Merge branch 'rewrite/master' into feature/pico-results-perfect

This commit is contained in:
Cameron Taylor 2024-09-06 19:46:39 -04:00
commit b1e68c27fd
10 changed files with 285 additions and 62 deletions

2
assets

@ -1 +1 @@
Subproject commit 8e0d71c8f32ebd872f7f7411b3f7108083554de9
Subproject commit 7c913a9e209a4765c3bcb0c049a472086269846c

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@ -145,7 +145,7 @@
"name": "lime",
"type": "git",
"dir": null,
"ref": "e0b2339e02fff91168789dbd1a0dd019ea3dda39",
"ref": "fe3368f611a84a19afc03011353945ae4da8fffd",
"url": "https://github.com/FunkinCrew/lime"
},
{

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@ -225,7 +225,7 @@ 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",

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@ -71,7 +71,7 @@ class PlayerRegistry extends BaseRegistry<PlayableCharacter, PlayerData>
public function hasNewCharacter():Bool
{
var characters = Save.instance.charactersSeen.clone();
var charactersSeen = Save.instance.charactersSeen.clone();
for (charId in listEntryIds())
{
@ -79,7 +79,7 @@ class PlayerRegistry extends BaseRegistry<PlayableCharacter, PlayerData>
if (player == null) continue;
if (!player.isUnlocked()) continue;
if (characters.contains(charId)) continue;
if (charactersSeen.contains(charId)) continue;
// This character is unlocked but we haven't seen them in Freeplay yet.
return true;
@ -89,6 +89,26 @@ class PlayerRegistry extends BaseRegistry<PlayableCharacter, PlayerData>
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.

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@ -503,6 +503,12 @@ class PlayState extends MusicBeatSubState
*/
public var camGame:FlxCamera;
/**
* Simple helper debug variable, to be able to move the camera around for debug purposes
* without worrying about the camera tweening back to the follow point.
*/
public var debugUnbindCameraZoom:Bool = false;
/**
* The camera which contains, and controls visibility of, a video cutscene, dialogue, pause menu and sticker transition.
*/
@ -992,7 +998,7 @@ class PlayState extends MusicBeatSubState
{
cameraBopMultiplier = FlxMath.lerp(1.0, cameraBopMultiplier, 0.95); // Lerp bop multiplier back to 1.0x
var zoomPlusBop = currentCameraZoom * cameraBopMultiplier; // Apply camera bop multiplier.
FlxG.camera.zoom = zoomPlusBop; // Actually apply the zoom to the camera.
if (!debugUnbindCameraZoom) FlxG.camera.zoom = zoomPlusBop; // Actually apply the zoom to the camera.
camHUD.zoom = FlxMath.lerp(defaultHUDCameraZoom, camHUD.zoom, 0.95);
}
@ -1458,6 +1464,13 @@ class PlayState extends MusicBeatSubState
super.destroy();
}
public override function initConsoleHelpers():Void
{
FlxG.console.registerFunction("debugUnbindCameraZoom", () -> {
debugUnbindCameraZoom = !debugUnbindCameraZoom;
});
};
/**
* Initializes the game and HUD cameras.
*/

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@ -731,22 +731,40 @@ 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;
if (params.storyMode)
{
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new StoryMenuState(sticker)));
if (PlayerRegistry.instance.hasNewCharacter())
{
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
{
var rigged:Bool = true;
if (rank > Scoring.calculateRank(params?.prevScoreData)) // if (rigged)
targetState = new funkin.ui.transition.StickerSubState(null, (sticker) -> new StoryMenuState(sticker));
}
}
else
{
if (rank > Scoring.calculateRank(params?.prevScoreData))
{
trace('THE RANK IS Higher.....');
FlxTween.tween(rankBg, {alpha: 1}, 0.5,
{
ease: FlxEase.expoOut,
onComplete: function(_) {
FlxG.switchState(FreeplayState.build(
shouldTween = true;
targetState = FreeplayState.build(
{
{
character: playerCharacterId ?? "bf",
@ -759,14 +777,13 @@ class ResultState extends MusicBeatSubState
playRankAnim: true
}
}
}));
}
});
}
else
{
trace('rank is lower...... and/or equal');
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> FreeplayState.build(
targetState = new funkin.ui.transition.StickerSubState(null, (sticker) -> FreeplayState.build(
{
{
fromResults:
@ -778,9 +795,24 @@ class ResultState extends MusicBeatSubState
difficultyId: params.difficultyId
}
}
}, sticker)));
}, sticker));
}
}
if (shouldTween)
{
FlxTween.tween(rankBg, {alpha: 1}, 0.5,
{
ease: FlxEase.expoOut,
onComplete: function(_) {
FlxG.switchState(targetState);
}
});
}
else
{
FlxG.switchState(targetState);
}
}
super.update(elapsed);

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@ -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.
@ -120,11 +120,15 @@ class HealthIcon extends FunkinSprite
{
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 onSetSize(value:FlxPoint):Void
{
snapToTargetSize();
}
function set_characterId(value:Null<String>):Null<String>
@ -243,6 +247,22 @@ class HealthIcon extends FunkinSprite
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.
*/
@ -301,12 +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

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@ -56,6 +56,8 @@ class MusicBeatSubState extends FlxSubState implements IEventHandler
Conductor.beatHit.add(this.beatHit);
Conductor.stepHit.add(this.stepHit);
initConsoleHelpers();
}
public override function destroy():Void
@ -79,6 +81,8 @@ class MusicBeatSubState extends FlxSubState implements IEventHandler
dispatchEvent(new UpdateScriptEvent(elapsed));
}
public function initConsoleHelpers():Void {}
function reloadAssets()
{
PolymodHandler.forceReloadAssets();

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@ -0,0 +1,128 @@
package funkin.ui.charSelect;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.group.FlxSpriteGroup;
import flixel.text.FlxText;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import funkin.play.character.CharacterData;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.play.components.HealthIcon;
import funkin.ui.freeplay.charselect.PlayableCharacter;
import funkin.data.freeplay.player.PlayerData;
import funkin.data.freeplay.player.PlayerRegistry;
import funkin.ui.mainmenu.MainMenuState;
using flixel.util.FlxSpriteUtil;
/**
* When you want the player to unlock a character, call `CharacterUnlockState.unlock(characterName)`.
* It handles both the act of unlocking the character and displaying the dialog.
*/
class CharacterUnlockState extends MusicBeatState
{
public var targetCharacterId:String = "";
public var targetCharacterData:Null<PlayableCharacter>;
var nextState:FlxState;
static final DIALOG_BG_COLOR:FlxColor = 0xFF000000; // Iconic
static final DIALOG_COLOR:FlxColor = 0xFF4344F6; // Iconic
static final DIALOG_FONT_COLOR:FlxColor = 0xFFFFFFFF; // Iconic
var busy:Bool = false;
public function new(targetPlayableCharacter:String, ?nextState:FlxState)
{
super();
this.targetCharacterId = targetPlayableCharacter;
this.targetCharacterData = PlayerRegistry.instance.fetchEntry(targetCharacterId);
this.nextState = nextState == null ? new MainMenuState() : nextState;
}
override function create():Void
{
super.create();
handleMusic();
bgColor = DIALOG_BG_COLOR;
var dialogContainer:FlxSpriteGroup = new FlxSpriteGroup();
add(dialogContainer);
// Build the graphic for the text...
var charName:String = targetCharacterData != null ? targetCharacterData.getName() : targetCharacterId.toTitleCase();
// var dialogText:FlxText = new FlxText(0, 0, 0, 'You can now play as $charName.\n\nCheck it out in Freeplay!');
var dialogText:FlxText = new FlxText(0, 0, 0, 'You can now play as $charName.');
dialogText.setFormat("VCR OSD Mono", 32, DIALOG_FONT_COLOR, LEFT);
// THEN we can size the dialog to match...
var dialogBG:FlxSprite = new FlxSprite(0, 0);
dialogBG.makeGraphic(Std.int(dialogText.width + 32), Std.int(dialogText.height + 32), FlxColor.TRANSPARENT);
dialogBG.drawRoundRect(0, 0, dialogBG.width, dialogBG.height, 16, 16, DIALOG_COLOR);
dialogContainer.add(dialogBG);
dialogBG.screenCenter(XY);
// THEN we can position the text inside that.
dialogText.x = dialogBG.x + 16;
dialogText.y = dialogBG.y + 16;
dialogContainer.add(dialogText);
// HealthIcon handles getting the right frames for us,
// but it has a bunch of overhead in it that makes it gross to work with outside the health bar.
var healthIconCharacterId = targetCharacterData.getOwnedCharacterIds()[0];
var baseCharacter = CharacterDataParser.fetchCharacter(healthIconCharacterId);
var healthIcon:HealthIcon = new HealthIcon(healthIconCharacterId);
@:privateAccess
healthIcon.configure(baseCharacter._data.healthIcon);
healthIcon.autoUpdate = false;
healthIcon.bopEvery = 0; // You can increase this number later once the animation is done.
healthIcon.size.set(0.5, 0.5);
healthIcon.x = dialogBG.x + 390;
healthIcon.y = dialogBG.y + 6;
healthIcon.flipX = true;
healthIcon.snapToTargetSize();
dialogContainer.add(healthIcon);
dialogContainer.scale.set(0, 0);
FlxTween.num(0.0, 1.0, 0.75,
{
ease: FlxEase.elasticOut,
}, function(curScale) {
dialogContainer.scale.set(curScale, curScale);
healthIcon.size.set(0.5 * curScale, 0.5 * curScale);
});
// performUnlock();
}
function handleMusic():Void
{
FlxG.sound.music?.stop();
FlxG.sound.play(Paths.sound('confirmMenu'));
}
override function update(elapsed:Float):Void
{
super.update(elapsed);
if (controls.ACCEPT || controls.BACK && !busy)
{
busy = true;
startClose();
}
}
function startClose():Void
{
// Fade to black, then switch state.
FlxG.camera.fade(FlxColor.BLACK, 0.75, false, () -> {
FlxG.switchState(nextState);
});
}
}

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@ -344,8 +344,8 @@ class MainMenuState extends MusicBeatState
}
}
#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
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'));