mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-12-11 16:51:21 -05:00
Merge branch 'rewrite/master' into feature/pico-results-perfect
This commit is contained in:
commit
b1e68c27fd
10 changed files with 285 additions and 62 deletions
2
assets
2
assets
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@ -1 +1 @@
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Subproject commit 8e0d71c8f32ebd872f7f7411b3f7108083554de9
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Subproject commit 7c913a9e209a4765c3bcb0c049a472086269846c
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2
hmm.json
2
hmm.json
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@ -145,7 +145,7 @@
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"name": "lime",
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"type": "git",
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"dir": null,
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"ref": "e0b2339e02fff91168789dbd1a0dd019ea3dda39",
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"ref": "fe3368f611a84a19afc03011353945ae4da8fffd",
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"url": "https://github.com/FunkinCrew/lime"
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},
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{
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@ -225,7 +225,7 @@ class InitState extends FlxState
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// -DRESULTS
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FlxG.switchState(() -> new funkin.play.ResultState(
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{
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storyMode: false,
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storyMode: true,
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title: "Cum Song Erect by Kawai Sprite",
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songId: "cum",
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characterId: "pico-playable",
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@ -71,7 +71,7 @@ class PlayerRegistry extends BaseRegistry<PlayableCharacter, PlayerData>
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public function hasNewCharacter():Bool
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{
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var characters = Save.instance.charactersSeen.clone();
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var charactersSeen = Save.instance.charactersSeen.clone();
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for (charId in listEntryIds())
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{
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@ -79,7 +79,7 @@ class PlayerRegistry extends BaseRegistry<PlayableCharacter, PlayerData>
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if (player == null) continue;
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if (!player.isUnlocked()) continue;
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if (characters.contains(charId)) continue;
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if (charactersSeen.contains(charId)) continue;
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// This character is unlocked but we haven't seen them in Freeplay yet.
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return true;
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@ -89,6 +89,26 @@ class PlayerRegistry extends BaseRegistry<PlayableCharacter, PlayerData>
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return false;
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}
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public function listNewCharacters():Array<String>
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{
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var charactersSeen = Save.instance.charactersSeen.clone();
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var result = [];
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for (charId in listEntryIds())
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{
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var player = fetchEntry(charId);
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if (player == null) continue;
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if (!player.isUnlocked()) continue;
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if (charactersSeen.contains(charId)) continue;
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// This character is unlocked but we haven't seen them in Freeplay yet.
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result.push(charId);
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}
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return result;
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}
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/**
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* Get the playable character associated with a given stage character.
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* @param characterId The stage character ID.
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@ -503,6 +503,12 @@ class PlayState extends MusicBeatSubState
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*/
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public var camGame:FlxCamera;
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/**
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* Simple helper debug variable, to be able to move the camera around for debug purposes
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* without worrying about the camera tweening back to the follow point.
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*/
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public var debugUnbindCameraZoom:Bool = false;
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/**
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* The camera which contains, and controls visibility of, a video cutscene, dialogue, pause menu and sticker transition.
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*/
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@ -992,7 +998,7 @@ class PlayState extends MusicBeatSubState
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{
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cameraBopMultiplier = FlxMath.lerp(1.0, cameraBopMultiplier, 0.95); // Lerp bop multiplier back to 1.0x
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var zoomPlusBop = currentCameraZoom * cameraBopMultiplier; // Apply camera bop multiplier.
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FlxG.camera.zoom = zoomPlusBop; // Actually apply the zoom to the camera.
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if (!debugUnbindCameraZoom) FlxG.camera.zoom = zoomPlusBop; // Actually apply the zoom to the camera.
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camHUD.zoom = FlxMath.lerp(defaultHUDCameraZoom, camHUD.zoom, 0.95);
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}
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@ -1458,6 +1464,13 @@ class PlayState extends MusicBeatSubState
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super.destroy();
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}
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public override function initConsoleHelpers():Void
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{
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FlxG.console.registerFunction("debugUnbindCameraZoom", () -> {
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debugUnbindCameraZoom = !debugUnbindCameraZoom;
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});
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};
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/**
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* Initializes the game and HUD cameras.
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*/
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@ -731,22 +731,40 @@ class ResultState extends MusicBeatSubState
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}
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});
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}
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// Determining the target state(s) to go to.
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// Default to main menu because that's better than `null`.
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var targetState:flixel.FlxState = new funkin.ui.mainmenu.MainMenuState();
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var shouldTween = false;
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if (params.storyMode)
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{
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openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new StoryMenuState(sticker)));
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if (PlayerRegistry.instance.hasNewCharacter())
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{
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targetState = new StoryMenuState(null);
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var newCharacters = PlayerRegistry.instance.listNewCharacters();
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for (charId in newCharacters)
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{
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shouldTween = true;
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// This works recursively, ehe!
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targetState = new funkin.ui.charSelect.CharacterUnlockState(charId, targetState);
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}
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}
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else
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{
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var rigged:Bool = true;
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if (rank > Scoring.calculateRank(params?.prevScoreData)) // if (rigged)
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targetState = new funkin.ui.transition.StickerSubState(null, (sticker) -> new StoryMenuState(sticker));
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}
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}
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else
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{
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if (rank > Scoring.calculateRank(params?.prevScoreData))
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{
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trace('THE RANK IS Higher.....');
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FlxTween.tween(rankBg, {alpha: 1}, 0.5,
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{
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ease: FlxEase.expoOut,
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onComplete: function(_) {
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FlxG.switchState(FreeplayState.build(
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shouldTween = true;
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targetState = FreeplayState.build(
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{
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{
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character: playerCharacterId ?? "bf",
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@ -759,14 +777,13 @@ class ResultState extends MusicBeatSubState
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playRankAnim: true
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}
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}
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}));
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}
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});
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}
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else
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{
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trace('rank is lower...... and/or equal');
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openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> FreeplayState.build(
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targetState = new funkin.ui.transition.StickerSubState(null, (sticker) -> FreeplayState.build(
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{
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{
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fromResults:
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@ -778,9 +795,24 @@ class ResultState extends MusicBeatSubState
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difficultyId: params.difficultyId
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}
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}
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}, sticker)));
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}, sticker));
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}
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}
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if (shouldTween)
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{
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FlxTween.tween(rankBg, {alpha: 1}, 0.5,
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{
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ease: FlxEase.expoOut,
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onComplete: function(_) {
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FlxG.switchState(targetState);
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}
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});
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}
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else
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{
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FlxG.switchState(targetState);
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}
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}
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super.update(elapsed);
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@ -49,7 +49,7 @@ class HealthIcon extends FunkinSprite
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* this value allows you to set a relative scale for the icon.
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* @default 1x scale = 150px width and height.
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*/
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public var size:FlxPoint = new FlxPoint(1, 1);
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public var size:FlxPoint;
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/**
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* Apply the "bop" animation once every X steps.
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@ -120,11 +120,15 @@ class HealthIcon extends FunkinSprite
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{
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super(0, 0);
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this.playerId = playerId;
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this.size = new FlxCallbackPoint(onSetSize);
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this.scrollFactor.set();
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size.set(1.0, 1.0);
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this.characterId = char;
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}
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initTargetSize();
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function onSetSize(value:FlxPoint):Void
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{
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snapToTargetSize();
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}
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function set_characterId(value:Null<String>):Null<String>
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@ -243,6 +247,22 @@ class HealthIcon extends FunkinSprite
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this.updateHitbox();
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}
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/*
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* Immediately snap the health icon to its target size without lerping.
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*/
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public function snapToTargetSize():Void
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{
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if (this.width > this.height)
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{
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setGraphicSize(Std.int(HEALTH_ICON_SIZE * this.size.x), 0);
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}
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else
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{
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setGraphicSize(0, Std.int(HEALTH_ICON_SIZE * this.size.y));
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}
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updateHitbox();
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}
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/**
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* Update the position (and status) of the health icon.
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*/
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@ -301,12 +321,6 @@ class HealthIcon extends FunkinSprite
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}
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}
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inline function initTargetSize():Void
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{
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setGraphicSize(HEALTH_ICON_SIZE);
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updateHitbox();
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}
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function updateHealthIcon(health:Float):Void
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{
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// We want to efficiently handle animation playback
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@ -56,6 +56,8 @@ class MusicBeatSubState extends FlxSubState implements IEventHandler
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Conductor.beatHit.add(this.beatHit);
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Conductor.stepHit.add(this.stepHit);
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initConsoleHelpers();
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}
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public override function destroy():Void
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@ -79,6 +81,8 @@ class MusicBeatSubState extends FlxSubState implements IEventHandler
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dispatchEvent(new UpdateScriptEvent(elapsed));
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}
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public function initConsoleHelpers():Void {}
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function reloadAssets()
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{
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PolymodHandler.forceReloadAssets();
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128
source/funkin/ui/charSelect/CharacterUnlockState.hx
Normal file
128
source/funkin/ui/charSelect/CharacterUnlockState.hx
Normal file
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@ -0,0 +1,128 @@
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package funkin.ui.charSelect;
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import flixel.FlxSprite;
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import flixel.FlxState;
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import flixel.group.FlxSpriteGroup;
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import flixel.text.FlxText;
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import flixel.tweens.FlxEase;
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import flixel.tweens.FlxTween;
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import flixel.util.FlxColor;
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import funkin.play.character.CharacterData;
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import funkin.play.character.CharacterData.CharacterDataParser;
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import funkin.play.components.HealthIcon;
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import funkin.ui.freeplay.charselect.PlayableCharacter;
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import funkin.data.freeplay.player.PlayerData;
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import funkin.data.freeplay.player.PlayerRegistry;
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import funkin.ui.mainmenu.MainMenuState;
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using flixel.util.FlxSpriteUtil;
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/**
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* When you want the player to unlock a character, call `CharacterUnlockState.unlock(characterName)`.
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* It handles both the act of unlocking the character and displaying the dialog.
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*/
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class CharacterUnlockState extends MusicBeatState
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{
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public var targetCharacterId:String = "";
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public var targetCharacterData:Null<PlayableCharacter>;
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var nextState:FlxState;
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static final DIALOG_BG_COLOR:FlxColor = 0xFF000000; // Iconic
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static final DIALOG_COLOR:FlxColor = 0xFF4344F6; // Iconic
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static final DIALOG_FONT_COLOR:FlxColor = 0xFFFFFFFF; // Iconic
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var busy:Bool = false;
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public function new(targetPlayableCharacter:String, ?nextState:FlxState)
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{
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super();
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this.targetCharacterId = targetPlayableCharacter;
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this.targetCharacterData = PlayerRegistry.instance.fetchEntry(targetCharacterId);
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this.nextState = nextState == null ? new MainMenuState() : nextState;
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}
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override function create():Void
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{
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super.create();
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handleMusic();
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bgColor = DIALOG_BG_COLOR;
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var dialogContainer:FlxSpriteGroup = new FlxSpriteGroup();
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add(dialogContainer);
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// Build the graphic for the text...
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var charName:String = targetCharacterData != null ? targetCharacterData.getName() : targetCharacterId.toTitleCase();
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// var dialogText:FlxText = new FlxText(0, 0, 0, 'You can now play as $charName.\n\nCheck it out in Freeplay!');
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var dialogText:FlxText = new FlxText(0, 0, 0, 'You can now play as $charName.');
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dialogText.setFormat("VCR OSD Mono", 32, DIALOG_FONT_COLOR, LEFT);
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// THEN we can size the dialog to match...
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var dialogBG:FlxSprite = new FlxSprite(0, 0);
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dialogBG.makeGraphic(Std.int(dialogText.width + 32), Std.int(dialogText.height + 32), FlxColor.TRANSPARENT);
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dialogBG.drawRoundRect(0, 0, dialogBG.width, dialogBG.height, 16, 16, DIALOG_COLOR);
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dialogContainer.add(dialogBG);
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dialogBG.screenCenter(XY);
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// THEN we can position the text inside that.
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dialogText.x = dialogBG.x + 16;
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dialogText.y = dialogBG.y + 16;
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dialogContainer.add(dialogText);
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// HealthIcon handles getting the right frames for us,
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// but it has a bunch of overhead in it that makes it gross to work with outside the health bar.
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var healthIconCharacterId = targetCharacterData.getOwnedCharacterIds()[0];
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var baseCharacter = CharacterDataParser.fetchCharacter(healthIconCharacterId);
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var healthIcon:HealthIcon = new HealthIcon(healthIconCharacterId);
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@:privateAccess
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healthIcon.configure(baseCharacter._data.healthIcon);
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healthIcon.autoUpdate = false;
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healthIcon.bopEvery = 0; // You can increase this number later once the animation is done.
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healthIcon.size.set(0.5, 0.5);
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healthIcon.x = dialogBG.x + 390;
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healthIcon.y = dialogBG.y + 6;
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healthIcon.flipX = true;
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healthIcon.snapToTargetSize();
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dialogContainer.add(healthIcon);
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dialogContainer.scale.set(0, 0);
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FlxTween.num(0.0, 1.0, 0.75,
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{
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ease: FlxEase.elasticOut,
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}, function(curScale) {
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dialogContainer.scale.set(curScale, curScale);
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healthIcon.size.set(0.5 * curScale, 0.5 * curScale);
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});
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// performUnlock();
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}
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function handleMusic():Void
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{
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FlxG.sound.music?.stop();
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FlxG.sound.play(Paths.sound('confirmMenu'));
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}
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override function update(elapsed:Float):Void
|
||||
{
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||||
super.update(elapsed);
|
||||
|
||||
if (controls.ACCEPT || controls.BACK && !busy)
|
||||
{
|
||||
busy = true;
|
||||
startClose();
|
||||
}
|
||||
}
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||||
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||||
function startClose():Void
|
||||
{
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||||
// Fade to black, then switch state.
|
||||
FlxG.camera.fade(FlxColor.BLACK, 0.75, false, () -> {
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||||
FlxG.switchState(nextState);
|
||||
});
|
||||
}
|
||||
}
|
|
@ -344,8 +344,8 @@ class MainMenuState extends MusicBeatState
|
|||
}
|
||||
}
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||||
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||||
#if FEATURE_DEBUG_FUNCTIONS
|
||||
// Open the debug menu, defaults to ` / ~
|
||||
// This includes stuff like the Chart Editor, so it should be present on all builds.
|
||||
if (controls.DEBUG_MENU)
|
||||
{
|
||||
persistentUpdate = false;
|
||||
|
@ -353,6 +353,18 @@ class MainMenuState extends MusicBeatState
|
|||
FlxG.state.openSubState(new DebugMenuSubState());
|
||||
}
|
||||
|
||||
#if FEATURE_DEBUG_FUNCTIONS
|
||||
// Ctrl+Alt+Shift+P = Character Unlock screen
|
||||
// Ctrl+Alt+Shift+W = Meet requirements for Pico Unlock
|
||||
// Ctrl+Alt+Shift+L = Revoke requirements for Pico Unlock
|
||||
// Ctrl+Alt+Shift+R = Score/Rank conflict test
|
||||
// Ctrl+Alt+Shift+E = Dump save data
|
||||
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||||
if (FlxG.keys.pressed.CONTROL && FlxG.keys.pressed.ALT && FlxG.keys.pressed.SHIFT && FlxG.keys.justPressed.P)
|
||||
{
|
||||
FlxG.switchState(() -> new funkin.ui.charSelect.CharacterUnlockState('pico'));
|
||||
}
|
||||
|
||||
if (FlxG.keys.pressed.CONTROL && FlxG.keys.pressed.ALT && FlxG.keys.pressed.SHIFT && FlxG.keys.justPressed.W)
|
||||
{
|
||||
FunkinSound.playOnce(Paths.sound('confirmMenu'));
|
||||
|
|
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