnimationData(UP);
target.animation.addByPrefix('greenScroll', upData.prefix, upData.frameRate, upData.looped, upData.flipX, upData.flipY);
var rightData:AnimationData = fetchNoteAnimationData(RIGHT);
target.animation.addByPrefix('redScroll', rightData.prefix, rightData.frameRate, rightData.looped, rightData.flipX, rightData.flipY);
var leftData:Null<AnimationData> = fetchNoteAnimationData(LEFT);
if (leftData != null) target.animation.addByPrefix('purpleScroll', leftData.prefix ?? '', leftData.frameRate ?? 24, leftData.looped ?? false,
leftData.flipX, leftData.flipY);
var downData:Null<AnimationData> = fetchNoteAnimationData(DOWN);
if (downData != null) target.animation.addByPrefix('blueScroll', downData.prefix ?? '', downData.frameRate ?? 24, downData.looped ?? false,
downData.flipX, downData.flipY);
var upData:Null<AnimationData> = fetchNoteAnimationData(UP);
if (upData != null) target.animation.addByPrefix('greenScroll', upData.prefix ?? '', upData.frameRate ?? 24, upData.looped ?? false, upData.flipX,
upData.flipY);
var rightData:Null<AnimationData> = fetchNoteAnimationData(RIGHT);
if (rightData != null) target.animation.addByPrefix('redScroll', rightData.prefix ?? '', rightData.frameRate ?? 24, rightData.looped ?? false,
rightData.flipX, rightData.flipY);
}
function fetchNoteAnimationData(dir:NoteDirection):AnimationData
public function isNoteAnimated():Bool
{
return _data.assets?.note?.animated ?? false;
}
public function getNoteScale():Float
{
return _data.assets?.note?.scale ?? 1.0;
}
function fetchNoteAnimationData(dir:NoteDirection):Null<AnimationData>
{
var result:Null<AnimationData> = switch (dir)
{
case LEFT: _data.assets.note.data.left.toNamed();
case DOWN: _data.assets.note.data.down.toNamed();
case UP: _data.assets.note.data.up.toNamed();
case RIGHT: _data.assets.note.data.right.toNamed();
case LEFT: _data.assets?.note?.data?.left?.toNamed();
case DOWN: _data.assets?.note?.data?.down?.toNamed();
case UP: _data.assets?.note?.data?.up?.toNamed();
case RIGHT: _data.assets?.note?.data?.right?.toNamed();
};
return (result == null) ? fallback.fetchNoteAnimationData(dir) : result;
return (result == null && fallback != null) ? fallback.fetchNoteAnimationData(dir) : result;
}
public function getHoldNoteAssetPath(raw:Bool = false):String
public function getHoldNoteAssetPath(raw:Bool = false):Null<String>
{
if (raw)
{
// TODO: figure out why ?. didn't work here
var rawPath:Null<String> = (_data?.assets?.holdNote == null) ? null : _data?.assets?.holdNote?.assetPath;
return (rawPath == null) ? fallback.getHoldNoteAssetPath(true) : rawPath;
return (rawPath == null && fallback != null) ? fallback.getHoldNoteAssetPath(true) : rawPath;
}
// library:path
var parts = getHoldNoteAssetPath(true).split(Constants.LIBRARY_SEPARATOR);
var parts = getHoldNoteAssetPath(true)?.split(Constants.LIBRARY_SEPARATOR) ?? [];
if (parts.length == 0) return null;
if (parts.length == 1) return Paths.image(parts[0]);
return Paths.image(parts[1], parts[0]);
}
@ -187,15 +213,15 @@ class NoteStyle implements IRegistryEntry<NoteStyleData>
public function isHoldNotePixel():Bool
{
var data = _data?.assets?.holdNote;
if (data == null) return fallback.isHoldNotePixel();
return data.isPixel;
if (data == null && fallback != null) return fallback.isHoldNotePixel();
return data?.isPixel ?? false;
}
public function fetchHoldNoteScale():Float
{
var data = _data?.assets?.holdNote;
if (data == null) return fallback.fetchHoldNoteScale();
return data.scale;
if (data == null && fallback != null) return fallback.fetchHoldNoteScale();
return data?.scale ?? 1.0;
}
public function applyStrumlineFrames(target:StrumlineNote):Void
@ -203,7 +229,7 @@ class NoteStyle implements IRegistryEntry<NoteStyleData>
// TODO: Add support for multi-Sparrow.
// Will be less annoying after this is merged: https://github.com/HaxeFlixel/flixel/pull/2772
var atlas:FlxAtlasFrames = Paths.getSparrowAtlas(getStrumlineAssetPath(), getStrumlineAssetLibrary());
var atlas:FlxAtlasFrames = Paths.getSparrowAtlas(getStrumlineAssetPath() ?? '', getStrumlineAssetLibrary());
if (atlas == null)
{
@ -212,31 +238,30 @@ class NoteStyle implements IRegistryEntry<NoteStyleData>
target.frames = atlas;
target.scale.x = _data.assets.noteStrumline.scale;
target.scale.y = _data.assets.noteStrumline.scale;
target.antialiasing = !_data.assets.noteStrumline.isPixel;
target.scale.set(_data.assets.noteStrumline?.scale ?? 1.0);
target.antialiasing = !(_data.assets.noteStrumline?.isPixel ?? false);
}
function getStrumlineAssetPath(raw:Bool = false):String
function getStrumlineAssetPath(raw:Bool = false):Null<String>
{
if (raw)
{
var rawPath:Null<String> = _data?.assets?.noteStrumline?.assetPath;
if (rawPath == null) return fallback.getStrumlineAssetPath(true);
if (rawPath == null && fallback != null) return fallback.getStrumlineAssetPath(true);
return rawPath;
}
// library:path
var parts = getStrumlineAssetPath(true).split(Constants.LIBRARY_SEPARATOR);
if (parts.length == 1) return getStrumlineAssetPath(true);
var parts = getStrumlineAssetPath(true)?.split(Constants.LIBRARY_SEPARATOR) ?? [];
if (parts.length <= 1) return getStrumlineAssetPath(true);
return parts[1];
}
function getStrumlineAssetLibrary():Null<String>
{
// library:path
var parts = getStrumlineAssetPath(true).split(Constants.LIBRARY_SEPARATOR);
if (parts.length == 1) return null;
var parts = getStrumlineAssetPath(true)?.split(Constants.LIBRARY_SEPARATOR) ?? [];
if (parts.length <= 1) return null;
return parts[0];
}
@ -247,60 +272,592 @@ class NoteStyle implements IRegistryEntry<NoteStyleData>
function getStrumlineAnimationData(dir:NoteDirection):Array<AnimationData>
{
var result:Array<AnimationData> = switch (dir)
var result:Array<Null<AnimationData>> = switch (dir)
{
case NoteDirection.LEFT: [
_data.assets.noteStrumline.data.leftStatic.toNamed('static'),
_data.assets.noteStrumline.data.leftPress.toNamed('press'),
_data.assets.noteStrumline.data.leftConfirm.toNamed('confirm'),
_data.assets.noteStrumline.data.leftConfirmHold.toNamed('confirm-hold'),
_data.assets.noteStrumline?.data?.leftStatic?.toNamed('static'),
_data.assets.noteStrumline?.data?.leftPress?.toNamed('press'),
_data.assets.noteStrumline?.data?.leftConfirm?.toNamed('confirm'),
_data.assets.noteStrumline?.data?.leftConfirmHold?.toNamed('confirm-hold'),
];
case NoteDirection.DOWN: [
_data.assets.noteStrumline.data.downStatic.toNamed('static'),
_data.assets.noteStrumline.data.downPress.toNamed('press'),
_data.assets.noteStrumline.data.downConfirm.toNamed('confirm'),
_data.assets.noteStrumline.data.downConfirmHold.toNamed('confirm-hold'),
_data.assets.noteStrumline?.data?.downStatic?.toNamed('static'),
_data.assets.noteStrumline?.data?.downPress?.toNamed('press'),
_data.assets.noteStrumline?.data?.downConfirm?.toNamed('confirm'),
_data.assets.noteStrumline?.data?.downConfirmHold?.toNamed('confirm-hold'),
];
case NoteDirection.UP: [
_data.assets.noteStrumline.data.upStatic.toNamed('static'),
_data.assets.noteStrumline.data.upPress.toNamed('press'),
_data.assets.noteStrumline.data.upConfirm.toNamed('confirm'),
_data.assets.noteStrumline.data.upConfirmHold.toNamed('confirm-hold'),
_data.assets.noteStrumline?.data?.upStatic?.toNamed('static'),
_data.assets.noteStrumline?.data?.upPress?.toNamed('press'),
_data.assets.noteStrumline?.data?.upConfirm?.toNamed('confirm'),
_data.assets.noteStrumline?.data?.upConfirmHold?.toNamed('confirm-hold'),
];
case NoteDirection.RIGHT: [
_data.assets.noteStrumline.data.rightStatic.toNamed('static'),
_data.assets.noteStrumline.data.rightPress.toNamed('press'),
_data.assets.noteStrumline.data.rightConfirm.toNamed('confirm'),
_data.assets.noteStrumline.data.rightConfirmHold.toNamed('confirm-hold'),
_data.assets.noteStrumline?.data?.rightStatic?.toNamed('static'),
_data.assets.noteStrumline?.data?.rightPress?.toNamed('press'),
_data.assets.noteStrumline?.data?.rightConfirm?.toNamed('confirm'),
_data.assets.noteStrumline?.data?.rightConfirmHold?.toNamed('confirm-hold'),
];
default: [];
};
return result;
return thx.Arrays.filterNull(result);
}
public function applyStrumlineOffsets(target:StrumlineNote)
public function applyStrumlineOffsets(target:StrumlineNote):Void
{
target.x += _data.assets.noteStrumline.offsets[0];
target.y += _data.assets.noteStrumline.offsets[1];
var offsets = _data?.assets?.noteStrumline?.offsets ?? [0.0, 0.0];
target.x += offsets[0];
target.y += offsets[1];
}
public function getStrumlineScale():Float
{
return _data.assets.noteStrumline.scale;
return _data?.assets?.noteStrumline?.scale ?? 1.0;
}
public function isNoteSplashEnabled():Bool
{
var data = _data?.assets?.noteSplash?.data;
if (data == null) return fallback.isNoteSplashEnabled();
return data.enabled;
if (data == null) return fallback?.isNoteSplashEnabled() ?? false;
return data.enabled ?? false;
}
public function isHoldNoteCoverEnabled():Bool
{
var data = _data?.assets?.holdNoteCover?.data;
if (data == null) return fallback.isHoldNoteCoverEnabled();
return data.enabled;
if (data == null) return fallback?.isHoldNoteCoverEnabled() ?? false;
return data.enabled ?? false;
}
/**
* Build a sprite for the given step of the countdown.
* @param step
* @return A `FunkinSprite`, or `null` if no graphic is available for this step.
*/
public function buildCountdownSprite(step:Countdown.CountdownStep):Null<FunkinSprite>
{
var result = new FunkinSprite();
switch (step)
{
case THREE:
if (_data.assets.countdownThree == null) return fallback?.buildCountdownSprite(step);
var assetPath = buildCountdownSpritePath(step);
if (assetPath == null) return null;
result.loadTexture(assetPath);
result.scale.x = _data.assets.countdownThree?.scale ?? 1.0;
result.scale.y = _data.assets.countdownThree?.scale ?? 1.0;
case TWO:
if (_data.assets.countdownTwo == null) return fallback?.buildCountdownSprite(step);
var assetPath = buildCountdownSpritePath(step);
if (assetPath == null) return null;
result.loadTexture(assetPath);
result.scale.x = _data.assets.countdownTwo?.scale ?? 1.0;
result.scale.y = _data.assets.countdownTwo?.scale ?? 1.0;
case ONE:
if (_data.assets.countdownOne == null) return fallback?.buildCountdownSprite(step);
var assetPath = buildCountdownSpritePath(step);
if (assetPath == null) return null;
result.loadTexture(assetPath);
result.scale.x = _data.assets.countdownOne?.scale ?? 1.0;
result.scale.y = _data.assets.countdownOne?.scale ?? 1.0;
case GO:
if (_data.assets.countdownGo == null) return fallback?.buildCountdownSprite(step);
var assetPath = buildCountdownSpritePath(step);
if (assetPath == null) return null;
result.loadTexture(assetPath);
result.scale.x = _data.assets.countdownGo?.scale ?? 1.0;
result.scale.y = _data.assets.countdownGo?.scale ?? 1.0;
default:
// TODO: Do something here?
return null;
}
result.scrollFactor.set(0, 0);
result.antialiasing = !isCountdownSpritePixel(step);
result.updateHitbox();
return result;
}
function buildCountdownSpritePath(step:Countdown.CountdownStep):Null<String>
{
var basePath:Null<String> = null;
switch (step)
{
case THREE:
basePath = _data.assets.countdownThree?.assetPath;
case TWO:
basePath = _data.assets.countdownTwo?.assetPath;
case ONE:
basePath = _data.assets.countdownOne?.assetPath;
case GO:
basePath = _data.assets.countdownGo?.assetPath;
default:
basePath = null;
}
if (basePath == null) return fallback?.buildCountdownSpritePath(step);
var parts = basePath?.split(Constants.LIBRARY_SEPARATOR) ?? [];
if (parts.length < 1) return null;
if (parts.length == 1) return parts[0];
return parts[1];
}
function buildCountdownSpriteLibrary(step:Countdown.CountdownStep):Null<String>
{
var basePath:Null<String> = null;
switch (step)
{
case THREE:
basePath = _data.assets.countdownThree?.assetPath;
case TWO:
basePath = _data.assets.countdownTwo?.assetPath;
case ONE:
basePath = _data.assets.countdownOne?.assetPath;
case GO:
basePath = _data.assets.countdownGo?.assetPath;
default:
basePath = null;
}
if (basePath == null) return fallback?.buildCountdownSpriteLibrary(step);
var parts = basePath?.split(Constants.LIBRARY_SEPARATOR) ?? [];
if (parts.length <= 1) return null;
return parts[0];
}
public function isCountdownSpritePixel(step:Countdown.CountdownStep):Bool
{
switch (step)
{
case THREE:
var result = _data.assets.countdownThree?.isPixel;
if (result == null && fallback != null) result = fallback.isCountdownSpritePixel(step);
return result ?? false;
case TWO:
var result = _data.assets.countdownTwo?.isPixel;
if (result == null && fallback != null) result = fallback.isCountdownSpritePixel(step);
return result ?? false;
case ONE:
var result = _data.assets.countdownOne?.isPixel;
if (result == null && fallback != null) result = fallback.isCountdownSpritePixel(step);
return result ?? false;
case GO:
var result = _data.assets.countdownGo?.isPixel;
if (result == null && fallback != null) result = fallback.isCountdownSpritePixel(step);
return result ?? false;
default:
return false;
}
}
public function getCountdownSpriteOffsets(step:Countdown.CountdownStep):Array<Float>
{
switch (step)
{
case THREE:
var result = _data.assets.countdownThree?.offsets;
if (result == null && fallback != null) result = fallback.getCountdownSpriteOffsets(step);
return result ?? [0, 0];
case TWO:
var result = _data.assets.countdownTwo?.offsets;
if (result == null && fallback != null) result = fallback.getCountdownSpriteOffsets(step);
return result ?? [0, 0];
case ONE:
var result = _data.assets.countdownOne?.offsets;
if (result == null && fallback != null) result = fallback.getCountdownSpriteOffsets(step);
return result ?? [0, 0];
case GO:
var result = _data.assets.countdownGo?.offsets;
if (result == null && fallback != null) result = fallback.getCountdownSpriteOffsets(step);
return result ?? [0, 0];
default:
return [0, 0];
}
}
public function getCountdownSoundPath(step:Countdown.CountdownStep, raw:Bool = false):Null<String>
{
if (raw)
{
// TODO: figure out why ?. didn't work here
var rawPath:Null<String> = switch (step)
{
case Countdown.CountdownStep.THREE:
_data.assets.countdownThree?.data?.audioPath;
case Countdown.CountdownStep.TWO:
_data.assets.countdownTwo?.data?.audioPath;
case Countdown.CountdownStep.ONE:
_data.assets.countdownOne?.data?.audioPath;
case Countdown.CountdownStep.GO:
_data.assets.countdownGo?.data?.audioPath;
default:
null;
}
return (rawPath == null && fallback != null) ? fallback.getCountdownSoundPath(step, true) : rawPath;
}
// library:path
var parts = getCountdownSoundPath(step, true)?.split(Constants.LIBRARY_SEPARATOR) ?? [];
if (parts.length == 0) return null;
if (parts.length == 1) return Paths.image(parts[0]);
return Paths.sound(parts[1], parts[0]);
}
public function buildJudgementSprite(rating:String):Null<FunkinSprite>
{
var result = new FunkinSprite();
switch (rating)
{
case "sick":
if (_data.assets.judgementSick == null) return fallback?.buildJudgementSprite(rating);
var assetPath = buildJudgementSpritePath(rating);
if (assetPath == null) return null;
result.loadTexture(assetPath);
result.scale.x = _data.assets.judgementSick?.scale ?? 1.0;
result.scale.y = _data.assets.judgementSick?.scale ?? 1.0;
case "good":
if (_data.assets.judgementGood == null) return fallback?.buildJudgementSprite(rating);
var assetPath = buildJudgementSpritePath(rating);
if (assetPath == null) return null;
result.loadTexture(assetPath);
result.scale.x = _data.assets.judgementGood?.scale ?? 1.0;
result.scale.y = _data.assets.judgementGood?.scale ?? 1.0;
case "bad":
if (_data.assets.judgementBad == null) return fallback?.buildJudgementSprite(rating);
var assetPath = buildJudgementSpritePath(rating);
if (assetPath == null) return null;
result.loadTexture(assetPath);
result.scale.x = _data.assets.judgementBad?.scale ?? 1.0;
result.scale.y = _data.assets.judgementBad?.scale ?? 1.0;
case "shit":
if (_data.assets.judgementShit == null) return fallback?.buildJudgementSprite(rating);
var assetPath = buildJudgementSpritePath(rating);
if (assetPath == null) return null;
result.loadTexture(assetPath);
result.scale.x = _data.assets.judgementShit?.scale ?? 1.0;
result.scale.y = _data.assets.judgementShit?.scale ?? 1.0;
default:
return null;
}
result.scrollFactor.set(0.2, 0.2);
var isPixel = isJudgementSpritePixel(rating);
result.antialiasing = !isPixel;
result.pixelPerfectRender = isPixel;
result.pixelPerfectPosition = isPixel;
result.updateHitbox();
return result;
}
public function isJudgementSpritePixel(rating:String):Bool
{
switch (rating)
{
case "sick":
var result = _data.assets.judgementSick?.isPixel;
if (result == null && fallback != null) result = fallback.isJudgementSpritePixel(rating);
return result ?? false;
case "good":
var result = _data.assets.judgementGood?.isPixel;
if (result == null && fallback != null) result = fallback.isJudgementSpritePixel(rating);
return result ?? false;
case "bad":
var result = _data.assets.judgementBad?.isPixel;
if (result == null && fallback != null) result = fallback.isJudgementSpritePixel(rating);
return result ?? false;
case "GO":
var result = _data.assets.judgementShit?.isPixel;
if (result == null && fallback != null) result = fallback.isJudgementSpritePixel(rating);
return result ?? false;
default:
return false;
}
}
function buildJudgementSpritePath(rating:String):Null<String>
{
var basePath:Null<String> = null;
switch (rating)
{
case "sick":
basePath = _data.assets.judgementSick?.assetPath;
case "good":
basePath = _data.assets.judgementGood?.assetPath;
case "bad":
basePath = _data.assets.judgementBad?.assetPath;
case "shit":
basePath = _data.assets.judgementShit?.assetPath;
default:
basePath = null;
}
if (basePath == null) return fallback?.buildJudgementSpritePath(rating);
var parts = basePath?.split(Constants.LIBRARY_SEPARATOR) ?? [];
if (parts.length < 1) return null;
if (parts.length == 1) return parts[0];
return parts[1];
}
public function getJudgementSpriteOffsets(rating:String):Array<Float>
{
switch (rating)
{
case "sick":
var result = _data.assets.judgementSick?.offsets;
if (result == null && fallback != null) result = fallback.getJudgementSpriteOffsets(rating);
return result ?? [0, 0];
case "good":
var result = _data.assets.judgementGood?.offsets;
if (result == null && fallback != null) result = fallback.getJudgementSpriteOffsets(rating);
return result ?? [0, 0];
case "bad":
var result = _data.assets.judgementBad?.offsets;
if (result == null && fallback != null) result = fallback.getJudgementSpriteOffsets(rating);
return result ?? [0, 0];
case "shit":
var result = _data.assets.judgementShit?.offsets;
if (result == null && fallback != null) result = fallback.getJudgementSpriteOffsets(rating);
return result ?? [0, 0];
default:
return [0, 0];
}
}
public function buildComboNumSprite(digit:Int):Null<FunkinSprite>
{
var result = new FunkinSprite();
switch (digit)
{
case 0:
if (_data.assets.comboNumber0 == null) return fallback?.buildComboNumSprite(digit);
var assetPath = buildComboNumSpritePath(digit);
if (assetPath == null) return null;
result.loadTexture(assetPath);
result.scale.x = _data.assets.comboNumber0?.scale ?? 1.0;
result.scale.y = _data.assets.comboNumber0?.scale ?? 1.0;
case 1:
if (_data.assets.comboNumber1 == null) return fallback?.buildComboNumSprite(digit);
var assetPath = buildComboNumSpritePath(digit);
if (assetPath == null) return null;
result.loadTexture(assetPath);
result.scale.x = _data.assets.comboNumber1?.scale ?? 1.0;
result.scale.y = _data.assets.comboNumber1?.scale ?? 1.0;
case 2:
if (_data.assets.comboNumber2 == null) return fallback?.buildComboNumSprite(digit);
var assetPath = buildComboNumSpritePath(digit);
if (assetPath == null) return null;
result.loadTexture(assetPath);
result.scale.x = _data.assets.comboNumber2?.scale ?? 1.0;
result.scale.y = _data.assets.comboNumber2?.scale ?? 1.0;
case 3:
if (_data.assets.comboNumber3 == null) return fallback?.buildComboNumSprite(digit);
var assetPath = buildComboNumSpritePath(digit);
if (assetPath == null) return null;
result.loadTexture(assetPath);
result.scale.x = _data.assets.comboNumber3?.scale ?? 1.0;
result.scale.y = _data.assets.comboNumber3?.scale ?? 1.0;
case 4:
if (_data.assets.comboNumber4 == null) return fallback?.buildComboNumSprite(digit);
var assetPath = buildComboNumSpritePath(digit);
if (assetPath == null) return null;
result.loadTexture(assetPath);
result.scale.x = _data.assets.comboNumber4?.scale ?? 1.0;
result.scale.y = _data.assets.comboNumber4?.scale ?? 1.0;
case 5:
if (_data.assets.comboNumber5 == null) return fallback?.buildComboNumSprite(digit);
var assetPath = buildComboNumSpritePath(digit);
if (assetPath == null) return null;
result.loadTexture(assetPath);
result.scale.x = _data.assets.comboNumber5?.scale ?? 1.0;
result.scale.y = _data.assets.comboNumber5?.scale ?? 1.0;
case 6:
if (_data.assets.comboNumber6 == null) return fallback?.buildComboNumSprite(digit);
var assetPath = buildComboNumSpritePath(digit);
if (assetPath == null) return null;
result.loadTexture(assetPath);
result.scale.x = _data.assets.comboNumber6?.scale ?? 1.0;
result.scale.y = _data.assets.comboNumber6?.scale ?? 1.0;
case 7:
if (_data.assets.comboNumber7 == null) return fallback?.buildComboNumSprite(digit);
var assetPath = buildComboNumSpritePath(digit);
if (assetPath == null) return null;
result.loadTexture(assetPath);
result.scale.x = _data.assets.comboNumber7?.scale ?? 1.0;
result.scale.y = _data.assets.comboNumber7?.scale ?? 1.0;
case 8:
if (_data.assets.comboNumber8 == null) return fallback?.buildComboNumSprite(digit);
var assetPath = buildComboNumSpritePath(digit);
if (assetPath == null) return null;
result.loadTexture(assetPath);
result.scale.x = _data.assets.comboNumber8?.scale ?? 1.0;
result.scale.y = _data.assets.comboNumber8?.scale ?? 1.0;
case 9:
if (_data.assets.comboNumber9 == null) return fallback?.buildComboNumSprite(digit);
var assetPath = buildComboNumSpritePath(digit);
if (assetPath == null) return null;
result.loadTexture(assetPath);
result.scale.x = _data.assets.comboNumber9?.scale ?? 1.0;
result.scale.y = _data.assets.comboNumber9?.scale ?? 1.0;
default:
return null;
}
var isPixel = isComboNumSpritePixel(digit);
result.antialiasing = !isPixel;
result.pixelPerfectRender = isPixel;
result.pixelPerfectPosition = isPixel;
result.updateHitbox();
return result;
}
public function isComboNumSpritePixel(digit:Int):Bool
{
switch (digit)
{
case 0:
var result = _data.assets.comboNumber0?.isPixel;
if (result == null && fallback != null) result = fallback.isComboNumSpritePixel(digit);
return result ?? false;
case 1:
var result = _data.assets.comboNumber1?.isPixel;
if (result == null && fallback != null) result = fallback.isComboNumSpritePixel(digit);
return result ?? false;
case 2:
var result = _data.assets.comboNumber2?.isPixel;
if (result == null && fallback != null) result = fallback.isComboNumSpritePixel(digit);
return result ?? false;
case 3:
var result = _data.assets.comboNumber3?.isPixel;
if (result == null && fallback != null) result = fallback.isComboNumSpritePixel(digit);
return result ?? false;
case 4:
var result = _data.assets.comboNumber4?.isPixel;
if (result == null && fallback != null) result = fallback.isComboNumSpritePixel(digit);
return result ?? false;
case 5:
var result = _data.assets.comboNumber5?.isPixel;
if (result == null && fallback != null) result = fallback.isComboNumSpritePixel(digit);
return result ?? false;
case 6:
var result = _data.assets.comboNumber6?.isPixel;
if (result == null && fallback != null) result = fallback.isComboNumSpritePixel(digit);
return result ?? false;
case 7:
var result = _data.assets.comboNumber7?.isPixel;
if (result == null && fallback != null) result = fallback.isComboNumSpritePixel(digit);
return result ?? false;
case 8:
var result = _data.assets.comboNumber8?.isPixel;
if (result == null && fallback != null) result = fallback.isComboNumSpritePixel(digit);
return result ?? false;
case 9:
var result = _data.assets.comboNumber9?.isPixel;
if (result == null && fallback != null) result = fallback.isComboNumSpritePixel(digit);
return result ?? false;
default:
return false;
}
}
function buildComboNumSpritePath(digit:Int):Null<String>
{
var basePath:Null<String> = null;
switch (digit)
{
case 0:
basePath = _data.assets.comboNumber0?.assetPath;
case 1:
basePath = _data.assets.comboNumber1?.assetPath;
case 2:
basePath = _data.assets.comboNumber2?.assetPath;
case 3:
basePath = _data.assets.comboNumber3?.assetPath;
case 4:
basePath = _data.assets.comboNumber4?.assetPath;
case 5:
basePath = _data.assets.comboNumber5?.assetPath;
case 6:
basePath = _data.assets.comboNumber6?.assetPath;
case 7:
basePath = _data.assets.comboNumber7?.assetPath;
case 8:
basePath = _data.assets.comboNumber8?.assetPath;
case 9:
basePath = _data.assets.comboNumber9?.assetPath;
default:
basePath = null;
}
if (basePath == null) return fallback?.buildComboNumSpritePath(digit);
var parts = basePath?.split(Constants.LIBRARY_SEPARATOR) ?? [];
if (parts.length < 1) return null;
if (parts.length == 1) return parts[0];
return parts[1];
}
public function getComboNumSpriteOffsets(digit:Int):Array<Float>
{
switch (digit)
{
case 0:
var result = _data.assets.comboNumber0?.offsets;
if (result == null && fallback != null) result = fallback.getComboNumSpriteOffsets(digit);
return result ?? [0, 0];
case 1:
var result = _data.assets.comboNumber1?.offsets;
if (result == null && fallback != null) result = fallback.getComboNumSpriteOffsets(digit);
return result ?? [0, 0];
case 2:
var result = _data.assets.comboNumber2?.offsets;
if (result == null && fallback != null) result = fallback.getComboNumSpriteOffsets(digit);
return result ?? [0, 0];
case 3:
var result = _data.assets.comboNumber3?.offsets;
if (result == null && fallback != null) result = fallback.getComboNumSpriteOffsets(digit);
return result ?? [0, 0];
case 4:
var result = _data.assets.comboNumber4?.offsets;
if (result == null && fallback != null) result = fallback.getComboNumSpriteOffsets(digit);
return result ?? [0, 0];
case 5:
var result = _data.assets.comboNumber5?.offsets;
if (result == null && fallback != null) result = fallback.getComboNumSpriteOffsets(digit);
return result ?? [0, 0];
case 6:
var result = _data.assets.comboNumber6?.offsets;
if (result == null && fallback != null) result = fallback.getComboNumSpriteOffsets(digit);
return result ?? [0, 0];
case 7:
var result = _data.assets.comboNumber7?.offsets;
if (result == null && fallback != null) result = fallback.getComboNumSpriteOffsets(digit);
return result ?? [0, 0];
case 8:
var result = _data.assets.comboNumber8?.offsets;
if (result == null && fallback != null) result = fallback.getComboNumSpriteOffsets(digit);
return result ?? [0, 0];
case 9:
var result = _data.assets.comboNumber9?.offsets;
if (result == null && fallback != null) result = fallback.getComboNumSpriteOffsets(digit);
return result ?? [0, 0];
default:
return [0, 0];
}
}
public function destroy():Void {}
@ -310,8 +867,17 @@ class NoteStyle implements IRegistryEntry<NoteStyleData>
return 'NoteStyle($id)';
}
static function _fetchData(id:String):Null<NoteStyleData>
static function _fetchData(id:String):NoteStyleData
{
return NoteStyleRegistry.instance.parseEntryDataWithMigration(id, NoteStyleRegistry.instance.fetchEntryVersion(id));
var result = NoteStyleRegistry.instance.parseEntryDataWithMigration(id, NoteStyleRegistry.instance.fetchEntryVersion(id));
if (result == null)
{
throw 'Could not parse note style data for id: $id';
}
else
{
return result;
}
}
}

View file

@ -556,41 +556,7 @@ enum abstract ScoringRank(String)
}
}
public function getMusicPath():String
{
switch (abstract)
{
case PERFECT_GOLD:
return 'resultsPERFECT';
case PERFECT:
return 'resultsPERFECT';
case EXCELLENT:
return 'resultsEXCELLENT';
case GREAT:
return 'resultsNORMAL';
case GOOD:
return 'resultsNORMAL';
case SHIT:
return 'resultsSHIT';
default:
return 'resultsNORMAL';
}
}
public function hasMusicIntro():Bool
{
switch (abstract)
{
case EXCELLENT:
return true;
case SHIT:
return true;
default:
return false;
}
}
public function getFreeplayRankIconAsset():Null<String>
public function getFreeplayRankIconAsset():String
{
switch (abstract)
{
@ -607,20 +573,7 @@ enum abstract ScoringRank(String)
case SHIT:
return 'LOSS';
default:
return null;
}
}
public function shouldMusicLoop():Bool
{
switch (abstract)
{
case PERFECT_GOLD | PERFECT | EXCELLENT | GREAT | GOOD:
return true;
case SHIT:
return false;
default:
return false;
return 'LOSS';
}
}

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