Merge pull request #348 from FunkinCrew/feature/new-pause-menu

Revamped Pause Menu and Cutscene Pausing
This commit is contained in:
Cameron Taylor 2024-02-29 13:54:13 -05:00 committed by GitHub
commit d9dbb5791c
21 changed files with 1096 additions and 454 deletions

View file

@ -73,8 +73,8 @@
"name": "hxCodec",
"type": "git",
"dir": null,
"ref": "c8c47e706ad82a423783006ed901b6d93c89a421",
"url": "https://github.com/polybiusproxy/hxCodec"
"ref": "387e1665d6feb5762358134f168e6ebfe46acec8",
"url": "https://github.com/FunkinCrew/hxCodec"
},
{
"name": "hxcpp",

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@ -202,6 +202,9 @@ 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
funkin.util.plugins.MemoryGCPlugin.initialize();
#end
funkin.util.plugins.EvacuateDebugPlugin.initialize();
funkin.util.plugins.ForceCrashPlugin.initialize();
funkin.util.plugins.ReloadAssetsDebugPlugin.initialize();

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@ -25,6 +25,9 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
{
static final MAX_VOLUME:Float = 1.0;
/**
* Using `FunkinSound.load` will override a dead instance from here rather than creating a new one, if possible!
*/
static var cache(default, null):FlxTypedGroup<FunkinSound> = new FlxTypedGroup<FunkinSound>();
public var muted(default, set):Bool = false;
@ -174,10 +177,14 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
*/
override function onFocus():Void
{
if (!_alreadyPaused && this._shouldPlay)
if (!_alreadyPaused)
{
resume();
}
else
{
trace('Not resuming audio on focus!');
}
}
/**
@ -185,6 +192,7 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
*/
override function onFocusLost():Void
{
trace('Focus lost, pausing audio!');
_alreadyPaused = _paused;
pause();
}
@ -252,6 +260,8 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
{
var sound:FunkinSound = cache.recycle(construct);
// Load the sound.
// Sets `exists = true` as a side effect.
sound.loadEmbedded(embeddedSound, looped, autoDestroy, onComplete);
if (embeddedSound is String)

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@ -80,8 +80,9 @@ class SoundGroup extends FlxTypedGroup<FunkinSound>
// We have to play, then pause the sound to set the time,
// else the sound will restart immediately when played.
result.play(true, 0.0);
result.pause();
// TODO: Past me experienced that issue but present me didn't? Investigate.
// result.play(true, 0.0);
// result.pause();
result.time = this.time;
result.onComplete = function() {

View file

@ -40,6 +40,32 @@ class FlxVideo extends FlxBasic
netStream.play(videoPath);
}
public function pauseVideo():Void
{
if (netStream != null)
{
netStream.pause();
}
}
public function resumeVideo():Void
{
// Resume playing the video.
if (netStream != null)
{
netStream.resume();
}
}
public function restartVideo():Void
{
// Seek to the beginning of the video.
if (netStream != null)
{
netStream.seek(0);
}
}
public function finishVideo():Void
{
netStream.dispose();

View file

@ -58,12 +58,11 @@ class Controls extends FlxActionSet
var _back = new FlxActionDigital(Action.BACK);
var _pause = new FlxActionDigital(Action.PAUSE);
var _reset = new FlxActionDigital(Action.RESET);
var _screenshot = new FlxActionDigital(Action.SCREENSHOT);
var _cutscene_advance = new FlxActionDigital(Action.CUTSCENE_ADVANCE);
var _cutscene_skip = new FlxActionDigital(Action.CUTSCENE_SKIP);
var _debug_menu = new FlxActionDigital(Action.DEBUG_MENU);
var _debug_chart = new FlxActionDigital(Action.DEBUG_CHART);
var _debug_stage = new FlxActionDigital(Action.DEBUG_STAGE);
var _screenshot = new FlxActionDigital(Action.SCREENSHOT);
var _volume_up = new FlxActionDigital(Action.VOLUME_UP);
var _volume_down = new FlxActionDigital(Action.VOLUME_DOWN);
var _volume_mute = new FlxActionDigital(Action.VOLUME_MUTE);
@ -208,16 +207,21 @@ class Controls extends FlxActionSet
inline function get_PAUSE()
return _pause.check();
public var RESET(get, never):Bool;
inline function get_RESET()
return _reset.check();
public var SCREENSHOT(get, never):Bool;
inline function get_SCREENSHOT()
return _screenshot.check();
public var CUTSCENE_ADVANCE(get, never):Bool;
inline function get_CUTSCENE_ADVANCE()
return _cutscene_advance.check();
public var CUTSCENE_SKIP(get, never):Bool;
inline function get_CUTSCENE_SKIP()
return _cutscene_skip.check();
public var DEBUG_MENU(get, never):Bool;
inline function get_DEBUG_MENU()
@ -233,11 +237,6 @@ class Controls extends FlxActionSet
inline function get_DEBUG_STAGE()
return _debug_stage.check();
public var SCREENSHOT(get, never):Bool;
inline function get_SCREENSHOT()
return _screenshot.check();
public var VOLUME_UP(get, never):Bool;
inline function get_VOLUME_UP()
@ -253,11 +252,6 @@ class Controls extends FlxActionSet
inline function get_VOLUME_MUTE()
return _volume_mute.check();
public var RESET(get, never):Bool;
inline function get_RESET()
return _reset.check();
public function new(name, scheme:KeyboardScheme = null)
{
super(name);
@ -289,16 +283,15 @@ class Controls extends FlxActionSet
add(_accept);
add(_back);
add(_pause);
add(_reset);
add(_screenshot);
add(_cutscene_advance);
add(_cutscene_skip);
add(_debug_menu);
add(_debug_chart);
add(_debug_stage);
add(_screenshot);
add(_volume_up);
add(_volume_down);
add(_volume_mute);
add(_reset);
for (action in digitalActions)
byName[action.name] = action;
@ -383,12 +376,11 @@ class Controls extends FlxActionSet
case BACK: _back;
case PAUSE: _pause;
case RESET: _reset;
case SCREENSHOT: _screenshot;
case CUTSCENE_ADVANCE: _cutscene_advance;
case CUTSCENE_SKIP: _cutscene_skip;
case DEBUG_MENU: _debug_menu;
case DEBUG_CHART: _debug_chart;
case DEBUG_STAGE: _debug_stage;
case SCREENSHOT: _screenshot;
case VOLUME_UP: _volume_up;
case VOLUME_DOWN: _volume_down;
case VOLUME_MUTE: _volume_mute;
@ -449,26 +441,24 @@ class Controls extends FlxActionSet
func(_back, JUST_PRESSED);
case PAUSE:
func(_pause, JUST_PRESSED);
case RESET:
func(_reset, JUST_PRESSED);
case SCREENSHOT:
func(_screenshot, JUST_PRESSED);
case CUTSCENE_ADVANCE:
func(_cutscene_advance, JUST_PRESSED);
case CUTSCENE_SKIP:
func(_cutscene_skip, PRESSED);
case DEBUG_MENU:
func(_debug_menu, JUST_PRESSED);
case DEBUG_CHART:
func(_debug_chart, JUST_PRESSED);
case DEBUG_STAGE:
func(_debug_stage, JUST_PRESSED);
case SCREENSHOT:
func(_screenshot, JUST_PRESSED);
case VOLUME_UP:
func(_volume_up, JUST_PRESSED);
case VOLUME_DOWN:
func(_volume_down, JUST_PRESSED);
case VOLUME_MUTE:
func(_volume_mute, JUST_PRESSED);
case RESET:
func(_reset, JUST_PRESSED);
}
}
@ -654,13 +644,12 @@ class Controls extends FlxActionSet
bindKeys(Control.ACCEPT, getDefaultKeybinds(scheme, Control.ACCEPT));
bindKeys(Control.BACK, getDefaultKeybinds(scheme, Control.BACK));
bindKeys(Control.PAUSE, getDefaultKeybinds(scheme, Control.PAUSE));
bindKeys(Control.RESET, getDefaultKeybinds(scheme, Control.RESET));
bindKeys(Control.SCREENSHOT, getDefaultKeybinds(scheme, Control.SCREENSHOT));
bindKeys(Control.CUTSCENE_ADVANCE, getDefaultKeybinds(scheme, Control.CUTSCENE_ADVANCE));
bindKeys(Control.CUTSCENE_SKIP, getDefaultKeybinds(scheme, Control.CUTSCENE_SKIP));
bindKeys(Control.DEBUG_MENU, getDefaultKeybinds(scheme, Control.DEBUG_MENU));
bindKeys(Control.DEBUG_CHART, getDefaultKeybinds(scheme, Control.DEBUG_CHART));
bindKeys(Control.DEBUG_STAGE, getDefaultKeybinds(scheme, Control.DEBUG_STAGE));
bindKeys(Control.RESET, getDefaultKeybinds(scheme, Control.RESET));
bindKeys(Control.SCREENSHOT, getDefaultKeybinds(scheme, Control.SCREENSHOT));
bindKeys(Control.VOLUME_UP, getDefaultKeybinds(scheme, Control.VOLUME_UP));
bindKeys(Control.VOLUME_DOWN, getDefaultKeybinds(scheme, Control.VOLUME_DOWN));
bindKeys(Control.VOLUME_MUTE, getDefaultKeybinds(scheme, Control.VOLUME_MUTE));
@ -683,16 +672,15 @@ class Controls extends FlxActionSet
case Control.ACCEPT: return [Z, SPACE, ENTER];
case Control.BACK: return [X, BACKSPACE, ESCAPE];
case Control.PAUSE: return [P, ENTER, ESCAPE];
case Control.RESET: return [R];
case Control.SCREENSHOT: return [F3]; // TODO: Change this back to PrintScreen
case Control.CUTSCENE_ADVANCE: return [Z, ENTER];
case Control.CUTSCENE_SKIP: return [P, ESCAPE];
case Control.DEBUG_MENU: return [GRAVEACCENT];
case Control.DEBUG_CHART: return [];
case Control.DEBUG_STAGE: return [];
case Control.SCREENSHOT: return [F3]; // TODO: Change this back to PrintScreen
case Control.VOLUME_UP: return [PLUS, NUMPADPLUS];
case Control.VOLUME_DOWN: return [MINUS, NUMPADMINUS];
case Control.VOLUME_MUTE: return [ZERO, NUMPADZERO];
case Control.RESET: return [R];
}
case Duo(true):
switch (control) {
@ -707,16 +695,15 @@ class Controls extends FlxActionSet
case Control.ACCEPT: return [G, Z];
case Control.BACK: return [H, X];
case Control.PAUSE: return [ONE];
case Control.RESET: return [R];
case Control.SCREENSHOT: return [PRINTSCREEN];
case Control.CUTSCENE_ADVANCE: return [G, Z];
case Control.CUTSCENE_SKIP: return [ONE];
case Control.DEBUG_MENU: return [GRAVEACCENT];
case Control.DEBUG_CHART: return [];
case Control.DEBUG_STAGE: return [];
case Control.SCREENSHOT: return [PRINTSCREEN];
case Control.VOLUME_UP: return [PLUS];
case Control.VOLUME_DOWN: return [MINUS];
case Control.VOLUME_MUTE: return [ZERO];
case Control.RESET: return [R];
}
case Duo(false):
switch (control) {
@ -731,16 +718,15 @@ class Controls extends FlxActionSet
case Control.ACCEPT: return [ENTER];
case Control.BACK: return [ESCAPE];
case Control.PAUSE: return [ONE];
case Control.RESET: return [R];
case Control.SCREENSHOT: return [PRINTSCREEN];
case Control.CUTSCENE_ADVANCE: return [ENTER];
case Control.CUTSCENE_SKIP: return [ONE];
case Control.DEBUG_MENU: return [GRAVEACCENT];
case Control.DEBUG_CHART: return [];
case Control.DEBUG_STAGE: return [];
case Control.SCREENSHOT: return [PRINTSCREEN];
case Control.VOLUME_UP: return [NUMPADPLUS];
case Control.VOLUME_DOWN: return [NUMPADMINUS];
case Control.VOLUME_MUTE: return [NUMPADZERO];
case Control.RESET: return [R];
}
default:
// Fallthrough.
@ -843,15 +829,14 @@ class Controls extends FlxActionSet
Control.NOTE_LEFT => getDefaultGamepadBinds(Control.NOTE_LEFT),
Control.NOTE_RIGHT => getDefaultGamepadBinds(Control.NOTE_RIGHT),
Control.PAUSE => getDefaultGamepadBinds(Control.PAUSE),
Control.RESET => getDefaultGamepadBinds(Control.RESET),
// Control.SCREENSHOT => [],
// Control.VOLUME_UP => [RIGHT_SHOULDER],
// Control.VOLUME_DOWN => [LEFT_SHOULDER],
// Control.VOLUME_MUTE => [RIGHT_TRIGGER],
Control.CUTSCENE_ADVANCE => getDefaultGamepadBinds(Control.CUTSCENE_ADVANCE),
Control.CUTSCENE_SKIP => getDefaultGamepadBinds(Control.CUTSCENE_SKIP),
// Control.DEBUG_MENU
// Control.DEBUG_CHART
Control.RESET => getDefaultGamepadBinds(Control.RESET)
]);
}
@ -868,15 +853,14 @@ class Controls extends FlxActionSet
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 [RIGHT_SHOULDER];
case Control.SCREENSHOT: return [];
case Control.VOLUME_UP: return [];
case Control.VOLUME_DOWN: return [];
case Control.VOLUME_MUTE: return [];
case Control.CUTSCENE_ADVANCE: return [A];
case Control.CUTSCENE_SKIP: return [START];
case Control.DEBUG_MENU: return [];
case Control.DEBUG_CHART: return [];
case Control.RESET: return [RIGHT_SHOULDER];
default:
// Fallthrough.
}
@ -1228,14 +1212,13 @@ enum Control
UI_RIGHT;
UI_DOWN;
RESET;
SCREENSHOT;
ACCEPT;
BACK;
PAUSE;
// CUTSCENE
CUTSCENE_ADVANCE;
CUTSCENE_SKIP;
// SCREENSHOT
SCREENSHOT;
// VOLUME
VOLUME_UP;
VOLUME_DOWN;
@ -1279,15 +1262,14 @@ abstract Action(String) to String from String
var BACK = "back";
var PAUSE = "pause";
var RESET = "reset";
// SCREENSHOT
var SCREENSHOT = "screenshot";
// CUTSCENE
var CUTSCENE_ADVANCE = "cutscene_advance";
var CUTSCENE_SKIP = "cutscene_skip";
// VOLUME
var VOLUME_UP = "volume_up";
var VOLUME_DOWN = "volume_down";
var VOLUME_MUTE = "volume_mute";
// SCREENSHOT
var SCREENSHOT = "screenshot";
// DEBUG
var DEBUG_MENU = "debug_menu";
var DEBUG_CHART = "debug_chart";

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@ -1,313 +1,736 @@
package funkin.play;
import funkin.play.PlayStatePlaylist;
import flixel.FlxSprite;
import flixel.addons.transition.FlxTransitionableState;
import flixel.group.FlxGroup.FlxTypedGroup;
import funkin.ui.MusicBeatSubState;
import flixel.sound.FlxSound;
import flixel.FlxG;
import flixel.util.FlxTimer;
import flixel.FlxSprite;
import flixel.group.FlxSpriteGroup;
import flixel.math.FlxMath;
import flixel.text.FlxText;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import funkin.play.PlayState;
import funkin.audio.FunkinSound;
import funkin.data.song.SongRegistry;
import funkin.ui.Alphabet;
import funkin.graphics.FunkinSprite;
import funkin.play.cutscene.VideoCutscene;
import funkin.play.PlayState;
import funkin.ui.AtlasText;
import funkin.ui.MusicBeatSubState;
import funkin.ui.transition.StickerSubState;
/**
* Parameters for initializing the PauseSubState.
*/
typedef PauseSubStateParams =
{
/**
* Which mode to start in. Dictates what entries are displayed.
*/
?mode:PauseMode,
};
/**
* The menu displayed when the Play State is paused.
*/
class PauseSubState extends MusicBeatSubState
{
var grpMenuShit:FlxTypedGroup<Alphabet>;
// ===============
// Constants
// ===============
final pauseOptionsBase:Array<String> = [
'Resume',
'Restart Song',
'Change Difficulty',
'Toggle Practice Mode',
'Exit to Menu'
/**
* Pause menu entries for when the game is paused during a song.
*/
static final PAUSE_MENU_ENTRIES_STANDARD:Array<PauseMenuEntry> = [
{text: 'Resume', callback: resume},
{text: 'Restart Song', callback: restartPlayState},
{text: 'Change Difficulty', callback: switchMode.bind(_, Difficulty)},
{text: 'Enable Practice Mode', callback: enablePracticeMode, filter: () -> !(PlayState.instance?.isPracticeMode ?? false)},
{text: 'Exit to Menu', callback: quitToMenu},
];
final pauseOptionsCharting:Array<String> = ['Resume', 'Restart Song', 'Exit to Chart Editor'];
final pauseOptionsDifficultyBase:Array<String> = ['BACK'];
/**
* Pause menu entries for when the game is paused in the Chart Editor preview.
*/
static final PAUSE_MENU_ENTRIES_CHARTING:Array<PauseMenuEntry> = [
{text: 'Resume', callback: resume},
{text: 'Restart Song', callback: restartPlayState},
{text: 'Return to Chart Editor', callback: quitToChartEditor},
];
var pauseOptionsDifficulty:Array<String> = []; // AUTO-POPULATED
/**
* Pause menu entries for when the user selects "Change Difficulty".
*/
static final PAUSE_MENU_ENTRIES_DIFFICULTY:Array<PauseMenuEntry> = [
{text: 'Back', callback: switchMode.bind(_, Standard)}
// Other entries are added dynamically.
];
var menuItems:Array<String> = [];
var curSelected:Int = 0;
/**
* Pause menu entries for when the game is paused during a video cutscene.
*/
static final PAUSE_MENU_ENTRIES_VIDEO_CUTSCENE:Array<PauseMenuEntry> = [
{text: 'Resume', callback: resume},
{text: 'Restart Cutscene', callback: restartVideoCutscene},
{text: 'Skip Cutscene', callback: skipVideoCutscene},
{text: 'Exit to Menu', callback: quitToMenu},
];
var pauseMusic:FlxSound;
/**
* Pause menu entries for when the game is paused during a conversation.
*/
static final PAUSE_MENU_ENTRIES_CONVERSATION:Array<PauseMenuEntry> = [
{text: 'Resume', callback: resume},
{text: 'Restart Dialogue', callback: restartConversation},
{text: 'Skip Dialogue', callback: skipConversation},
{text: 'Exit to Menu', callback: quitToMenu},
];
var practiceText:FlxText;
/**
* Duration for the music to fade in when the pause menu is opened.
*/
static final MUSIC_FADE_IN_TIME:Float = 5;
public var exitingToMenu:Bool = false;
/**
* The final volume for the music when the pause menu is opened.
*/
static final MUSIC_FINAL_VOLUME:Float = 0.75;
var bg:FlxSprite;
var metaDataGrp:FlxTypedGroup<FlxSprite>;
/**
* Defines which pause music to use.
*/
public static var musicSuffix:String = '';
var isChartingMode:Bool;
/**
* Reset the pause configuration to the default.
*/
public static function reset():Void
{
musicSuffix = '';
}
public function new(isChartingMode:Bool = false)
// ===============
// Status Variables
// ===============
/**
* Disallow input until transitions are complete!
* This prevents the pause menu from immediately closing when opened, among other things.
*/
public var allowInput:Bool = false;
/**
* The entries currently displayed in the pause menu.
*/
var currentMenuEntries:Array<PauseMenuEntry>;
/**
* The index of `currentMenuEntries` that is currently selected.
*/
var currentEntry:Int = 0;
/**
* The mode that the pause menu is currently in.
*/
var currentMode:PauseMode;
// ===============
// Graphics Variables
// ===============
/**
* The semi-transparent black background that appears when the game is paused.
*/
var background:FunkinSprite;
/**
* The metadata displayed in the top right.
*/
var metadata:FlxTypedSpriteGroup<FlxText>;
/**
* A text object that displays the current practice mode status.
*/
var metadataPractice:FlxText;
/**
* A text object that displays the current death count.
*/
var metadataDeaths:FlxText;
/**
* The actual text objects for the menu entries.
*/
var menuEntryText:FlxTypedSpriteGroup<AtlasText>;
// ===============
// Audio Variables
// ===============
var pauseMusic:FunkinSound;
// ===============
// Constructor
// ===============
public function new(?params:PauseSubStateParams)
{
super();
this.isChartingMode = isChartingMode;
menuItems = this.isChartingMode ? pauseOptionsCharting : pauseOptionsBase;
var difficultiesInVariation = PlayState.instance.currentSong.listDifficulties(PlayState.instance.currentChart.variation);
trace('DIFFICULTIES: ${difficultiesInVariation}');
pauseOptionsDifficulty = difficultiesInVariation.map(function(item:String):String {
return item.toUpperCase();
}).concat(pauseOptionsDifficultyBase);
if (PlayStatePlaylist.campaignId == 'week6')
{
pauseMusic = new FlxSound().loadEmbedded(Paths.music('breakfast-pixel'), true, true);
}
else
{
pauseMusic = new FlxSound().loadEmbedded(Paths.music('breakfast'), true, true);
}
pauseMusic.volume = 0;
pauseMusic.play(false, FlxG.random.int(0, Std.int(pauseMusic.length / 2)));
FlxG.sound.list.add(pauseMusic);
bg = new FunkinSprite().makeSolidColor(FlxG.width, FlxG.height, FlxColor.BLACK);
bg.alpha = 0;
bg.scrollFactor.set();
add(bg);
metaDataGrp = new FlxTypedGroup<FlxSprite>();
add(metaDataGrp);
var levelInfo:FlxText = new FlxText(20, 15, 0, '', 32);
if (PlayState.instance.currentChart != null)
{
levelInfo.text += '${PlayState.instance.currentChart.songName} - ${PlayState.instance.currentChart.songArtist}';
}
levelInfo.scrollFactor.set();
levelInfo.setFormat(Paths.font('vcr.ttf'), 32);
levelInfo.updateHitbox();
metaDataGrp.add(levelInfo);
var levelDifficulty:FlxText = new FlxText(20, 15 + 32, 0, '', 32);
levelDifficulty.text += PlayState.instance.currentDifficulty.toTitleCase();
levelDifficulty.scrollFactor.set();
levelDifficulty.setFormat(Paths.font('vcr.ttf'), 32);
levelDifficulty.updateHitbox();
metaDataGrp.add(levelDifficulty);
var deathCounter:FlxText = new FlxText(20, 15 + 64, 0, '', 32);
deathCounter.text = 'Blue balled: ${PlayState.instance.deathCounter}';
FlxG.watch.addQuick('totalNotesHit', Highscore.tallies.totalNotesHit);
FlxG.watch.addQuick('totalNotes', Highscore.tallies.totalNotes);
deathCounter.scrollFactor.set();
deathCounter.setFormat(Paths.font('vcr.ttf'), 32);
deathCounter.updateHitbox();
metaDataGrp.add(deathCounter);
practiceText = new FlxText(20, 15 + 64 + 32, 0, 'PRACTICE MODE', 32);
practiceText.scrollFactor.set();
practiceText.setFormat(Paths.font('vcr.ttf'), 32);
practiceText.updateHitbox();
practiceText.x = FlxG.width - (practiceText.width + 20);
practiceText.visible = PlayState.instance.isPracticeMode;
metaDataGrp.add(practiceText);
levelDifficulty.alpha = 0;
levelInfo.alpha = 0;
deathCounter.alpha = 0;
levelInfo.x = FlxG.width - (levelInfo.width + 20);
levelDifficulty.x = FlxG.width - (levelDifficulty.width + 20);
deathCounter.x = FlxG.width - (deathCounter.width + 20);
FlxTween.tween(bg, {alpha: 0.6}, 0.4, {ease: FlxEase.quartInOut});
FlxTween.tween(levelInfo, {alpha: 1, y: 20}, 0.4, {ease: FlxEase.quartInOut, startDelay: 0.3});
FlxTween.tween(levelDifficulty, {alpha: 1, y: levelDifficulty.y + 5}, 0.4, {ease: FlxEase.quartInOut, startDelay: 0.5});
FlxTween.tween(deathCounter, {alpha: 1, y: deathCounter.y + 5}, 0.4, {ease: FlxEase.quartInOut, startDelay: 0.7});
grpMenuShit = new FlxTypedGroup<Alphabet>();
add(grpMenuShit);
regenMenu();
// cameras = [FlxG.cameras.list[FlxG.cameras.list.length - 1]];
this.currentMode = params?.mode ?? Standard;
}
function regenMenu():Void
// ===============
// Lifecycle Functions
// ===============
/**
* Called when the state is first loaded.
*/
public override function create():Void
{
while (grpMenuShit.members.length > 0)
{
grpMenuShit.remove(grpMenuShit.members[0], true);
}
super.create();
for (i in 0...menuItems.length)
{
var songText:Alphabet = new Alphabet(0, (70 * i) + 30, menuItems[i], true, false);
songText.isMenuItem = true;
songText.targetY = i;
grpMenuShit.add(songText);
}
startPauseMusic();
curSelected = 0;
changeSelection();
buildBackground();
buildMetadata();
regenerateMenu();
transitionIn();
}
override function update(elapsed:Float):Void
/**
* Called every frame.
* @param elapsed The time elapsed since the last frame, in seconds.
*/
public override function update(elapsed:Float):Void
{
if (pauseMusic.volume < 0.5) pauseMusic.volume += 0.01 * elapsed;
super.update(elapsed);
handleInputs();
}
/**
* Called when the state is closed.
*/
public override function destroy():Void
{
super.destroy();
pauseMusic.stop();
}
// ===============
// Initialization Functions
// ===============
/**
* Play the pause music.
*/
function startPauseMusic():Void
{
var pauseMusicPath:String = Paths.music('breakfast$musicSuffix');
pauseMusic = FunkinSound.load(pauseMusicPath, true, true);
if (pauseMusic == null)
{
FlxG.log.warn('Could not play pause music: ${pauseMusicPath} does not exist!');
}
// Start playing at a random point in the song.
pauseMusic.play(false, FlxG.random.int(0, Std.int(pauseMusic.length / 2)));
pauseMusic.fadeIn(MUSIC_FADE_IN_TIME, 0, MUSIC_FINAL_VOLUME);
}
/**
* Render the semi-transparent black background.
*/
function buildBackground():Void
{
// Using state.bgColor causes bugs!
background = new FunkinSprite(0, 0);
background.makeSolidColor(FlxG.width, FlxG.height, FlxColor.BLACK);
background.alpha = 0.0;
background.scrollFactor.set(0, 0);
background.updateHitbox();
add(background);
}
/**
* Render the metadata in the top right.
*/
function buildMetadata():Void
{
metadata = new FlxTypedSpriteGroup<FlxText>();
metadata.scrollFactor.set(0, 0);
add(metadata);
var metadataSong:FlxText = new FlxText(20, 15, FlxG.width - 40, 'Song Name - Artist');
metadataSong.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
if (PlayState.instance?.currentChart != null)
{
metadataSong.text = '${PlayState.instance.currentChart.songName} - ${PlayState.instance.currentChart.songArtist}';
}
metadataSong.scrollFactor.set(0, 0);
metadata.add(metadataSong);
var metadataDifficulty:FlxText = new FlxText(20, 15 + 32, FlxG.width - 40, 'Difficulty: ');
metadataDifficulty.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
if (PlayState.instance?.currentDifficulty != null)
{
metadataDifficulty.text += PlayState.instance.currentDifficulty.toTitleCase();
}
metadataDifficulty.scrollFactor.set(0, 0);
metadata.add(metadataDifficulty);
metadataDeaths = new FlxText(20, 15 + 64, FlxG.width - 40, '${PlayState.instance?.deathCounter} Blue Balls');
metadataDeaths.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
metadataDeaths.scrollFactor.set(0, 0);
metadata.add(metadataDeaths);
metadataPractice = new FlxText(20, 15 + 96, FlxG.width - 40, 'PRACTICE MODE');
metadataPractice.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
metadataPractice.visible = PlayState.instance?.isPracticeMode ?? false;
metadataPractice.scrollFactor.set(0, 0);
metadata.add(metadataPractice);
updateMetadataText();
}
/**
* Perform additional animations to transition the pause menu in when it is first displayed.
*/
function transitionIn():Void
{
FlxTween.tween(background, {alpha: 0.6}, 0.8, {ease: FlxEase.quartOut});
// Animate each element a little bit downwards.
var delay:Float = 0.1;
for (child in metadata.members)
{
FlxTween.tween(child, {alpha: 1, y: child.y + 5}, 1.8, {ease: FlxEase.quartOut, startDelay: delay});
delay += 0.1;
}
new FlxTimer().start(0.2, (_) -> {
allowInput = true;
});
}
// ===============
// Input Handling
// ===============
/**
* Process user inputs every frame.
*/
function handleInputs():Void
{
var upP = controls.UI_UP_P;
var downP = controls.UI_DOWN_P;
var accepted = controls.ACCEPT;
if (!allowInput) return;
if (controls.UI_UP_P)
{
changeSelection(-1);
}
if (controls.UI_DOWN_P)
{
changeSelection(1);
}
if (controls.ACCEPT)
{
currentMenuEntries[currentEntry].callback(this);
}
else if (controls.PAUSE)
{
resume(this);
}
#if (debug || FORCE_DEBUG_VERSION)
// to pause the game and get screenshots easy, press H on pause menu!
if (FlxG.keys.justPressed.H)
{
bg.visible = !bg.visible;
grpMenuShit.visible = !grpMenuShit.visible;
metaDataGrp.visible = !metaDataGrp.visible;
var visible = !metadata.visible;
metadata.visible = visible;
menuEntryText.visible = visible;
this.bgColor = visible ? 0x99000000 : 0x00000000; // 60% or fully transparent black
}
#end
if (!exitingToMenu)
{
if (upP)
{
changeSelection(-1);
}
if (downP)
{
changeSelection(1);
}
var androidPause:Bool = false;
#if android
androidPause = FlxG.android.justPressed.BACK;
#end
if (androidPause) close();
if (accepted)
{
var daSelected:String = menuItems[curSelected];
switch (daSelected)
{
case 'Resume':
close();
case 'Change Difficulty':
menuItems = pauseOptionsDifficulty;
regenMenu();
case 'Toggle Practice Mode':
PlayState.instance.isPracticeMode = true;
practiceText.visible = PlayState.instance.isPracticeMode;
case 'Restart Song':
PlayState.instance.needsReset = true;
close();
case 'Exit to Menu':
exitingToMenu = true;
PlayState.instance.deathCounter = 0;
for (item in grpMenuShit.members)
{
item.targetY = -3;
item.alpha = 0.6;
}
FlxTransitionableState.skipNextTransIn = true;
FlxTransitionableState.skipNextTransOut = true;
if (PlayStatePlaylist.isStoryMode)
{
PlayStatePlaylist.reset();
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new funkin.ui.story.StoryMenuState(sticker)));
}
else
{
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new funkin.ui.freeplay.FreeplayState(null, sticker)));
}
case 'Exit to Chart Editor':
this.close();
if (FlxG.sound.music != null) FlxG.sound.music.pause(); // Don't reset song position!
PlayState.instance.close(); // This only works because PlayState is a substate!
case 'BACK':
menuItems = this.isChartingMode ? pauseOptionsCharting : pauseOptionsBase;
regenMenu();
default:
if (pauseOptionsDifficulty.contains(daSelected))
{
PlayState.instance.currentSong = SongRegistry.instance.fetchEntry(PlayState.instance.currentSong.id.toLowerCase());
// Reset campaign score when changing difficulty
// So if you switch difficulty on the last song of a week you get a really low overall score.
PlayStatePlaylist.campaignScore = 0;
PlayStatePlaylist.campaignDifficulty = daSelected.toLowerCase();
PlayState.instance.currentDifficulty = PlayStatePlaylist.campaignDifficulty;
PlayState.instance.needsReset = true;
close();
}
else
{
trace('[WARN] Unhandled pause menu option: ${daSelected}');
}
}
}
if (FlxG.keys.justPressed.J)
{
// for reference later!
// PlayerSettings.player1.controls.replaceBinding(Control.LEFT, Keys, FlxKey.J, null);
}
}
}
override function destroy():Void
{
pauseMusic.destroy();
super.destroy();
}
/**
* Move the current selection up or down.
* @param change The amount to change the selection by, with sign indicating direction.
*/
function changeSelection(change:Int = 0):Void
{
FlxG.sound.play(Paths.sound('scrollMenu'), 0.4);
curSelected += change;
currentEntry += change;
if (curSelected < 0) curSelected = menuItems.length - 1;
if (curSelected >= menuItems.length) curSelected = 0;
if (currentEntry < 0) currentEntry = currentMenuEntries.length - 1;
if (currentEntry >= currentMenuEntries.length) currentEntry = 0;
for (index => item in grpMenuShit.members)
for (entryIndex in 0...currentMenuEntries.length)
{
item.targetY = index - curSelected;
var isCurrent:Bool = entryIndex == currentEntry;
item.alpha = 0.6;
var entry:PauseMenuEntry = currentMenuEntries[entryIndex];
var text:AtlasText = entry.sprite;
if (item.targetY == 0)
{
item.alpha = 1;
}
// Set the transparency.
text.alpha = isCurrent ? 1.0 : 0.6;
// Set the position.
var targetX = FlxMath.remapToRange((entryIndex - currentEntry), 0, 1, 0, 1.3) * 20 + 90;
var targetY = FlxMath.remapToRange((entryIndex - currentEntry), 0, 1, 0, 1.3) * 120 + (FlxG.height * 0.48);
trace(targetY);
FlxTween.globalManager.cancelTweensOf(text);
FlxTween.tween(text, {x: targetX, y: targetY}, 0.33, {ease: FlxEase.quartOut});
}
}
// ===============
// Menu Functions
// ===============
/**
* Clear the current menu entries and regenerate them based on the current mode.
* @param targetMode Optionally specify a mode to switch to before regenerating the menu.
*/
function regenerateMenu(?targetMode:PauseMode):Void
{
// If targetMode is null, keep the current mode.
if (targetMode == null) targetMode = this.currentMode;
var previousMode:PauseMode = this.currentMode;
this.currentMode = targetMode;
resetSelection();
chooseMenuEntries();
clearAndAddMenuEntries();
updateMetadataText();
changeSelection();
}
/**
* Reset the current selection to the first entry.
*/
function resetSelection():Void
{
this.currentEntry = 0;
}
/**
* Select which menu entries to display based on the current mode.
*/
function chooseMenuEntries():Void
{
// Choose the correct menu entries.
// NOTE: We clone the arrays to prevent modifications to the arrays from affecting the original.
switch (this.currentMode)
{
case PauseMode.Standard:
currentMenuEntries = PAUSE_MENU_ENTRIES_STANDARD.clone();
case PauseMode.Charting:
currentMenuEntries = PAUSE_MENU_ENTRIES_CHARTING.clone();
case PauseMode.Difficulty:
// Prepend the difficulties.
var entries:Array<PauseMenuEntry> = [];
if (PlayState.instance.currentChart != null)
{
var difficultiesInVariation = PlayState.instance.currentSong.listDifficulties(PlayState.instance.currentChart.variation);
trace('DIFFICULTIES: ${difficultiesInVariation}');
for (difficulty in difficultiesInVariation)
{
entries.push({text: difficulty.toTitleCase(), callback: (state) -> changeDifficulty(state, difficulty)});
}
}
// Add the back button.
currentMenuEntries = entries.concat(PAUSE_MENU_ENTRIES_DIFFICULTY.clone());
case PauseMode.Conversation:
currentMenuEntries = PAUSE_MENU_ENTRIES_CONVERSATION.clone();
case PauseMode.Cutscene:
currentMenuEntries = PAUSE_MENU_ENTRIES_VIDEO_CUTSCENE.clone();
}
}
/**
* Clear the `menuEntryText` group and render the current menu entries to it.
* We first create the `menuEntryText` group if it doesn't already exist.
*/
function clearAndAddMenuEntries():Void
{
if (menuEntryText == null)
{
menuEntryText = new FlxTypedSpriteGroup<AtlasText>();
menuEntryText.scrollFactor.set(0, 0);
add(menuEntryText);
}
menuEntryText.clear();
// Render out the entries depending on the mode.
var entryIndex:Int = 0;
var toRemove = [];
for (entry in currentMenuEntries)
{
if (entry == null || (entry.filter != null && !entry.filter()))
{
// Remove entries that should be hidden.
toRemove.push(entry);
}
else
{
// Handle visible entries.
var yPos:Float = 70 * entryIndex + 30;
var text:AtlasText = new AtlasText(0, yPos, entry.text, AtlasFont.BOLD);
text.scrollFactor.set(0, 0);
text.alpha = 0;
menuEntryText.add(text);
entry.sprite = text;
entryIndex++;
}
}
for (entry in toRemove)
{
currentMenuEntries.remove(entry);
}
}
// ===============
// Metadata Functions
// ===============
/**
* Update the values for the metadata text in the top right.
*/
function updateMetadataText():Void
{
metadataPractice.visible = PlayState.instance?.isPracticeMode ?? false;
switch (this.currentMode)
{
case Standard | Difficulty:
metadataDeaths.text = '${PlayState.instance?.deathCounter} Blue Balls';
case Charting:
metadataDeaths.text = 'Chart Editor Preview';
case Conversation:
metadataDeaths.text = 'Dialogue Paused';
case Cutscene:
metadataDeaths.text = 'Video Paused';
}
}
// ===============
// Menu Callbacks
// ===============
/**
* Close the pause menu and resume the game.
* @param state The current PauseSubState.
*/
static function resume(state:PauseSubState):Void
{
// Resume a paused video if it exists.
VideoCutscene.resumeVideo();
state.close();
}
/**
* Switch the pause menu to the indicated mode.
* Create a callback from this using `.bind(_, targetMode)`.
* @param state The current PauseSubState.
* @param targetMode The mode to switch to.
*/
static function switchMode(state:PauseSubState, targetMode:PauseMode):Void
{
state.regenerateMenu(targetMode);
}
/**
* Switch the game's difficulty to the indicated difficulty, then resume the game.
* @param state The current PauseSubState.
* @param difficulty The difficulty to switch to.
*/
static function changeDifficulty(state:PauseSubState, difficulty:String):Void
{
PlayState.instance.currentSong = SongRegistry.instance.fetchEntry(PlayState.instance.currentSong.id.toLowerCase());
// Reset campaign score when changing difficulty
// So if you switch difficulty on the last song of a week you get a really low overall score.
PlayStatePlaylist.campaignScore = 0;
PlayStatePlaylist.campaignDifficulty = difficulty;
PlayState.instance.currentDifficulty = PlayStatePlaylist.campaignDifficulty;
PlayState.instance.needsReset = true;
state.close();
}
/**
* Restart the current level, then resume the game.
* @param state The current PauseSubState.
*/
static function restartPlayState(state:PauseSubState):Void
{
PlayState.instance.needsReset = true;
state.close();
}
/**
* Force the game into practice mode, then update the pause menu.
* @param state The current PauseSubState.
*/
static function enablePracticeMode(state:PauseSubState):Void
{
if (PlayState.instance == null) return;
PlayState.instance.isPracticeMode = true;
state.regenerateMenu();
}
/**
* Restart the paused video cutscene, then resume the game.
* @param state The current PauseSubState.
*/
static function restartVideoCutscene(state:PauseSubState):Void
{
VideoCutscene.restartVideo();
state.close();
}
/**
* Skip the paused video cutscene, then resume the game.
* @param state The current PauseSubState.
*/
static function skipVideoCutscene(state:PauseSubState):Void
{
VideoCutscene.finishVideo();
state.close();
}
/**
* Restart the paused conversation, then resume the game.
* @param state The current PauseSubState.
*/
static function restartConversation(state:PauseSubState):Void
{
if (PlayState.instance?.currentConversation == null) return;
PlayState.instance.currentConversation.resetConversation();
state.close();
}
/**
* Skip the paused conversation, then resume the game.
* @param state The current PauseSubState.
*/
static function skipConversation(state:PauseSubState):Void
{
if (PlayState.instance?.currentConversation == null) return;
PlayState.instance.currentConversation.skipConversation();
state.close();
}
/**
* Quit the game and return to the main menu.
* @param state The current PauseSubState.
*/
static function quitToMenu(state:PauseSubState):Void
{
state.allowInput = false;
PlayState.instance.deathCounter = 0;
FlxTransitionableState.skipNextTransIn = true;
FlxTransitionableState.skipNextTransOut = true;
if (PlayStatePlaylist.isStoryMode)
{
PlayStatePlaylist.reset();
state.openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new funkin.ui.story.StoryMenuState(sticker)));
}
else
{
state.openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new funkin.ui.freeplay.FreeplayState(null, sticker)));
}
}
/**
* Quit the game and return to the chart editor.
* @param state The current PauseSubState.
*/
static function quitToChartEditor(state:PauseSubState):Void
{
state.close();
if (FlxG.sound.music != null) FlxG.sound.music.pause(); // Don't reset song position!
PlayState.instance.close(); // This only works because PlayState is a substate!
}
}
/**
* Which set of options the pause menu should display.
*/
enum PauseMode
{
/**
* The menu displayed when the player pauses the game during a song.
*/
Standard;
/**
* The menu displayed when the player pauses the game during a song while in charting mode.
*/
Charting;
/**
* The menu displayed when the player moves to change the game's difficulty.
*/
Difficulty;
/**
* The menu displayed when the player pauses the game during a conversation.
*/
Conversation;
/**
* The menu displayed when the player pauses the game during a video cutscene.
*/
Cutscene;
}
/**
* Represents a single entry in the pause menu.
*/
typedef PauseMenuEntry =
{
/**
* The text to display for this entry.
* TODO: Implement localization.
*/
var text:String;
/**
* The callback to execute when the user selects this entry.
*/
var callback:PauseSubState->Void;
/**
* If this returns true, the entry will be displayed. If it returns false, the entry will be hidden.
*/
var ?filter:Void->Bool;
// Instance-specific properties
/**
* The text object currently displaying this entry.
*/
var ?sprite:AtlasText;
};

View file

@ -316,6 +316,11 @@ class PlayState extends MusicBeatSubState
**/
var inputReleaseQueue:Array<PreciseInputEvent> = [];
/**
* If we just unpaused the game, we shouldn't be able to pause again for one frame.
*/
var justUnpaused:Bool = false;
/**
* PRIVATE INSTANCE VARIABLES
* Private instance variables should be used for information that must be reset or dereferenced
@ -444,11 +449,6 @@ class PlayState extends MusicBeatSubState
*/
var comboPopUps:PopUpStuff;
/**
* The circular sprite that appears while the user is holding down the Skip Cutscene button.
*/
var skipTimer:FlxPieDial;
/**
* PROPERTIES
*/
@ -476,7 +476,7 @@ class PlayState extends MusicBeatSubState
if (!Std.isOfType(this.subState, PauseSubState)) return false;
var pauseSubState:PauseSubState = cast this.subState;
return pauseSubState.exitingToMenu;
return !pauseSubState.allowInput;
}
/**
@ -635,14 +635,6 @@ class PlayState extends MusicBeatSubState
add(comboPopUps);
comboPopUps.cameras = [camHUD];
// The little dial that shows up when you hold the Skip Cutscene key.
skipTimer = new FlxPieDial(16, 16, 32, FlxColor.WHITE, 36, CIRCLE, true, 24);
skipTimer.amount = 0;
skipTimer.zIndex = 1000;
add(skipTimer);
// Renders only in video cutscene mode.
skipTimer.cameras = [camCutscene];
#if discord_rpc
// Initialize Discord Rich Presence.
initDiscord();
@ -758,6 +750,8 @@ class PlayState extends MusicBeatSubState
public override function update(elapsed:Float):Void
{
// TOTAL: 9.42% CPU Time when profiled in VS 2019.
if (criticalFailure) return;
super.update(elapsed);
@ -782,8 +776,7 @@ class PlayState extends MusicBeatSubState
inputSpitter = [];
// Reset music properly.
FlxG.sound.music.time = Math.max(0, startTimestamp - Conductor.instance.instrumentalOffset);
FlxG.sound.music.time = startTimestamp - Conductor.instance.instrumentalOffset;
FlxG.sound.music.pause();
if (!overrideMusic)
@ -859,7 +852,7 @@ class PlayState extends MusicBeatSubState
#end
// Attempt to pause the game.
if ((controls.PAUSE || androidPause) && isInCountdown && mayPauseGame)
if ((controls.PAUSE || androidPause) && isInCountdown && mayPauseGame && !justUnpaused)
{
var event = new PauseScriptEvent(FlxG.random.bool(1 / 1000));
@ -894,12 +887,12 @@ class PlayState extends MusicBeatSubState
boyfriendPos = currentStage.getBoyfriend().getScreenPosition();
}
var pauseSubState:FlxSubState = new PauseSubState(isChartingMode);
var pauseSubState:FlxSubState = new PauseSubState({mode: isChartingMode ? Charting : Standard});
FlxTransitionableSubState.skipNextTransIn = true;
FlxTransitionableSubState.skipNextTransOut = true;
openSubState(pauseSubState);
pauseSubState.camera = camHUD;
openSubState(pauseSubState);
// boyfriendPos.put(); // TODO: Why is this here?
}
@ -997,6 +990,8 @@ class PlayState extends MusicBeatSubState
// Moving notes into position is now done by Strumline.update().
processNotes(elapsed);
justUnpaused = false;
}
function processSongEvents():Void
@ -1071,7 +1066,10 @@ class PlayState extends MusicBeatSubState
if (FlxG.sound.music != null)
{
musicPausedBySubState = FlxG.sound.music.playing;
FlxG.sound.music.pause();
if (musicPausedBySubState)
{
FlxG.sound.music.pause();
}
if (vocals != null) vocals.pause();
}
@ -1099,7 +1097,12 @@ class PlayState extends MusicBeatSubState
// Resume
if (musicPausedBySubState)
{
FlxG.sound.music.play(FlxG.sound.music.time);
FlxG.sound.music.play();
}
if (currentConversation != null)
{
currentConversation.resumeMusic();
}
if (FlxG.sound.music != null && !startingSong && !isInCutscene) resyncVocals();
@ -1118,6 +1121,8 @@ class PlayState extends MusicBeatSubState
DiscordClient.changePresence(detailsText, '${currentChart.songName} ($storyDifficultyText)', iconRPC);
}
#end
justUnpaused = true;
}
else if (Std.isOfType(subState, Transition))
{
@ -1300,12 +1305,6 @@ class PlayState extends MusicBeatSubState
public override function destroy():Void
{
if (currentConversation != null)
{
remove(currentConversation);
currentConversation.kill();
}
performCleanup();
super.destroy();
@ -1734,6 +1733,7 @@ class PlayState extends MusicBeatSubState
currentConversation = ConversationRegistry.instance.fetchEntry(conversationId);
if (currentConversation == null) return;
if (!currentConversation.alive) currentConversation.revive();
currentConversation.completeCallback = onConversationComplete;
currentConversation.cameras = [camCutscene];
@ -1751,8 +1751,13 @@ class PlayState extends MusicBeatSubState
function onConversationComplete():Void
{
isInCutscene = false;
remove(currentConversation);
currentConversation = null;
if (currentConversation != null)
{
currentConversation.kill();
remove(currentConversation);
currentConversation = null;
}
if (startingSong && !isInCountdown)
{
@ -1777,12 +1782,14 @@ class PlayState extends MusicBeatSubState
FlxG.sound.music.onComplete = endSong.bind(false);
// A negative instrumental offset means the song skips the first few milliseconds of the track.
// This just gets added into the startTimestamp behavior so we don't need to do anything extra.
FlxG.sound.music.time = startTimestamp - Conductor.instance.instrumentalOffset;
FlxG.sound.music.play(true, startTimestamp - Conductor.instance.instrumentalOffset);
// I am going insane.
FlxG.sound.music.volume = 1.0;
FlxG.sound.music.fadeTween.cancel();
trace('Playing vocals...');
add(vocals);
FlxG.sound.music.play(FlxG.sound.music.time);
vocals.play();
resyncVocals();
@ -2460,58 +2467,43 @@ class PlayState extends MusicBeatSubState
*/
function handleCutsceneKeys(elapsed:Float):Void
{
if (isGamePaused) return;
if (currentConversation != null)
{
if (controls.CUTSCENE_ADVANCE) currentConversation?.advanceConversation();
if (controls.CUTSCENE_SKIP)
// Pause/unpause may conflict with advancing the conversation!
if (controls.CUTSCENE_ADVANCE && !justUnpaused)
{
currentConversation?.trySkipConversation(elapsed);
currentConversation.advanceConversation();
}
else
else if (controls.PAUSE && !justUnpaused)
{
currentConversation?.trySkipConversation(-1);
currentConversation.pauseMusic();
var pauseSubState:FlxSubState = new PauseSubState({mode: Conversation});
persistentUpdate = false;
FlxTransitionableSubState.skipNextTransIn = true;
FlxTransitionableSubState.skipNextTransOut = true;
pauseSubState.camera = camCutscene;
openSubState(pauseSubState);
}
}
else if (VideoCutscene.isPlaying())
{
// This is a video cutscene.
if (controls.CUTSCENE_SKIP)
if (controls.PAUSE && !justUnpaused)
{
trySkipVideoCutscene(elapsed);
VideoCutscene.pauseVideo();
var pauseSubState:FlxSubState = new PauseSubState({mode: Cutscene});
persistentUpdate = false;
FlxTransitionableSubState.skipNextTransIn = true;
FlxTransitionableSubState.skipNextTransOut = true;
pauseSubState.camera = camCutscene;
openSubState(pauseSubState);
}
else
{
trySkipVideoCutscene(-1);
}
}
}
/**
* Handle logic for the skip timer.
* If the skip button is being held, pass the amount of time elapsed since last game update.
* If the skip button has been released, pass a negative number.
*/
function trySkipVideoCutscene(elapsed:Float):Void
{
if (skipTimer == null || skipTimer.animation == null) return;
if (elapsed < 0)
{
skipHeldTimer = 0.0;
}
else
{
skipHeldTimer += elapsed;
}
skipTimer.visible = skipHeldTimer >= 0.05;
skipTimer.amount = Math.min(skipHeldTimer / 1.5, 1.0);
if (skipHeldTimer >= 1.5)
{
skipVideoCutscene();
}
}
@ -2725,6 +2717,12 @@ class PlayState extends MusicBeatSubState
*/
function performCleanup():Void
{
if (currentConversation != null)
{
remove(currentConversation);
currentConversation.kill();
}
if (currentChart != null)
{
// TODO: Uncache the song.
@ -2741,7 +2739,7 @@ class PlayState extends MusicBeatSubState
FlxG.sound.music.pause();
if (vocals != null)
{
vocals.pause();
vocals.destroy();
remove(vocals);
}
}
@ -2756,6 +2754,7 @@ class PlayState extends MusicBeatSubState
}
GameOverSubState.reset();
PauseSubState.reset();
// Clear the static reference to this state.
instance = null;

View file

@ -112,6 +112,7 @@ class VideoCutscene
{
vid.zIndex = 0;
vid.bitmap.onEndReached.add(finishVideo.bind(0.5));
vid.autoPause = false;
vid.cameras = [PlayState.instance.camCutscene];
@ -136,6 +137,63 @@ class VideoCutscene
}
#end
public static function restartVideo(resume:Bool = true):Void
{
#if html5
if (vid != null)
{
vid.restartVideo();
}
#end
#if hxCodec
if (vid != null)
{
// Seek to the start of the video.
vid.bitmap.time = 0;
if (resume)
{
// Resume the video if it was paused.
vid.resume();
}
}
#end
}
public static function pauseVideo():Void
{
#if html5
if (vid != null)
{
vid.pauseVideo();
}
#end
#if hxCodec
if (vid != null)
{
vid.pause();
}
#end
}
public static function resumeVideo():Void
{
#if html5
if (vid != null)
{
vid.resumeVideo();
}
#end
#if hxCodec
if (vid != null)
{
vid.resume();
}
#end
}
/**
* Finish the active video cutscene. Done when the video is finished or when the player skips the cutscene.
* @param transitionTime The duration of the transition to the next state. Defaults to 0.5 seconds (this time is always used when cancelling the video).

View file

@ -31,10 +31,6 @@ import funkin.data.dialogue.DialogueBoxRegistry;
*/
class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass implements IRegistryEntry<ConversationData>
{
static final CONVERSATION_SKIP_TIMER:Float = 1.5;
var skipHeldTimer:Float = 0.0;
/**
* The ID of the conversation.
*/
@ -105,8 +101,6 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass impl
var currentDialogueBox:DialogueBox;
var skipTimer:FlxPieDial;
public function new(id:String)
{
super();
@ -124,8 +118,8 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass impl
{
// Reset the progress in the dialogue.
currentDialogueEntry = 0;
currentDialogueLine = 0;
this.state = ConversationState.Start;
this.alpha = 1.0;
// Start the dialogue.
dispatchEvent(new DialogueScriptEvent(DIALOGUE_START, this, false));
@ -151,8 +145,31 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass impl
music.play();
}
public function pauseMusic():Void
{
if (music != null)
{
music.pause();
}
}
public function resumeMusic():Void
{
if (music != null)
{
music.resume();
}
}
function setupBackdrop():Void
{
if (backdrop != null)
{
backdrop.destroy();
remove(backdrop);
backdrop = null;
}
backdrop = new FunkinSprite(0, 0);
if (_data.backdrop == null) return;
@ -181,12 +198,6 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass impl
refresh();
}
function setupSkipTimer():Void
{
add(skipTimer = new FlxPieDial(16, 16, 32, FlxColor.WHITE, 36, CIRCLE, true, 24));
skipTimer.amount = 0;
}
public override function update(elapsed:Float):Void
{
super.update(elapsed);
@ -199,9 +210,7 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass impl
var nextSpeakerId:String = currentDialogueEntryData.speaker;
// Skip the next steps if the current speaker is already displayed.
if (currentSpeaker != null && nextSpeakerId == currentSpeaker.id) return;
var nextSpeaker:Speaker = SpeakerRegistry.instance.fetchEntry(nextSpeakerId);
if ((currentSpeaker != null && currentSpeaker.alive) && nextSpeakerId == currentSpeaker.id) return;
if (currentSpeaker != null)
{
@ -210,6 +219,8 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass impl
currentSpeaker = null;
}
var nextSpeaker:Speaker = SpeakerRegistry.instance.fetchEntry(nextSpeakerId);
if (nextSpeaker == null)
{
if (nextSpeakerId == null)
@ -222,6 +233,7 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass impl
}
return;
}
if (!nextSpeaker.alive) nextSpeaker.revive();
ScriptEventDispatcher.callEvent(nextSpeaker, new ScriptEvent(CREATE, true));
@ -249,8 +261,8 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass impl
{
var nextDialogueBoxId:String = currentDialogueEntryData?.box;
// Skip the next steps if the current speaker is already displayed.
if (currentDialogueBox != null && nextDialogueBoxId == currentDialogueBox.id) return;
// Skip the next steps if the current dialogue box is already displayed.
if ((currentDialogueBox != null && currentDialogueBox.alive) && nextDialogueBoxId == currentDialogueBox.id) return;
if (currentDialogueBox != null)
{
@ -266,6 +278,7 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass impl
trace('Dialogue box could not be retrieved.');
return;
}
if (!nextDialogueBox.alive) nextDialogueBox.revive();
ScriptEventDispatcher.callEvent(nextDialogueBox, new ScriptEvent(CREATE, true));
@ -347,29 +360,28 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass impl
currentDialogueEntry = 0;
this.state = ConversationState.Start;
advanceConversation();
}
public function trySkipConversation(elapsed:Float):Void
{
if (skipTimer == null || skipTimer.animation == null) return;
if (elapsed < 0)
if (outroTween != null)
{
skipHeldTimer = 0.0;
}
else
{
skipHeldTimer += elapsed;
outroTween.cancel();
}
outroTween = null;
skipTimer.visible = skipHeldTimer >= 0.05;
skipTimer.amount = Math.min(skipHeldTimer / CONVERSATION_SKIP_TIMER, 1.0);
if (this.music != null) this.music.stop();
this.music = null;
if (skipHeldTimer >= CONVERSATION_SKIP_TIMER)
{
skipConversation();
}
if (currentSpeaker != null) currentSpeaker.kill();
remove(currentSpeaker);
currentSpeaker = null;
if (currentDialogueBox != null) currentDialogueBox.kill();
remove(currentDialogueBox);
currentDialogueBox = null;
if (backdrop != null) backdrop.destroy();
remove(backdrop);
backdrop = null;
startConversation();
}
/**
@ -383,7 +395,7 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass impl
dispatchEvent(new DialogueScriptEvent(DIALOGUE_SKIP, this, true));
}
static var outroTween:FlxTween;
var outroTween:FlxTween;
public function startOutro():Void
{
@ -411,7 +423,6 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass impl
public function endOutro():Void
{
outroTween = null;
ScriptEventDispatcher.callEvent(this, new ScriptEvent(DESTROY, false));
}
@ -425,7 +436,6 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass impl
// Fade in the music and backdrop.
setupMusic();
setupBackdrop();
setupSkipTimer();
// Advance the conversation.
state = ConversationState.Opening;
@ -547,19 +557,25 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass impl
{
propagateEvent(event);
if (outroTween != null) outroTween.cancel(); // Canc
if (outroTween != null)
{
outroTween.cancel();
}
outroTween = null;
this.alpha = 0.0;
if (this.music != null) this.music.stop();
this.music = null;
this.skipTimer = null;
if (currentSpeaker != null) currentSpeaker.kill();
remove(currentSpeaker);
currentSpeaker = null;
if (currentDialogueBox != null) currentDialogueBox.kill();
remove(currentDialogueBox);
currentDialogueBox = null;
if (backdrop != null) backdrop.kill();
if (backdrop != null) backdrop.destroy();
remove(backdrop);
backdrop = null;
this.clear();
@ -578,16 +594,27 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass impl
*/
function propagateEvent(event:ScriptEvent):Void
{
if (this.currentDialogueBox != null)
if (this.currentDialogueBox != null && this.currentDialogueBox.exists)
{
ScriptEventDispatcher.callEvent(this.currentDialogueBox, event);
}
if (this.currentSpeaker != null)
if (this.currentSpeaker != null && this.currentSpeaker.exists)
{
ScriptEventDispatcher.callEvent(this.currentSpeaker, event);
}
}
/**
* Calls `kill()` on the group's members and then on the group itself.
* You can revive this group later via `revive()` after this.
*/
public override function revive():Void
{
super.revive();
this.alpha = 1;
this.visible = true;
}
/**
* Calls `kill()` on the group's members and then on the group itself.
* You can revive this group later via `revive()` after this.
@ -599,6 +626,12 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass impl
exists = false;
_skipTransformChildren = false;
if (group != null) group.kill();
if (outroTween != null)
{
outroTween.cancel();
outroTween = null;
}
}
public override function toString():String

View file

@ -4,10 +4,11 @@ import flixel.FlxSprite;
import funkin.data.IRegistryEntry;
import flixel.group.FlxSpriteGroup;
import flixel.graphics.frames.FlxFramesCollection;
import flixel.text.FlxText;
import funkin.graphics.FunkinSprite;
import flixel.addons.text.FlxTypeText;
import funkin.util.assets.FlxAnimationUtil;
import funkin.modding.events.ScriptEvent;
import funkin.audio.FunkinSound;
import funkin.modding.IScriptedClass.IDialogueScriptedClass;
import flixel.util.FlxColor;
import funkin.data.dialogue.DialogueBoxData;
@ -111,9 +112,6 @@ class DialogueBox extends FlxSpriteGroup implements IDialogueScriptedClass imple
this.y = 0;
this.alpha = 1;
this.boxSprite = new FlxSprite(0, 0);
add(this.boxSprite);
loadSpritesheet();
loadAnimations();
@ -122,6 +120,14 @@ class DialogueBox extends FlxSpriteGroup implements IDialogueScriptedClass imple
function loadSpritesheet():Void
{
if (this.boxSprite != null)
{
remove(this.boxSprite);
this.boxSprite = null;
}
this.boxSprite = new FunkinSprite(0, 0);
trace('[DIALOGUE BOX] Loading spritesheet ${_data.assetPath} for ${id}');
var tex:FlxFramesCollection = Paths.getSparrowAtlas(_data.assetPath);
@ -146,6 +152,8 @@ class DialogueBox extends FlxSpriteGroup implements IDialogueScriptedClass imple
this.flipY = _data.flipY;
this.globalOffsets = _data.offsets;
this.setScale(_data.scale);
add(this.boxSprite);
}
public function setText(newText:String):Void
@ -190,6 +198,34 @@ class DialogueBox extends FlxSpriteGroup implements IDialogueScriptedClass imple
this.boxSprite.updateHitbox();
}
/**
* Calls `kill()` on the group's members and then on the group itself.
* You can revive this group later via `revive()` after this.
*/
public override function kill():Void
{
super.kill();
if (this.boxSprite != null)
{
this.boxSprite.kill();
this.boxSprite = null;
}
if (this.textDisplay != null)
{
this.textDisplay.kill();
this.textDisplay = null;
}
this.clear();
}
public override function revive():Void
{
super.revive();
this.visible = true;
this.alpha = 1.0;
}
function loadAnimations():Void
{
trace('[DIALOGUE BOX] Loading ${_data.animations.length} animations for ${id}');
@ -246,7 +282,8 @@ class DialogueBox extends FlxSpriteGroup implements IDialogueScriptedClass imple
textDisplay.setFormat(_data.text.fontFamily, _data.text.size, FlxColor.fromString(_data.text.color), LEFT, SHADOW,
FlxColor.fromString(_data.text.shadowColor ?? '#00000000'), false);
textDisplay.borderSize = _data.text.shadowWidth ?? 2;
textDisplay.sounds = [FlxG.sound.load(Paths.sound('pixelText'), 0.6)];
// TODO: Add an option to configure this.
textDisplay.sounds = [FunkinSound.load(Paths.sound('pixelText'), 0.6)];
textDisplay.completeCallback = onTypingComplete;

View file

@ -106,6 +106,26 @@ class Speaker extends FlxSprite implements IDialogueScriptedClass implements IRe
loadAnimations();
}
/**
* Calls `kill()` on the group's members and then on the group itself.
* You can revive this group later via `revive()` after this.
*/
public override function kill():Void
{
super.kill();
}
public override function revive():Void
{
super.revive();
this.visible = true;
this.alpha = 1.0;
loadSpritesheet();
loadAnimations();
}
function loadSpritesheet():Void
{
trace('[SPEAKER] Loading spritesheet ${_data.assetPath} for ${id}');

View file

@ -502,11 +502,11 @@ class SongDifficulty
}
}
public inline function playInst(volume:Float = 1.0, looped:Bool = false):Void
public function playInst(volume:Float = 1.0, looped:Bool = false):Void
{
var suffix:String = (variation != null && variation != '' && variation != 'default') ? '-$variation' : '';
FlxG.sound.music = FunkinSound.load(Paths.inst(this.song.id, suffix), volume, looped);
FlxG.sound.music = FunkinSound.load(Paths.inst(this.song.id, suffix), volume, looped, false, true);
// Workaround for a bug where FlxG.sound.music.update() was being called twice.
FlxG.sound.list.remove(FlxG.sound.music);
@ -614,9 +614,9 @@ class SongDifficulty
}
// Add player vocals.
if (voiceList[0] != null) result.addPlayerVoice(FunkinSound.load(Assets.getSound(voiceList[0])));
if (voiceList[0] != null) result.addPlayerVoice(FunkinSound.load(voiceList[0]));
// Add opponent vocals.
if (voiceList[1] != null) result.addOpponentVoice(FunkinSound.load(Assets.getSound(voiceList[1])));
if (voiceList[1] != null) result.addOpponentVoice(FunkinSound.load(voiceList[1]));
// Add additional vocals.
if (voiceList.length > 2)

View file

@ -893,12 +893,6 @@ typedef SaveControlsData =
*/
var ?CUTSCENE_ADVANCE:Array<Int>;
/**
* Keybind for skipping a cutscene.
* @default `Escape`
*/
var ?CUTSCENE_SKIP:Array<Int>;
/**
* Keybind for increasing volume.
* @default `Plus`

View file

@ -35,7 +35,6 @@ typedef SaveControlsData_v1_0_0 =
var ?ACCEPT:Array<Int>;
var ?BACK:Array<Int>;
var ?CUTSCENE_ADVANCE:Array<Int>;
var ?CUTSCENE_SKIP:Array<Int>;
var ?NOTE_DOWN:Array<Int>;
var ?NOTE_LEFT:Array<Int>;
var ?NOTE_RIGHT:Array<Int>;

View file

@ -272,7 +272,6 @@ class SaveDataMigrator
ACCEPT: controlsData?.keys?.ACCEPT ?? null,
BACK: controlsData?.keys?.BACK ?? null,
CUTSCENE_ADVANCE: controlsData?.keys?.CUTSCENE_ADVANCE ?? null,
CUTSCENE_SKIP: controlsData?.keys?.CUTSCENE_SKIP ?? null,
NOTE_DOWN: controlsData?.keys?.NOTE_DOWN ?? null,
NOTE_LEFT: controlsData?.keys?.NOTE_LEFT ?? null,
NOTE_RIGHT: controlsData?.keys?.NOTE_RIGHT ?? null,
@ -293,7 +292,6 @@ class SaveDataMigrator
ACCEPT: controlsData?.pad?.ACCEPT ?? null,
BACK: controlsData?.pad?.BACK ?? null,
CUTSCENE_ADVANCE: controlsData?.pad?.CUTSCENE_ADVANCE ?? null,
CUTSCENE_SKIP: controlsData?.pad?.CUTSCENE_SKIP ?? null,
NOTE_DOWN: controlsData?.pad?.NOTE_DOWN ?? null,
NOTE_LEFT: controlsData?.pad?.NOTE_LEFT ?? null,
NOTE_RIGHT: controlsData?.pad?.NOTE_RIGHT ?? null,

View file

@ -51,6 +51,7 @@ class MusicBeatSubState extends FlxSubState implements IEventHandler
override function update(elapsed:Float):Void
{
// 3.59% CPU Usage (100% is FlxTypedGroup#update() and most of that is updating each member.)
super.update(elapsed);
// Emergency exit button.
@ -61,8 +62,11 @@ class MusicBeatSubState extends FlxSubState implements IEventHandler
// Display Conductor info in the watch window.
FlxG.watch.addQuick("musicTime", FlxG.sound.music?.time ?? 0.0);
// 0.09% CPU Usage?
Conductor.watchQuick();
// 4.31% CPU Usage
dispatchEvent(new UpdateScriptEvent(elapsed));
}

View file

@ -36,11 +36,24 @@ class ConversationDebugState extends MusicBeatState
public override function create():Void
{
conversation = ConversationRegistry.instance.fetchEntry(conversationId);
conversation.completeCallback = onConversationComplete;
add(conversation);
super.create();
startConversation();
}
ScriptEventDispatcher.callEvent(conversation, new ScriptEvent(CREATE, false));
function startConversation():Void
{
if (conversation != null) return;
conversation = ConversationRegistry.instance.fetchEntry(conversationId);
if (conversation == null) return;
if (!conversation.alive) conversation.revive();
conversation.zIndex = 1000;
add(conversation);
refresh();
var event:ScriptEvent = new ScriptEvent(CREATE, false);
ScriptEventDispatcher.callEvent(conversation, event);
}
function onConversationComplete():Void
@ -61,15 +74,17 @@ class ConversationDebugState extends MusicBeatState
if (conversation != null)
{
if (controls.CUTSCENE_ADVANCE) conversation.advanceConversation();
if (controls.CUTSCENE_SKIP)
if (controls.CUTSCENE_ADVANCE)
{
conversation.trySkipConversation(elapsed);
conversation.advanceConversation();
}
else
else if (controls.PAUSE)
{
conversation.trySkipConversation(-1);
conversation.kill();
remove(conversation);
conversation = null;
FlxG.switchState(() -> new ConversationDebugState());
}
}
}

View file

@ -27,7 +27,7 @@ class ControlsMenu extends funkin.ui.options.OptionsState.Page
static var controlGroups:Array<Array<Control>> = [
[NOTE_UP, NOTE_DOWN, NOTE_LEFT, NOTE_RIGHT],
[UI_UP, UI_DOWN, UI_LEFT, UI_RIGHT, ACCEPT, BACK],
[CUTSCENE_ADVANCE, CUTSCENE_SKIP],
[CUTSCENE_ADVANCE],
[VOLUME_UP, VOLUME_DOWN, VOLUME_MUTE],
[DEBUG_MENU, DEBUG_CHART]
];

View file

@ -0,0 +1,37 @@
package funkin.util.plugins;
import flixel.FlxBasic;
/**
* A plugin which adds functionality to press `Ins` to immediately perform memory garbage collection.
*/
class MemoryGCPlugin extends FlxBasic
{
public function new()
{
super();
}
public static function initialize():Void
{
FlxG.plugins.addPlugin(new MemoryGCPlugin());
}
public override function update(elapsed:Float):Void
{
super.update(elapsed);
if (FlxG.keys.justPressed.INSERT)
{
var perfStart:Float = Sys.time();
funkin.util.MemoryUtil.collect(true);
var perfEnd:Float = Sys.time();
trace("Memory GC took " + (perfEnd - perfStart) + " seconds");
}
}
public override function destroy():Void
{
super.destroy();
}
}

View file

@ -35,7 +35,10 @@ class WatchPlugin extends FlxBasic
FlxG.watch.addQuick("songPosition", Conductor.instance.songPosition);
FlxG.watch.addQuick("songPositionNoOffset", Conductor.instance.songPosition + Conductor.instance.instrumentalOffset);
FlxG.watch.addQuick("musicLength", FlxG.sound?.music?.length ?? 0.0);
FlxG.watch.addQuick("musicTime", FlxG.sound?.music?.time ?? 0.0);
FlxG.watch.addQuick("bpm", Conductor.instance.bpm);
FlxG.watch.addQuick("currentMeasureTime", Conductor.instance.currentMeasureTime);
FlxG.watch.addQuick("currentBeatTime", Conductor.instance.currentBeatTime);