Merge branch 'rewrite/master' into feature/weekend-1-audio-remaster

This commit is contained in:
Cameron Taylor 2024-03-21 18:52:50 -07:00
commit ad3006b17e
11 changed files with 369 additions and 56 deletions

View file

@ -146,7 +146,7 @@
"name": "polymod",
"type": "git",
"dir": null,
"ref": "be712450e5d3ba446008884921bb56873b299a64",
"ref": "5547763a22858a1f10939e082de421d587c862bf",
"url": "https://github.com/larsiusprime/polymod"
},
{

View file

@ -100,8 +100,15 @@ class Main extends Sprite
// George recommends binding the save before FlxGame is created.
Save.load();
var game:FlxGame = new FlxGame(gameWidth, gameHeight, initialState, framerate, framerate, skipSplash, startFullscreen);
addChild(new FlxGame(gameWidth, gameHeight, initialState, framerate, framerate, skipSplash, startFullscreen));
// FlxG.game._customSoundTray wants just the class, it calls new from
// create() in there, which gets called when it's added to stage
// which is why it needs to be added before addChild(game) here
@:privateAccess
game._customSoundTray = funkin.ui.options.FunkinSoundTray;
addChild(game);
#if hxcpp_debug_server
trace('hxcpp_debug_server is enabled! You can now connect to the game with a debugger.');

View file

@ -1,11 +1,8 @@
package funkin.audio;
#if flash11
import flash.media.Sound;
import flash.utils.ByteArray;
#end
import flixel.sound.FlxSound;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.util.FlxSignal.FlxTypedSignal;
import flixel.system.FlxAssets.FlxSoundAsset;
import funkin.util.tools.ICloneable;
import funkin.data.song.SongData.SongMusicData;
@ -27,6 +24,25 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
{
static final MAX_VOLUME:Float = 1.0;
/**
* An FlxSignal which is dispatched when the volume changes.
*/
public static var onVolumeChanged(get, never):FlxTypedSignal<Float->Void>;
static var _onVolumeChanged:Null<FlxTypedSignal<Float->Void>> = null;
static function get_onVolumeChanged():FlxTypedSignal<Float->Void>
{
if (_onVolumeChanged == null)
{
_onVolumeChanged = new FlxTypedSignal<Float->Void>();
FlxG.sound.volumeHandler = function(volume:Float) {
_onVolumeChanged.dispatch(volume);
}
}
return _onVolumeChanged;
}
/**
* Using `FunkinSound.load` will override a dead instance from here rather than creating a new one, if possible!
*/

View file

@ -3,6 +3,9 @@ package funkin.graphics;
import flixel.FlxSprite;
import flixel.util.FlxColor;
import flixel.graphics.FlxGraphic;
import openfl.display3D.textures.TextureBase;
import funkin.graphics.framebuffer.FixedBitmapData;
import openfl.display.BitmapData;
/**
* An FlxSprite with additional functionality.
@ -41,7 +44,7 @@ class FunkinSprite extends FlxSprite
*/
public static function create(x:Float = 0.0, y:Float = 0.0, key:String):FunkinSprite
{
var sprite = new FunkinSprite(x, y);
var sprite:FunkinSprite = new FunkinSprite(x, y);
sprite.loadTexture(key);
return sprite;
}
@ -55,7 +58,7 @@ class FunkinSprite extends FlxSprite
*/
public static function createSparrow(x:Float = 0.0, y:Float = 0.0, key:String):FunkinSprite
{
var sprite = new FunkinSprite(x, y);
var sprite:FunkinSprite = new FunkinSprite(x, y);
sprite.loadSparrow(key);
return sprite;
}
@ -69,7 +72,7 @@ class FunkinSprite extends FlxSprite
*/
public static function createPacker(x:Float = 0.0, y:Float = 0.0, key:String):FunkinSprite
{
var sprite = new FunkinSprite(x, y);
var sprite:FunkinSprite = new FunkinSprite(x, y);
sprite.loadPacker(key);
return sprite;
}
@ -89,6 +92,30 @@ class FunkinSprite extends FlxSprite
return this;
}
/**
* Apply an OpenFL `BitmapData` to this sprite.
* @param input The OpenFL `BitmapData` to apply
* @return This sprite, for chaining
*/
public function loadBitmapData(input:BitmapData):FunkinSprite
{
loadGraphic(input);
return this;
}
/**
* Apply an OpenFL `TextureBase` to this sprite.
* @param input The OpenFL `TextureBase` to apply
* @return This sprite, for chaining
*/
public function loadTextureBase(input:TextureBase):FunkinSprite
{
var inputBitmap:FixedBitmapData = FixedBitmapData.fromTexture(input);
return loadBitmapData(inputBitmap);
}
/**
* Load an animated texture (Sparrow atlas spritesheet) as the sprite's texture.
* @param key The key of the texture to load.
@ -119,11 +146,20 @@ class FunkinSprite extends FlxSprite
return this;
}
/**
* Determine whether the texture with the given key is cached.
* @param key The key of the texture to check.
* @return Whether the texture is cached.
*/
public static function isTextureCached(key:String):Bool
{
return FlxG.bitmap.get(key) != null;
}
/**
* Ensure the texture with the given key is cached.
* @param key The key of the texture to cache.
*/
public static function cacheTexture(key:String):Void
{
// We don't want to cache the same texture twice.
@ -139,7 +175,7 @@ class FunkinSprite extends FlxSprite
}
// Else, texture is currently uncached.
var graphic = flixel.graphics.FlxGraphic.fromAssetKey(key, false, null, true);
var graphic:FlxGraphic = FlxGraphic.fromAssetKey(key, false, null, true);
if (graphic == null)
{
FlxG.log.warn('Failed to cache graphic: $key');

View file

@ -32,11 +32,11 @@ class FixedBitmapData extends BitmapData
public static function fromTexture(texture:TextureBase):FixedBitmapData
{
if (texture == null) return null;
final bitmapData = new FixedBitmapData(texture.__width, texture.__height, true, 0);
bitmapData.readable = false;
final bitmapData:FixedBitmapData = new FixedBitmapData(texture.__width, texture.__height, true, 0);
// bitmapData.readable = false;
bitmapData.__texture = texture;
bitmapData.__textureContext = texture.__textureContext;
bitmapData.image = null;
// bitmapData.image = null;
return bitmapData;
}
}

View file

@ -1,45 +1,58 @@
package funkin.graphics.video;
import flixel.FlxBasic;
import flixel.FlxSprite;
import flixel.util.FlxColor;
import flixel.util.FlxSignal.FlxTypedSignal;
import funkin.audio.FunkinSound;
import openfl.display3D.textures.TextureBase;
import openfl.events.NetStatusEvent;
import openfl.media.SoundTransform;
import openfl.media.Video;
import openfl.net.NetConnection;
import openfl.net.NetStream;
/**
* Plays a video via a NetStream. Only works on HTML5.
* This does NOT replace hxCodec, nor does hxCodec replace this. hxCodec only works on desktop and does not work on HTML5!
* This does NOT replace hxCodec, nor does hxCodec replace this.
* hxCodec only works on desktop and does not work on HTML5!
*/
class FlxVideo extends FlxBasic
class FlxVideo extends FunkinSprite
{
var video:Video;
var netStream:NetStream;
public var finishCallback:Void->Void;
var videoPath:String;
/**
* Doesn't actually interact with Flixel shit, only just a pleasant to use class
* A callback to execute when the video finishes.
*/
public var finishCallback:Void->Void;
public function new(videoPath:String)
{
super();
this.videoPath = videoPath;
makeGraphic(2, 2, FlxColor.TRANSPARENT);
video = new Video();
video.x = 0;
video.y = 0;
video.alpha = 0;
FlxG.addChildBelowMouse(video);
FlxG.game.addChild(video);
var netConnection = new NetConnection();
var netConnection:NetConnection = new NetConnection();
netConnection.connect(null);
netStream = new NetStream(netConnection);
netStream.client = {onMetaData: client_onMetaData};
netConnection.addEventListener(NetStatusEvent.NET_STATUS, netConnection_onNetStatus);
netStream.client = {onMetaData: onClientMetaData};
netConnection.addEventListener(NetStatusEvent.NET_STATUS, onNetConnectionNetStatus);
netStream.play(videoPath);
}
/**
* Tell the FlxVideo to pause playback.
*/
public function pauseVideo():Void
{
if (netStream != null)
@ -48,6 +61,9 @@ class FlxVideo extends FlxBasic
}
}
/**
* Tell the FlxVideo to resume if it is paused.
*/
public function resumeVideo():Void
{
// Resume playing the video.
@ -57,6 +73,29 @@ class FlxVideo extends FlxBasic
}
}
var videoAvailable:Bool = false;
var frameTimer:Float;
static final FRAME_RATE:Float = 60;
public override function update(elapsed:Float):Void
{
super.update(elapsed);
if (frameTimer >= (1 / FRAME_RATE))
{
frameTimer = 0;
// TODO: We just draw the video buffer to the sprite 60 times a second.
// Can we copy the video buffer instead somehow?
pixels.draw(video);
}
if (videoAvailable) frameTimer += elapsed;
}
/**
* Tell the FlxVideo to seek to the beginning.
*/
public function restartVideo():Void
{
// Seek to the beginning of the video.
@ -66,6 +105,9 @@ class FlxVideo extends FlxBasic
}
}
/**
* Tell the FlxVideo to end.
*/
public function finishVideo():Void
{
netStream.dispose();
@ -74,15 +116,48 @@ class FlxVideo extends FlxBasic
if (finishCallback != null) finishCallback();
}
public function client_onMetaData(metaData:Dynamic)
public override function destroy():Void
{
if (netStream != null)
{
netStream.dispose();
if (FlxG.game.contains(video)) FlxG.game.removeChild(video);
}
super.destroy();
}
/**
* Callback executed when the video stream loads.
* @param metaData The metadata of the video
*/
public function onClientMetaData(metaData:Dynamic):Void
{
video.attachNetStream(netStream);
video.width = FlxG.width;
video.height = FlxG.height;
onVideoReady();
}
function netConnection_onNetStatus(event:NetStatusEvent):Void
function onVideoReady():Void
{
video.width = FlxG.width;
video.height = FlxG.height;
videoAvailable = true;
FunkinSound.onVolumeChanged.add(onVolumeChanged);
onVolumeChanged(FlxG.sound.muted ? 0 : FlxG.sound.volume);
makeGraphic(Std.int(video.width), Std.int(video.height), FlxColor.TRANSPARENT);
}
function onVolumeChanged(volume:Float):Void
{
netStream.soundTransform = new SoundTransform(volume);
}
function onNetConnectionNetStatus(event:NetStatusEvent):Void
{
if (event.info.code == 'NetStream.Play.Complete') finishVideo();
}

View file

@ -193,6 +193,11 @@ class BaseCharacter extends Bopper
return _data.death?.cameraOffsets ?? [0.0, 0.0];
}
public function getBaseScale():Float
{
return _data.scale;
}
public function getDeathCameraZoom():Float
{
return _data.death?.cameraZoom ?? 1.0;
@ -260,8 +265,8 @@ class BaseCharacter extends Bopper
}
/**
* Set the sprite scale to the appropriate value.
* @param scale
* Set the character's sprite scale to the appropriate value.
* @param scale The desired scale.
*/
public function setScale(scale:Null<Float>):Void
{

View file

@ -367,11 +367,14 @@ class Song implements IPlayStateScriptedClass implements IRegistryEntry<SongMeta
/**
* List all the difficulties in this song.
*
* @param variationId Optionally filter by a single variation.
* @param variationIds Optionally filter by multiple variations.
* @param showHidden Include charts which are not accessible to the player.
*
* @return The list of difficulties.
*/
public function listDifficulties(?variationId:String, ?variationIds:Array<String>):Array<String>
public function listDifficulties(?variationId:String, ?variationIds:Array<String>, showHidden:Bool = false):Array<String>
{
if (variationIds == null) variationIds = [];
if (variationId != null) variationIds.push(variationId);
@ -387,6 +390,15 @@ class Song implements IPlayStateScriptedClass implements IRegistryEntry<SongMeta
return difficulty.difficulty;
}).nonNull().unique();
diffFiltered = diffFiltered.filter(function(diffId:String):Bool {
if (showHidden) return true;
for (targetVariation in variationIds)
{
if (isDifficultyVisible(diffId, targetVariation)) return true;
}
return false;
});
diffFiltered.sort(SortUtil.defaultsThenAlphabetically.bind(Constants.DEFAULT_DIFFICULTY_LIST));
return diffFiltered;
@ -405,6 +417,13 @@ class Song implements IPlayStateScriptedClass implements IRegistryEntry<SongMeta
return false;
}
public function isDifficultyVisible(diffId:String, variationId:String):Bool
{
var variation = _metadata.get(variationId);
if (variation == null) return false;
return variation.playData.difficulties.contains(diffId);
}
/**
* Purge the cached chart data for each difficulty of this song.
*/

View file

@ -109,10 +109,11 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
{
getBoyfriend().resetCharacter(true);
// Reapply the camera offsets.
var charData = _data.characters.bf;
getBoyfriend().scale.set(charData.scale, charData.scale);
getBoyfriend().cameraFocusPoint.x += charData.cameraOffsets[0];
getBoyfriend().cameraFocusPoint.y += charData.cameraOffsets[1];
var stageCharData:StageDataCharacter = _data.characters.bf;
var finalScale:Float = getBoyfriend().getBaseScale() * stageCharData.scale;
getBoyfriend().setScale(finalScale);
getBoyfriend().cameraFocusPoint.x += stageCharData.cameraOffsets[0];
getBoyfriend().cameraFocusPoint.y += stageCharData.cameraOffsets[1];
}
else
{
@ -122,19 +123,21 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
{
getGirlfriend().resetCharacter(true);
// Reapply the camera offsets.
var charData = _data.characters.gf;
getGirlfriend().scale.set(charData.scale, charData.scale);
getGirlfriend().cameraFocusPoint.x += charData.cameraOffsets[0];
getGirlfriend().cameraFocusPoint.y += charData.cameraOffsets[1];
var stageCharData:StageDataCharacter = _data.characters.gf;
var finalScale:Float = getBoyfriend().getBaseScale() * stageCharData.scale;
getGirlfriend().setScale(finalScale);
getGirlfriend().cameraFocusPoint.x += stageCharData.cameraOffsets[0];
getGirlfriend().cameraFocusPoint.y += stageCharData.cameraOffsets[1];
}
if (getDad() != null)
{
getDad().resetCharacter(true);
// Reapply the camera offsets.
var charData = _data.characters.dad;
getDad().scale.set(charData.scale, charData.scale);
getDad().cameraFocusPoint.x += charData.cameraOffsets[0];
getDad().cameraFocusPoint.y += charData.cameraOffsets[1];
var stageCharData:StageDataCharacter = _data.characters.dad;
var finalScale:Float = getBoyfriend().getBaseScale() * stageCharData.scale;
getDad().setScale(finalScale);
getDad().cameraFocusPoint.x += stageCharData.cameraOffsets[0];
getDad().cameraFocusPoint.y += stageCharData.cameraOffsets[1];
}
// Reset positions of named props.
@ -393,23 +396,23 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
#end
// Apply position and z-index.
var charData:StageDataCharacter = null;
var stageCharData:StageDataCharacter = null;
switch (charType)
{
case BF:
this.characters.set('bf', character);
charData = _data.characters.bf;
stageCharData = _data.characters.bf;
character.flipX = !character.getDataFlipX();
character.name = 'bf';
character.initHealthIcon(false);
case GF:
this.characters.set('gf', character);
charData = _data.characters.gf;
stageCharData = _data.characters.gf;
character.flipX = character.getDataFlipX();
character.name = 'gf';
case DAD:
this.characters.set('dad', character);
charData = _data.characters.dad;
stageCharData = _data.characters.dad;
character.flipX = character.getDataFlipX();
character.name = 'dad';
character.initHealthIcon(true);
@ -421,15 +424,15 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
// This ensures positioning is based on the idle animation.
character.resetCharacter(true);
if (charData != null)
if (stageCharData != null)
{
character.zIndex = charData.zIndex;
character.zIndex = stageCharData.zIndex;
// Start with the per-stage character position.
// Subtracting the origin ensures characters are positioned relative to their feet.
// Subtracting the global offset allows positioning on a per-character basis.
character.x = charData.position[0] - character.characterOrigin.x + character.globalOffsets[0];
character.y = charData.position[1] - character.characterOrigin.y + character.globalOffsets[1];
character.x = stageCharData.position[0] - character.characterOrigin.x + character.globalOffsets[0];
character.y = stageCharData.position[1] - character.characterOrigin.y + character.globalOffsets[1];
@:privateAccess(funkin.play.stage.Bopper)
{
@ -438,16 +441,17 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
character.originalPosition.y = character.y + character.animOffsets[1];
}
character.scale.set(charData.scale, charData.scale);
character.cameraFocusPoint.x += charData.cameraOffsets[0];
character.cameraFocusPoint.y += charData.cameraOffsets[1];
var finalScale = character.getBaseScale() * stageCharData.scale;
character.setScale(finalScale); // Don't use scale.set for characters!
character.cameraFocusPoint.x += stageCharData.cameraOffsets[0];
character.cameraFocusPoint.y += stageCharData.cameraOffsets[1];
#if debug
// Draw the debug icon at the character's feet.
if (charType == BF || charType == DAD)
{
debugIcon.x = charData.position[0];
debugIcon.y = charData.position[1];
debugIcon.x = stageCharData.position[0];
debugIcon.y = stageCharData.position[1];
debugIcon2.x = character.x;
debugIcon2.y = character.y;
}

View file

@ -0,0 +1,147 @@
package funkin.ui.options;
import flixel.system.ui.FlxSoundTray;
import flixel.tweens.FlxTween;
import flixel.system.FlxAssets;
import flixel.tweens.FlxEase;
import openfl.display.Bitmap;
import openfl.display.BitmapData;
import openfl.utils.Assets;
import funkin.util.MathUtil;
/**
* Extends the default flixel soundtray, but with some art
* and lil polish!
*
* Gets added to the game in Main.hx, right after FlxGame is new'd
* since it's a Sprite rather than Flixel related object
*/
class FunkinSoundTray extends FlxSoundTray
{
var graphicScale:Float = 0.30;
var lerpYPos:Float = 0;
var volumeMaxSound:String;
public function new()
{
// calls super, then removes all children to add our own
// graphics
super();
removeChildren();
var bg:Bitmap = new Bitmap(Assets.getBitmapData(Paths.image("soundtray/volumebox")));
bg.scaleX = graphicScale;
bg.scaleY = graphicScale;
addChild(bg);
y = -height;
visible = false;
// makes an alpha'd version of all the bars (bar_10.png)
var backingBar:Bitmap = new Bitmap(Assets.getBitmapData(Paths.image("soundtray/bars_10")));
backingBar.x = 10;
backingBar.y = 5;
backingBar.scaleX = graphicScale;
backingBar.scaleY = graphicScale;
addChild(backingBar);
backingBar.alpha = 0.4;
// clear the bars array entirely, it was initialized
// in the super class
_bars = [];
// 1...11 due to how block named the assets,
// we are trying to get assets bars_1-10
for (i in 1...11)
{
var bar:Bitmap = new Bitmap(Assets.getBitmapData(Paths.image("soundtray/bars_" + i)));
bar.x = 10;
bar.y = 5;
bar.scaleX = graphicScale;
bar.scaleY = graphicScale;
addChild(bar);
_bars.push(bar);
}
y = -height;
screenCenter();
volumeUpSound = Paths.sound("soundtray/Volup");
volumeDownSound = Paths.sound("soundtray/Voldown");
volumeMaxSound = Paths.sound("soundtray/VolMAX");
trace("Custom tray added!");
}
override public function update(MS:Float):Void
{
y = MathUtil.coolLerp(y, lerpYPos, 0.1);
// Animate sound tray thing
if (_timer > 0)
{
_timer -= (MS / 1000);
}
else if (y > -height)
{
lerpYPos = -height - 10;
if (y <= -height)
{
visible = false;
active = false;
#if FLX_SAVE
// Save sound preferences
if (FlxG.save.isBound)
{
FlxG.save.data.mute = FlxG.sound.muted;
FlxG.save.data.volume = FlxG.sound.volume;
FlxG.save.flush();
}
#end
}
}
}
/**
* Makes the little volume tray slide out.
*
* @param up Whether the volume is increasing.
*/
override public function show(up:Bool = false):Void
{
_timer = 1;
lerpYPos = 10;
visible = true;
active = true;
var globalVolume:Int = Math.round(FlxG.sound.volume * 10);
if (FlxG.sound.muted)
{
globalVolume = 0;
}
if (!silent)
{
var sound = up ? volumeUpSound : volumeDownSound;
if (globalVolume == 10) sound = volumeMaxSound;
if (sound != null) FlxG.sound.load(sound).play();
}
for (i in 0..._bars.length)
{
if (i < globalVolume)
{
_bars[i].visible = true;
}
else
{
_bars[i].visible = false;
}
}
}
}

View file

@ -22,7 +22,11 @@ class ReloadAssetsDebugPlugin extends FlxBasic
{
super.update(elapsed);
#if html5
if (FlxG.keys.justPressed.FIVE && FlxG.keys.pressed.SHIFT)
#else
if (FlxG.keys.justPressed.F5)
#end
{
funkin.modding.PolymodHandler.forceReloadAssets();