Merge remote-tracking branch 'origin/bugfix/quick-camera-fixes' into feature/2hot-cutscenes

This commit is contained in:
FabsTheFabs 2024-03-30 03:35:30 +00:00
commit f53d4ac89d
11 changed files with 1233 additions and 187 deletions

View file

@ -4,12 +4,19 @@
<app title="Friday Night Funkin'" file="Funkin" packageName="com.funkin.fnf" package="com.funkin.fnf" main="Main" version="0.3.0" company="ninjamuffin99" />
<!--Switch Export with Unique ApplicationID and Icon-->
<set name="APP_ID" value="0x0100f6c013bbc000" />
<app preloader="funkin.Preloader" />
<!--
Define the OpenFL sprite which displays the preloader.
You can't replace the preloader's logic here, sadly, but you can extend it.
Basic preloading logic is done by `openfl.display.Preloader`.
-->
<app preloader="funkin.ui.transition.preload.FunkinPreloader" />
<!--Minimum without FLX_NO_GAMEPAD: 11.8, without FLX_NO_NATIVE_CURSOR: 11.2-->
<set name="SWF_VERSION" value="11.8" />
<!-- ____________________________ Window Settings ___________________________ -->
<!--These window settings apply to all targets-->
<window width="1280" height="720" fps="" background="#000000" hardware="true" vsync="false" />
<window width="1280" height="720" fps="60" background="#000000" hardware="true" vsync="false" />
<!--HTML5-specific-->
<window if="html5" resizable="true" />
<!--Desktop-specific-->
@ -95,6 +102,7 @@
<!-- If compiled via github actions, show debug version number. -->
<define name="FORCE_DEBUG_VERSION" if="GITHUB_BUILD" />
<define name="NO_REDIRECT_ASSETS_FOLDER" if="GITHUB_BUILD" />
<define name="TOUCH_HERE_TO_PLAY" if="web" />
<!-- _______________________________ Libraries ______________________________ -->
<haxelib name="lime" /> <!-- Game engine backend -->

View file

@ -1,65 +0,0 @@
package funkin;
import flash.Lib;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flixel.system.FlxBasePreloader;
import openfl.display.Sprite;
import funkin.util.CLIUtil;
import openfl.text.TextField;
import openfl.text.TextFormat;
import flixel.system.FlxAssets;
@:bitmap('art/preloaderArt.png')
class LogoImage extends BitmapData {}
class Preloader extends FlxBasePreloader
{
public function new(MinDisplayTime:Float = 0, ?AllowedURLs:Array<String>)
{
super(MinDisplayTime, AllowedURLs);
CLIUtil.resetWorkingDir(); // Bug fix for drag-and-drop.
}
var logo:Sprite;
var _text:TextField;
override function create():Void
{
this._width = Lib.current.stage.stageWidth;
this._height = Lib.current.stage.stageHeight;
_text = new TextField();
_text.width = 500;
_text.text = "Loading FNF";
_text.defaultTextFormat = new TextFormat(FlxAssets.FONT_DEFAULT, 16, 0xFFFFFFFF);
_text.embedFonts = true;
_text.selectable = false;
_text.multiline = false;
_text.wordWrap = false;
_text.autoSize = LEFT;
_text.x = 2;
_text.y = 2;
addChild(_text);
var ratio:Float = this._width / 2560; // This allows us to scale assets depending on the size of the screen.
logo = new Sprite();
logo.addChild(new Bitmap(new LogoImage(0, 0))); // Sets the graphic of the sprite to a Bitmap object, which uses our embedded BitmapData class.
logo.scaleX = logo.scaleY = ratio;
logo.x = ((this._width) / 2) - ((logo.width) / 2);
logo.y = (this._height / 2) - ((logo.height) / 2);
// addChild(logo); // Adds the graphic to the NMEPreloader's buffer.
super.create();
}
override function update(Percent:Float):Void
{
_text.text = "FNF: " + Math.round(Percent * 100) + "%";
super.update(Percent);
}
}

View file

@ -245,20 +245,26 @@ class PlayState extends MusicBeatSubState
/**
* The current camera zoom level without any modifiers applied.
*/
public var currentCameraZoom:Float = FlxCamera.defaultZoom * 1.05;
public var currentCameraZoom:Float = FlxCamera.defaultZoom;
/**
* currentCameraZoom is increased every beat, and lerped back to this value every frame, creating a smooth 'zoom-in' effect.
* Defaults to 1.05, but may be larger or smaller depending on the current stage.
* Tweened via the `ZoomCamera` song event in direct mode.
* Multiplier for currentCameraZoom for camera bops.
* Lerped back to 1.0x every frame.
*/
public var defaultCameraZoom:Float = FlxCamera.defaultZoom * 1.05;
public var cameraBopMultiplier:Float = 1.0;
/**
* Camera zoom applied on top of currentCameraZoom.
* Tweened via the `ZoomCamera` song event in additive mode.
* Default camera zoom for the current stage.
* If we aren't in a stage, just use the default zoom (1.05x).
*/
public var additiveCameraZoom:Float = 0;
public var stageZoom(get, never):Float;
function get_stageZoom():Float
{
if (currentStage != null) return currentStage.camZoom;
else
return FlxCamera.defaultZoom * 1.05;
}
/**
* The current HUD camera zoom level.
@ -268,16 +274,18 @@ class PlayState extends MusicBeatSubState
public var defaultHUDCameraZoom:Float = FlxCamera.defaultZoom * 1.0;
/**
* Intensity of the gameplay camera zoom.
* @default `1.5%`
* Camera bop intensity multiplier.
* Applied to cameraBopMultiplier on camera bops (usually every beat).
* @default `101.5%`
*/
public var cameraZoomIntensity:Float = Constants.DEFAULT_ZOOM_INTENSITY;
public var cameraBopIntensity:Float = Constants.DEFAULT_BOP_INTENSITY;
/**
* Intensity of the HUD camera zoom.
* Need to make this a multiplier later. Just shoving in 0.015 for now so it doesn't break.
* @default `3.0%`
*/
public var hudCameraZoomIntensity:Float = Constants.DEFAULT_ZOOM_INTENSITY * 2.0;
public var hudCameraZoomIntensity:Float = 0.015 * 2.0;
/**
* How many beats (quarter notes) between camera zooms.
@ -857,8 +865,8 @@ class PlayState extends MusicBeatSubState
regenNoteData();
// Reset camera zooming
cameraZoomIntensity = Constants.DEFAULT_ZOOM_INTENSITY;
hudCameraZoomIntensity = Constants.DEFAULT_ZOOM_INTENSITY * 2.0;
cameraBopIntensity = Constants.DEFAULT_BOP_INTENSITY;
hudCameraZoomIntensity = 0.015 * 2.0;
cameraZoomRate = Constants.DEFAULT_ZOOM_RATE;
health = Constants.HEALTH_STARTING;
@ -953,11 +961,12 @@ class PlayState extends MusicBeatSubState
if (health > Constants.HEALTH_MAX) health = Constants.HEALTH_MAX;
if (health < Constants.HEALTH_MIN) health = Constants.HEALTH_MIN;
// Lerp the camera zoom towards the target level.
// Apply camera zoom + multipliers.
if (subState == null)
{
currentCameraZoom = FlxMath.lerp(defaultCameraZoom, currentCameraZoom, 0.95);
FlxG.camera.zoom = currentCameraZoom + additiveCameraZoom;
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.
camHUD.zoom = FlxMath.lerp(defaultHUDCameraZoom, camHUD.zoom, 0.95);
}
@ -1363,15 +1372,15 @@ class PlayState extends MusicBeatSubState
// activeNotes.sort(SortUtil.byStrumtime, FlxSort.DESCENDING);
}
// Only zoom camera if we are zoomed by less than 35%.
// Only bop camera if zoom level is below 135%
if (Preferences.zoomCamera
&& FlxG.camera.zoom < (1.35 * defaultCameraZoom)
&& FlxG.camera.zoom < (1.35 * FlxCamera.defaultZoom)
&& cameraZoomRate > 0
&& Conductor.instance.currentBeat % cameraZoomRate == 0)
{
// Zoom camera in (1.5%)
currentCameraZoom += cameraZoomIntensity * defaultCameraZoom;
// Hud zooms double (3%)
// Set zoom multiplier for camera bop.
cameraBopMultiplier = cameraBopIntensity;
// HUD camera zoom still uses old system. To change. (+3%)
camHUD.zoom += hudCameraZoomIntensity * defaultHUDCameraZoom;
}
// trace('Not bopping camera: ${FlxG.camera.zoom} < ${(1.35 * defaultCameraZoom)} && ${cameraZoomRate} > 0 && ${Conductor.instance.currentBeat} % ${cameraZoomRate} == ${Conductor.instance.currentBeat % cameraZoomRate}}');
@ -1562,12 +1571,11 @@ class PlayState extends MusicBeatSubState
{
if (PlayState.instance.isMinimalMode) return;
// Apply camera zoom level from stage data.
defaultCameraZoom = currentStage.camZoom;
currentCameraZoom = defaultCameraZoom;
currentCameraZoom = stageZoom;
FlxG.camera.zoom = currentCameraZoom;
// Reset additive zoom.
additiveCameraZoom = 0;
// Reset bop multiplier.
cameraBopMultiplier = 1.0;
}
/**
@ -3096,6 +3104,15 @@ class PlayState extends MusicBeatSubState
FlxG.camera.focusOn(cameraFollowPoint.getPosition());
}
/**
* Sets the camera follow point's position and tweens the camera there.
*/
public function tweenCameraToPosition(?x:Float, ?y:Float, ?duration:Float, ?ease:Null<Float->Float>):Void
{
cameraFollowPoint.setPosition(x, y);
tweenCameraToFollowPoint(duration, ease);
}
/**
* Disables camera following and tweens the camera to the follow point manually.
*/
@ -3137,38 +3154,24 @@ class PlayState extends MusicBeatSubState
/**
* Tweens the camera zoom to the desired amount.
*/
public function tweenCameraZoom(?zoom:Float, ?duration:Float, ?directMode:Bool, ?ease:Null<Float->Float>):Void
public function tweenCameraZoom(?zoom:Float, ?duration:Float, ?direct:Bool, ?ease:Null<Float->Float>):Void
{
// Cancel the current tween if it's active.
cancelCameraZoomTween();
var targetZoom = zoom * FlxCamera.defaultZoom;
// Direct mode: Set zoom directly.
// Stage mode: Set zoom as a multiplier of the current stage's default zoom.
var targetZoom = zoom * (direct ? FlxCamera.defaultZoom : stageZoom);
if (directMode) // Direct mode: Tween defaultCameraZoom for basic "smooth" zooms.
if (duration == 0)
{
if (duration == 0)
{
// Instant zoom. No tween needed.
defaultCameraZoom = targetZoom;
}
else
{
// Zoom tween! Caching it so we can cancel/pause it later if needed.
cameraZoomTween = FlxTween.tween(this, {defaultCameraZoom: targetZoom}, duration, {ease: ease});
}
// Instant zoom. No tween needed.
currentCameraZoom = targetZoom;
}
else // Additive mode: Tween additiveCameraZoom for ease-based zooms.
else
{
if (duration == 0)
{
// Instant zoom. No tween needed.
additiveCameraZoom = targetZoom;
}
else
{
// Zoom tween! Caching it so we can cancel/pause it later if needed.
cameraZoomTween = FlxTween.tween(this, {additiveCameraZoom: targetZoom}, duration, {ease: ease});
}
// Zoom tween! Caching it so we can cancel/pause it later if needed.
cameraZoomTween = FlxTween.tween(this, {currentCameraZoom: targetZoom}, duration, {ease: ease});
}
}

View file

@ -311,7 +311,7 @@ class VideoCutscene
blackScreen = null;
}
});
FlxTween.tween(FlxG.camera, {zoom: PlayState.instance.defaultCameraZoom}, transitionTime,
FlxTween.tween(FlxG.camera, {zoom: PlayState.instance.stageZoom}, transitionTime,
{
ease: FlxEase.quadInOut,
onComplete: function(twn:FlxTween) {

View file

@ -70,80 +70,76 @@ class FocusCameraSongEvent extends SongEvent
if (char == null) char = cast data.value;
var useTween:Null<Bool> = data.getBool('useTween');
if (useTween == null) useTween = false;
var duration:Null<Float> = data.getFloat('duration');
if (duration == null) duration = 4.0;
var ease:Null<String> = data.getString('ease');
if (ease == null) ease = 'linear';
if (ease == null) ease = 'CLASSIC';
var currentStage = PlayState.instance.currentStage;
// Get target position based on char.
var targetX:Float = posX;
var targetY:Float = posY;
switch (char)
{
case -1: // Position
case -1: // Position ("focus" on origin)
trace('Focusing camera on static position.');
var xTarget:Float = posX;
var yTarget:Float = posY;
PlayState.instance.cameraFollowPoint.setPosition(xTarget, yTarget);
case 0: // Boyfriend
// Focus the camera on the player.
if (PlayState.instance.currentStage.getBoyfriend() == null)
case 0: // Boyfriend (focus on player)
if (currentStage.getBoyfriend() == null)
{
trace('No BF to focus on.');
return;
}
trace('Focusing camera on player.');
var xTarget:Float = PlayState.instance.currentStage.getBoyfriend().cameraFocusPoint.x + posX;
var yTarget:Float = PlayState.instance.currentStage.getBoyfriend().cameraFocusPoint.y + posY;
var bfPoint = currentStage.getBoyfriend().cameraFocusPoint;
targetX += bfPoint.x;
targetY += bfPoint.y;
PlayState.instance.cameraFollowPoint.setPosition(xTarget, yTarget);
case 1: // Dad
// Focus the camera on the dad.
if (PlayState.instance.currentStage.getDad() == null)
case 1: // Dad (focus on opponent)
if (currentStage.getDad() == null)
{
trace('No dad to focus on.');
return;
}
trace('Focusing camera on dad.');
trace(PlayState.instance.currentStage.getDad());
var xTarget:Float = PlayState.instance.currentStage.getDad().cameraFocusPoint.x + posX;
var yTarget:Float = PlayState.instance.currentStage.getDad().cameraFocusPoint.y + posY;
trace('Focusing camera on opponent.');
var dadPoint = currentStage.getDad().cameraFocusPoint;
targetX += dadPoint.x;
targetY += dadPoint.y;
PlayState.instance.cameraFollowPoint.setPosition(xTarget, yTarget);
case 2: // Girlfriend
// Focus the camera on the girlfriend.
if (PlayState.instance.currentStage.getGirlfriend() == null)
case 2: // Girlfriend (focus on girlfriend)
if (currentStage.getGirlfriend() == null)
{
trace('No GF to focus on.');
return;
}
trace('Focusing camera on girlfriend.');
var xTarget:Float = PlayState.instance.currentStage.getGirlfriend().cameraFocusPoint.x + posX;
var yTarget:Float = PlayState.instance.currentStage.getGirlfriend().cameraFocusPoint.y + posY;
var gfPoint = currentStage.getGirlfriend().cameraFocusPoint;
targetX += gfPoint.x;
targetY += gfPoint.y;
PlayState.instance.cameraFollowPoint.setPosition(xTarget, yTarget);
default:
trace('Unknown camera focus: ' + data);
}
if (useTween)
// Apply tween based on ease.
switch (ease)
{
switch (ease)
{
case 'INSTANT':
PlayState.instance.tweenCameraToFollowPoint(0);
default:
var durSeconds = Conductor.instance.stepLengthMs * duration / 1000;
var easeFunction:Null<Float->Float> = Reflect.field(FlxEase, ease);
if (easeFunction == null)
{
trace('Invalid ease function: $ease');
return;
}
PlayState.instance.tweenCameraToFollowPoint(durSeconds, easeFunction);
}
case 'CLASSIC': // Old-school. No ease. Just set follow point.
PlayState.instance.cancelCameraFollowTween();
PlayState.instance.cameraFollowPoint.setPosition(targetX, targetY);
case 'INSTANT': // Instant ease. Duration is automatically 0.
PlayState.instance.tweenCameraToPosition(targetX, targetY, 0);
default:
var durSeconds = Conductor.instance.stepLengthMs * duration / 1000;
var easeFunction:Null<Float->Float> = Reflect.field(FlxEase, ease);
if (easeFunction == null)
{
trace('Invalid ease function: $ease');
return;
}
PlayState.instance.tweenCameraToPosition(targetX, targetY, durSeconds, easeFunction);
}
}
@ -187,12 +183,6 @@ class FocusCameraSongEvent extends SongEvent
type: SongEventFieldType.FLOAT,
units: "px"
},
{
name: 'useTween',
title: 'Use Tween',
type: SongEventFieldType.BOOL,
defaultValue: false
},
{
name: 'duration',
title: 'Duration',
@ -208,7 +198,9 @@ class FocusCameraSongEvent extends SongEvent
type: SongEventFieldType.ENUM,
keys: [
'Linear' => 'linear',
'Instant' => 'INSTANT',
'Sine In' => 'sineIn',
'Sine Out' => 'sineOut',
'Sine In/Out' => 'sineInOut',
'Quad In' => 'quadIn',
'Quad Out' => 'quadOut',
'Quad In/Out' => 'quadInOut',
@ -221,15 +213,17 @@ class FocusCameraSongEvent extends SongEvent
'Quint In' => 'quintIn',
'Quint Out' => 'quintOut',
'Quint In/Out' => 'quintInOut',
'Expo In' => 'expoIn',
'Expo Out' => 'expoOut',
'Expo In/Out' => 'expoInOut',
'Smooth Step In' => 'smoothStepIn',
'Smooth Step Out' => 'smoothStepOut',
'Smooth Step In/Out' => 'smoothStepInOut',
'Sine In' => 'sineIn',
'Sine Out' => 'sineOut',
'Sine In/Out' => 'sineInOut',
'Elastic In' => 'elasticIn',
'Elastic Out' => 'elasticOut',
'Elastic In/Out' => 'elasticInOut',
'Instant (Ignores duration)' => 'INSTANT',
'Classic (Ignores duration)' => 'CLASSIC'
]
}
]);

View file

@ -50,8 +50,8 @@ class SetCameraBopSongEvent extends SongEvent
var intensity:Null<Float> = data.getFloat('intensity');
if (intensity == null) intensity = 1.0;
PlayState.instance.cameraZoomIntensity = Constants.DEFAULT_ZOOM_INTENSITY * intensity;
PlayState.instance.hudCameraZoomIntensity = Constants.DEFAULT_ZOOM_INTENSITY * intensity * 2.0;
PlayState.instance.cameraBopIntensity = Constants.DEFAULT_BOP_INTENSITY * intensity;
PlayState.instance.hudCameraZoomIntensity = 1.015 * intensity * 2.0;
PlayState.instance.cameraZoomRate = rate;
trace('Set camera zoom rate to ${PlayState.instance.cameraZoomRate}');
}

View file

@ -81,7 +81,6 @@ class ZoomCameraSongEvent extends SongEvent
PlayState.instance.tweenCameraZoom(zoom, 0, isDirectMode);
default:
var durSeconds = Conductor.instance.stepLengthMs * duration / 1000;
var easeFunction:Null<Float->Float> = Reflect.field(FlxEase, ease);
if (easeFunction == null)
{
@ -102,9 +101,9 @@ class ZoomCameraSongEvent extends SongEvent
* ```
* {
* 'zoom': FLOAT, // Target zoom level.
* 'duration': FLOAT, // Optional duration in steps.
* 'mode': ENUM, // Whether to set additive zoom or direct zoom.
* 'ease': ENUM, // Optional easing function.
* 'duration': FLOAT, // Duration in steps.
* 'mode': ENUM, // Whether zoom is relative to the stage or absolute zoom.
* 'ease': ENUM, // Easing function.
* }
* @return SongEventSchema
*/
@ -130,9 +129,9 @@ class ZoomCameraSongEvent extends SongEvent
{
name: 'mode',
title: 'Mode',
defaultValue: 'direct',
defaultValue: 'stage',
type: SongEventFieldType.ENUM,
keys: ['Additive' => 'additive', 'Direct' => 'direct']
keys: ['Stage zoom' => 'stage', 'Absolute zoom' => 'direct']
},
{
name: 'ease',
@ -142,6 +141,9 @@ class ZoomCameraSongEvent extends SongEvent
keys: [
'Linear' => 'linear',
'Instant' => 'INSTANT',
'Sine In' => 'sineIn',
'Sine Out' => 'sineOut',
'Sine In/Out' => 'sineInOut',
'Quad In' => 'quadIn',
'Quad Out' => 'quadOut',
'Quad In/Out' => 'quadInOut',
@ -154,15 +156,15 @@ class ZoomCameraSongEvent extends SongEvent
'Quint In' => 'quintIn',
'Quint Out' => 'quintOut',
'Quint In/Out' => 'quintInOut',
'Expo In' => 'expoIn',
'Expo Out' => 'expoOut',
'Expo In/Out' => 'expoInOut',
'Smooth Step In' => 'smoothStepIn',
'Smooth Step Out' => 'smoothStepOut',
'Smooth Step In/Out' => 'smoothStepInOut',
'Sine In' => 'sineIn',
'Sine Out' => 'sineOut',
'Sine In/Out' => 'sineInOut',
'Elastic In' => 'elasticIn',
'Elastic Out' => 'elasticOut',
'Elastic In/Out' => 'elasticInOut',
'Elastic In/Out' => 'elasticInOut'
]
}
]);

View file

@ -0,0 +1,994 @@
package funkin.ui.transition.preload;
import openfl.events.MouseEvent;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.display.Sprite;
import flash.Lib;
import flixel.system.FlxBasePreloader;
import funkin.modding.PolymodHandler;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.util.MathUtil;
import lime.app.Future;
import lime.math.Rectangle;
import openfl.display.Sprite;
import openfl.text.TextField;
import openfl.text.TextFormat;
import openfl.text.TextFormatAlign;
using StringTools;
// Annotation embeds the asset in the executable for faster loading.
// Polymod can't override this, so we can't use this technique elsewhere.
@:bitmap("art/preloaderArt.png")
class LogoImage extends BitmapData {}
#if TOUCH_HERE_TO_PLAY
@:bitmap('art/touchHereToPlay.png')
class TouchHereToPlayImage extends BitmapData {}
#end
/**
* This preloader displays a logo while the game downloads assets.
*/
class FunkinPreloader extends FlxBasePreloader
{
/**
* The logo image width at the base resolution.
* Scaled up/down appropriately as needed.
*/
static final BASE_WIDTH:Float = 1280;
/**
* Margin at the sides and bottom, around the loading bar.
*/
static final BAR_PADDING:Float = 20;
static final BAR_HEIGHT:Int = 20;
/**
* Logo takes this long (in seconds) to fade in.
*/
static final LOGO_FADE_TIME:Float = 2.5;
// Ratio between window size and BASE_WIDTH
var ratio:Float = 0;
var currentState:FunkinPreloaderState = FunkinPreloaderState.NotStarted;
// private var downloadingAssetsStartTime:Float = -1;
private var downloadingAssetsPercent:Float = -1;
private var downloadingAssetsComplete:Bool = false;
private var preloadingPlayAssetsPercent:Float = -1;
private var preloadingPlayAssetsStartTime:Float = -1;
private var preloadingPlayAssetsComplete:Bool = false;
private var cachingGraphicsPercent:Float = -1;
private var cachingGraphicsStartTime:Float = -1;
private var cachingGraphicsComplete:Bool = false;
private var cachingAudioPercent:Float = -1;
private var cachingAudioStartTime:Float = -1;
private var cachingAudioComplete:Bool = false;
private var cachingDataPercent:Float = -1;
private var cachingDataStartTime:Float = -1;
private var cachingDataComplete:Bool = false;
private var parsingSpritesheetsPercent:Float = -1;
private var parsingSpritesheetsStartTime:Float = -1;
private var parsingSpritesheetsComplete:Bool = false;
private var parsingStagesPercent:Float = -1;
private var parsingStagesStartTime:Float = -1;
private var parsingStagesComplete:Bool = false;
private var parsingCharactersPercent:Float = -1;
private var parsingCharactersStartTime:Float = -1;
private var parsingCharactersComplete:Bool = false;
private var parsingSongsPercent:Float = -1;
private var parsingSongsStartTime:Float = -1;
private var parsingSongsComplete:Bool = false;
private var initializingScriptsPercent:Float = -1;
private var cachingCoreAssetsPercent:Float = -1;
/**
* The timestamp when the other steps completed and the `Finishing up` step started.
*/
private var completeTime:Float = -1;
// Graphics
var logo:Bitmap;
#if TOUCH_HERE_TO_PLAY
var touchHereToPlay:Bitmap;
#end
var progressBar:Bitmap;
var progressLeftText:TextField;
var progressRightText:TextField;
public function new()
{
super(Constants.PRELOADER_MIN_STAGE_TIME, Constants.SITE_LOCK);
// We can't even call trace() yet, until Flixel loads.
trace('Initializing custom preloader...');
this.siteLockTitleText = Constants.SITE_LOCK_TITLE;
this.siteLockBodyText = Constants.SITE_LOCK_DESC;
}
override function create():Void
{
// Nothing happens in the base preloader.
super.create();
// Background color.
Lib.current.stage.color = Constants.COLOR_PRELOADER_BG;
// Width and height of the preloader.
this._width = Lib.current.stage.stageWidth;
this._height = Lib.current.stage.stageHeight;
// Scale assets to the screen size.
ratio = this._width / BASE_WIDTH / 2.0;
// Create the logo.
logo = createBitmap(LogoImage, function(bmp:Bitmap) {
// Scale and center the logo.
// We have to do this inside the async call, after the image size is known.
bmp.scaleX = bmp.scaleY = ratio;
bmp.x = (this._width - bmp.width) / 2;
bmp.y = (this._height - bmp.height) / 2;
});
addChild(logo);
#if TOUCH_HERE_TO_PLAY
touchHereToPlay = createBitmap(TouchHereToPlayImage, function(bmp:Bitmap) {
// Scale and center the touch to start image.
// We have to do this inside the async call, after the image size is known.
bmp.scaleX = bmp.scaleY = ratio;
bmp.x = (this._width - bmp.width) / 2;
bmp.y = (this._height - bmp.height) / 2;
});
touchHereToPlay.alpha = 0.0;
addChild(touchHereToPlay);
#end
// Create the progress bar.
progressBar = new Bitmap(new BitmapData(1, BAR_HEIGHT, true, Constants.COLOR_PRELOADER_BAR));
progressBar.x = BAR_PADDING;
progressBar.y = this._height - BAR_PADDING - BAR_HEIGHT;
addChild(progressBar);
// Create the progress message.
progressLeftText = new TextField();
var progressLeftTextFormat = new TextFormat("VCR OSD Mono", 16, Constants.COLOR_PRELOADER_BAR, true);
progressLeftTextFormat.align = TextFormatAlign.LEFT;
progressLeftText.defaultTextFormat = progressLeftTextFormat;
progressLeftText.selectable = false;
progressLeftText.width = this._width - BAR_PADDING * 2;
progressLeftText.text = 'Downloading assets...';
progressLeftText.x = BAR_PADDING;
progressLeftText.y = this._height - BAR_PADDING - BAR_HEIGHT - 16 - 4;
addChild(progressLeftText);
// Create the progress %.
progressRightText = new TextField();
var progressRightTextFormat = new TextFormat("VCR OSD Mono", 16, Constants.COLOR_PRELOADER_BAR, true);
progressRightTextFormat.align = TextFormatAlign.RIGHT;
progressRightText.defaultTextFormat = progressRightTextFormat;
progressRightText.selectable = false;
progressRightText.width = this._width - BAR_PADDING * 2;
progressRightText.text = '0%';
progressRightText.x = BAR_PADDING;
progressRightText.y = this._height - BAR_PADDING - BAR_HEIGHT - 16 - 4;
addChild(progressRightText);
}
var lastElapsed:Float = 0.0;
override function update(percent:Float):Void
{
var elapsed:Float = (Date.now().getTime() - this._startTime) / 1000.0;
// trace('Time since last frame: ' + (lastElapsed - elapsed));
downloadingAssetsPercent = percent;
var loadPercent:Float = updateState(percent, elapsed);
updateGraphics(loadPercent, elapsed);
lastElapsed = elapsed;
}
function updateState(percent:Float, elapsed:Float):Float
{
switch (currentState)
{
case FunkinPreloaderState.NotStarted:
if (downloadingAssetsPercent > 0.0) currentState = FunkinPreloaderState.DownloadingAssets;
return percent;
case FunkinPreloaderState.DownloadingAssets:
// Sometimes percent doesn't go to 100%, it's a floating point error.
if (downloadingAssetsPercent >= 1.0
|| (elapsed > Constants.PRELOADER_MIN_STAGE_TIME
&& downloadingAssetsComplete)) currentState = FunkinPreloaderState.PreloadingPlayAssets;
return percent;
case FunkinPreloaderState.PreloadingPlayAssets:
if (preloadingPlayAssetsPercent < 0.0)
{
preloadingPlayAssetsStartTime = elapsed;
preloadingPlayAssetsPercent = 0.0;
// This is quick enough to do synchronously.
// Assets.initialize();
/*
// Make a future to retrieve the manifest
var future:Future<lime.utils.AssetLibrary> = Assets.preloadLibrary('gameplay');
future.onProgress((loaded:Int, total:Int) -> {
preloadingPlayAssetsPercent = loaded / total;
});
future.onComplete((library:lime.utils.AssetLibrary) -> {
});
*/
// TODO: Reimplement this.
preloadingPlayAssetsPercent = 1.0;
preloadingPlayAssetsComplete = true;
return 0.0;
}
else if (Constants.PRELOADER_MIN_STAGE_TIME > 0)
{
var elapsedPreloadingPlayAssets:Float = elapsed - preloadingPlayAssetsStartTime;
if (preloadingPlayAssetsComplete && elapsedPreloadingPlayAssets >= Constants.PRELOADER_MIN_STAGE_TIME)
{
currentState = FunkinPreloaderState.InitializingScripts;
return 0.0;
}
else
{
// We need to return SIMULATED progress here.
if (preloadingPlayAssetsPercent < (elapsedPreloadingPlayAssets / Constants.PRELOADER_MIN_STAGE_TIME)) return preloadingPlayAssetsPercent;
else
return elapsedPreloadingPlayAssets / Constants.PRELOADER_MIN_STAGE_TIME;
}
}
else
{
if (preloadingPlayAssetsComplete) currentState = FunkinPreloaderState.InitializingScripts;
}
return preloadingPlayAssetsPercent;
case FunkinPreloaderState.InitializingScripts:
if (initializingScriptsPercent < 0.0)
{
initializingScriptsPercent = 0.0;
/*
var future:Future<Array<String>> = []; // PolymodHandler.loadNoModsAsync();
future.onProgress((loaded:Int, total:Int) -> {
trace('PolymodHandler.loadNoModsAsync() progress: ' + loaded + '/' + total);
initializingScriptsPercent = loaded / total;
});
future.onComplete((result:Array<String>) -> {
trace('Completed initializing scripts: ' + result);
});
*/
initializingScriptsPercent = 1.0;
currentState = FunkinPreloaderState.CachingGraphics;
return 0.0;
}
return initializingScriptsPercent;
case CachingGraphics:
if (cachingGraphicsPercent < 0)
{
cachingGraphicsPercent = 0.0;
cachingGraphicsStartTime = elapsed;
/*
var assetsToCache:Array<String> = []; // Assets.listGraphics('core');
var future:Future<Array<String>> = []; // Assets.cacheAssets(assetsToCache);
future.onProgress((loaded:Int, total:Int) -> {
cachingGraphicsPercent = loaded / total;
});
future.onComplete((_result) -> {
trace('Completed caching graphics.');
});
*/
// TODO: Reimplement this.
cachingGraphicsPercent = 1.0;
cachingGraphicsComplete = true;
return 0.0;
}
else if (Constants.PRELOADER_MIN_STAGE_TIME > 0)
{
var elapsedCachingGraphics:Float = elapsed - cachingGraphicsStartTime;
if (cachingGraphicsComplete && elapsedCachingGraphics >= Constants.PRELOADER_MIN_STAGE_TIME)
{
currentState = FunkinPreloaderState.CachingAudio;
return 0.0;
}
else
{
if (cachingGraphicsPercent < (elapsedCachingGraphics / Constants.PRELOADER_MIN_STAGE_TIME))
{
// Return real progress if it's lower.
return cachingGraphicsPercent;
}
else
{
// Return simulated progress if it's higher.
return elapsedCachingGraphics / Constants.PRELOADER_MIN_STAGE_TIME;
}
}
}
else
{
if (cachingGraphicsComplete)
{
currentState = FunkinPreloaderState.CachingAudio;
return 0.0;
}
else
{
return cachingGraphicsPercent;
}
}
case CachingAudio:
if (cachingAudioPercent < 0)
{
cachingAudioPercent = 0.0;
cachingAudioStartTime = elapsed;
var assetsToCache:Array<String> = []; // Assets.listSound('core');
/*
var future:Future<Array<String>> = []; // Assets.cacheAssets(assetsToCache);
future.onProgress((loaded:Int, total:Int) -> {
cachingAudioPercent = loaded / total;
});
future.onComplete((_result) -> {
trace('Completed caching audio.');
});
*/
// TODO: Reimplement this.
cachingAudioPercent = 1.0;
cachingAudioComplete = true;
return 0.0;
}
else if (Constants.PRELOADER_MIN_STAGE_TIME > 0)
{
var elapsedCachingAudio:Float = elapsed - cachingAudioStartTime;
if (cachingAudioComplete && elapsedCachingAudio >= Constants.PRELOADER_MIN_STAGE_TIME)
{
currentState = FunkinPreloaderState.CachingData;
return 0.0;
}
else
{
// We need to return SIMULATED progress here.
if (cachingAudioPercent < (elapsedCachingAudio / Constants.PRELOADER_MIN_STAGE_TIME))
{
return cachingAudioPercent;
}
else
{
return elapsedCachingAudio / Constants.PRELOADER_MIN_STAGE_TIME;
}
}
}
else
{
if (cachingAudioComplete)
{
currentState = FunkinPreloaderState.CachingData;
return 0.0;
}
else
{
return cachingAudioPercent;
}
}
case CachingData:
if (cachingDataPercent < 0)
{
cachingDataPercent = 0.0;
cachingDataStartTime = elapsed;
var assetsToCache:Array<String> = [];
var sparrowFramesToCache:Array<String> = [];
// Core files
// assetsToCache = assetsToCache.concat(Assets.listText('core'));
// assetsToCache = assetsToCache.concat(Assets.listJSON('core'));
// Core spritesheets
// assetsToCache = assetsToCache.concat(Assets.listXML('core'));
// Gameplay files
// assetsToCache = assetsToCache.concat(Assets.listText('gameplay'));
// assetsToCache = assetsToCache.concat(Assets.listJSON('gameplay'));
// We're not caching gameplay spritesheets here because they're fetched on demand.
/*
var future:Future<Array<String>> = [];
// Assets.cacheAssets(assetsToCache, true);
future.onProgress((loaded:Int, total:Int) -> {
cachingDataPercent = loaded / total;
});
future.onComplete((_result) -> {
trace('Completed caching data.');
});
*/
cachingDataPercent = 1.0;
cachingDataComplete = true;
return 0.0;
}
else if (Constants.PRELOADER_MIN_STAGE_TIME > 0)
{
var elapsedCachingData:Float = elapsed - cachingDataStartTime;
if (cachingDataComplete && elapsedCachingData >= Constants.PRELOADER_MIN_STAGE_TIME)
{
currentState = FunkinPreloaderState.ParsingSpritesheets;
return 0.0;
}
else
{
// We need to return SIMULATED progress here.
if (cachingDataPercent < (elapsedCachingData / Constants.PRELOADER_MIN_STAGE_TIME)) return cachingDataPercent;
else
return elapsedCachingData / Constants.PRELOADER_MIN_STAGE_TIME;
}
}
else
{
if (cachingDataComplete)
{
currentState = FunkinPreloaderState.ParsingSpritesheets;
return 0.0;
}
}
return cachingDataPercent;
case ParsingSpritesheets:
if (parsingSpritesheetsPercent < 0)
{
parsingSpritesheetsPercent = 0.0;
parsingSpritesheetsStartTime = elapsed;
// Core spritesheets
var sparrowFramesToCache = []; // Assets.listXML('core').map((xml:String) -> xml.replace('.xml', '').replace('core:assets/core/', ''));
// We're not caching gameplay spritesheets here because they're fetched on demand.
/*
var future:Future<Array<String>> = []; // Assets.cacheSparrowFrames(sparrowFramesToCache, true);
future.onProgress((loaded:Int, total:Int) -> {
parsingSpritesheetsPercent = loaded / total;
});
future.onComplete((_result) -> {
trace('Completed parsing spritesheets.');
});
*/
parsingSpritesheetsPercent = 1.0;
parsingSpritesheetsComplete = true;
return 0.0;
}
else if (Constants.PRELOADER_MIN_STAGE_TIME > 0)
{
var elapsedParsingSpritesheets:Float = elapsed - parsingSpritesheetsStartTime;
if (parsingSpritesheetsComplete && elapsedParsingSpritesheets >= Constants.PRELOADER_MIN_STAGE_TIME)
{
currentState = FunkinPreloaderState.ParsingStages;
return 0.0;
}
else
{
// We need to return SIMULATED progress here.
if (parsingSpritesheetsPercent < (elapsedParsingSpritesheets / Constants.PRELOADER_MIN_STAGE_TIME)) return parsingSpritesheetsPercent;
else
return elapsedParsingSpritesheets / Constants.PRELOADER_MIN_STAGE_TIME;
}
}
else
{
if (parsingSpritesheetsComplete)
{
currentState = FunkinPreloaderState.ParsingStages;
return 0.0;
}
}
return parsingSpritesheetsPercent;
case ParsingStages:
if (parsingStagesPercent < 0)
{
parsingStagesPercent = 0.0;
parsingStagesStartTime = elapsed;
/*
// TODO: Reimplement this.
var future:Future<Array<String>> = []; // StageDataParser.loadStageCacheAsync();
future.onProgress((loaded:Int, total:Int) -> {
parsingStagesPercent = loaded / total;
});
future.onComplete((_result) -> {
trace('Completed parsing stages.');
});
*/
parsingStagesPercent = 1.0;
parsingStagesComplete = true;
return 0.0;
}
else if (Constants.PRELOADER_MIN_STAGE_TIME > 0)
{
var elapsedParsingStages:Float = elapsed - parsingStagesStartTime;
if (parsingStagesComplete && elapsedParsingStages >= Constants.PRELOADER_MIN_STAGE_TIME)
{
currentState = FunkinPreloaderState.ParsingCharacters;
return 0.0;
}
else
{
// We need to return SIMULATED progress here.
if (parsingStagesPercent < (elapsedParsingStages / Constants.PRELOADER_MIN_STAGE_TIME)) return parsingStagesPercent;
else
return elapsedParsingStages / Constants.PRELOADER_MIN_STAGE_TIME;
}
}
else
{
if (parsingStagesComplete)
{
currentState = FunkinPreloaderState.ParsingCharacters;
return 0.0;
}
}
return parsingStagesPercent;
case ParsingCharacters:
if (parsingCharactersPercent < 0)
{
parsingCharactersPercent = 0.0;
parsingCharactersStartTime = elapsed;
/*
// TODO: Reimplement this.
var future:Future<Array<String>> = []; // CharacterDataParser.loadCharacterCacheAsync();
future.onProgress((loaded:Int, total:Int) -> {
parsingCharactersPercent = loaded / total;
});
future.onComplete((_result) -> {
trace('Completed parsing characters.');
});
*/
parsingCharactersPercent = 1.0;
parsingCharactersComplete = true;
return 0.0;
}
else if (Constants.PRELOADER_MIN_STAGE_TIME > 0)
{
var elapsedParsingCharacters:Float = elapsed - parsingCharactersStartTime;
if (parsingCharactersComplete && elapsedParsingCharacters >= Constants.PRELOADER_MIN_STAGE_TIME)
{
currentState = FunkinPreloaderState.ParsingSongs;
return 0.0;
}
else
{
// We need to return SIMULATED progress here.
if (parsingCharactersPercent < (elapsedParsingCharacters / Constants.PRELOADER_MIN_STAGE_TIME)) return parsingCharactersPercent;
else
return elapsedParsingCharacters / Constants.PRELOADER_MIN_STAGE_TIME;
}
}
else
{
if (parsingStagesComplete)
{
currentState = FunkinPreloaderState.ParsingSongs;
return 0.0;
}
}
return parsingCharactersPercent;
case ParsingSongs:
if (parsingSongsPercent < 0)
{
parsingSongsPercent = 0.0;
parsingSongsStartTime = elapsed;
/*
// TODO: Reimplement this.
var future:Future<Array<String>> = ;
// SongDataParser.loadSongCacheAsync();
future.onProgress((loaded:Int, total:Int) -> {
parsingSongsPercent = loaded / total;
});
future.onComplete((_result) -> {
trace('Completed parsing songs.');
});
*/
parsingSongsPercent = 1.0;
parsingSongsComplete = true;
return 0.0;
}
else if (Constants.PRELOADER_MIN_STAGE_TIME > 0)
{
var elapsedParsingSongs:Float = elapsed - parsingSongsStartTime;
if (parsingSongsComplete && elapsedParsingSongs >= Constants.PRELOADER_MIN_STAGE_TIME)
{
currentState = FunkinPreloaderState.Complete;
return 0.0;
}
else
{
// We need to return SIMULATED progress here.
if (parsingSongsPercent < (elapsedParsingSongs / Constants.PRELOADER_MIN_STAGE_TIME))
{
return parsingSongsPercent;
}
else
{
return elapsedParsingSongs / Constants.PRELOADER_MIN_STAGE_TIME;
}
}
}
else
{
if (parsingSongsComplete)
{
currentState = FunkinPreloaderState.Complete;
return 0.0;
}
else
{
return parsingSongsPercent;
}
}
case FunkinPreloaderState.Complete:
if (completeTime < 0)
{
completeTime = elapsed;
}
return 1.0;
#if TOUCH_HERE_TO_PLAY
case FunkinPreloaderState.TouchHereToPlay:
if (completeTime < 0)
{
completeTime = elapsed;
}
if (touchHereToPlay.alpha < 1.0)
{
touchHereToPlay.alpha = 1.0;
addEventListener(MouseEvent.CLICK, onTouchHereToPlay);
}
return 1.0;
#end
default:
// Do nothing.
}
return 0.0;
}
#if TOUCH_HERE_TO_PLAY
function onTouchHereToPlay(e:MouseEvent):Void
{
removeEventListener(MouseEvent.CLICK, onTouchHereToPlay);
// This is the actual thing that makes the game load.
immediatelyStartGame();
}
#end
static final TOTAL_STEPS:Int = 11;
static final ELLIPSIS_TIME:Float = 0.5;
function updateGraphics(percent:Float, elapsed:Float):Void
{
// Render logo (including transitions)
if (completeTime > 0.0)
{
var elapsedFinished:Float = renderLogoFadeOut(elapsed);
// trace('Fading out logo... (' + elapsedFinished + 's)');
if (elapsedFinished > LOGO_FADE_TIME)
{
#if TOUCH_HERE_TO_PLAY
// The logo has faded out, but we're not quite done yet.
// In order to prevent autoplay issues, we need the user to click after the loading finishes.
currentState = FunkinPreloaderState.TouchHereToPlay;
#else
immediatelyStartGame();
#end
}
}
else
{
renderLogoFadeIn(elapsed);
}
// Render progress bar
var maxWidth = this._width - BAR_PADDING * 2;
var barWidth = maxWidth * percent;
progressBar.width = barWidth;
// Cycle ellipsis count to show loading
var ellipsisCount:Int = Std.int(elapsed / ELLIPSIS_TIME) % 3 + 1;
var ellipsis:String = '';
for (i in 0...ellipsisCount)
ellipsis += '.';
// Render status text
switch (currentState)
{
// case FunkinPreloaderState.NotStarted:
default:
updateProgressLeftText('Loading (0/$TOTAL_STEPS)$ellipsis');
case FunkinPreloaderState.DownloadingAssets:
updateProgressLeftText('Downloading assets (1/$TOTAL_STEPS)$ellipsis');
case FunkinPreloaderState.PreloadingPlayAssets:
updateProgressLeftText('Preloading assets (2/$TOTAL_STEPS)$ellipsis');
case FunkinPreloaderState.InitializingScripts:
updateProgressLeftText('Initializing scripts (3/$TOTAL_STEPS)$ellipsis');
case FunkinPreloaderState.CachingGraphics:
updateProgressLeftText('Caching graphics (4/$TOTAL_STEPS)$ellipsis');
case FunkinPreloaderState.CachingAudio:
updateProgressLeftText('Caching audio (5/$TOTAL_STEPS)$ellipsis');
case FunkinPreloaderState.CachingData:
updateProgressLeftText('Caching data (6/$TOTAL_STEPS)$ellipsis');
case FunkinPreloaderState.ParsingSpritesheets:
updateProgressLeftText('Parsing spritesheets (7/$TOTAL_STEPS)$ellipsis');
case FunkinPreloaderState.ParsingStages:
updateProgressLeftText('Parsing stages (8/$TOTAL_STEPS)$ellipsis');
case FunkinPreloaderState.ParsingCharacters:
updateProgressLeftText('Parsing characters (9/$TOTAL_STEPS)$ellipsis');
case FunkinPreloaderState.ParsingSongs:
updateProgressLeftText('Parsing songs (10/$TOTAL_STEPS)$ellipsis');
case FunkinPreloaderState.Complete:
updateProgressLeftText('Finishing up ($TOTAL_STEPS/$TOTAL_STEPS)$ellipsis');
#if TOUCH_HERE_TO_PLAY
case FunkinPreloaderState.TouchHereToPlay:
updateProgressLeftText(null);
#end
}
var percentage:Int = Math.floor(percent * 100);
trace('Preloader state: ' + currentState + ' (' + percentage + '%, ' + elapsed + 's)');
// Render percent text
progressRightText.text = '$percentage%';
super.update(percent);
}
function updateProgressLeftText(text:Null<String>):Void
{
if (progressLeftText != null)
{
if (text == null)
{
progressLeftText.alpha = 0.0;
}
else if (progressLeftText.text != text)
{
// We have to keep updating the text format, because the font can take a frame or two to load.
var progressLeftTextFormat = new TextFormat("VCR OSD Mono", 16, Constants.COLOR_PRELOADER_BAR, true);
progressLeftTextFormat.align = TextFormatAlign.LEFT;
progressLeftText.defaultTextFormat = progressLeftTextFormat;
progressLeftText.text = text;
}
}
}
function immediatelyStartGame():Void
{
_loaded = true;
}
/**
* Fade out the logo.
* @param elapsed Elapsed time since the preloader started.
* @return Elapsed time since the logo started fading out.
*/
function renderLogoFadeOut(elapsed:Float):Float
{
// Fade-out takes LOGO_FADE_TIME seconds.
var elapsedFinished = elapsed - completeTime;
logo.alpha = 1.0 - MathUtil.easeInOutCirc(elapsedFinished / LOGO_FADE_TIME);
logo.scaleX = (1.0 - MathUtil.easeInBack(elapsedFinished / LOGO_FADE_TIME)) * ratio;
logo.scaleY = (1.0 - MathUtil.easeInBack(elapsedFinished / LOGO_FADE_TIME)) * ratio;
logo.x = (this._width - logo.width) / 2;
logo.y = (this._height - logo.height) / 2;
// Fade out progress bar too.
progressBar.alpha = logo.alpha;
progressLeftText.alpha = logo.alpha;
progressRightText.alpha = logo.alpha;
return elapsedFinished;
}
function renderLogoFadeIn(elapsed:Float):Void
{
// Fade-in takes LOGO_FADE_TIME seconds.
logo.alpha = MathUtil.easeInOutCirc(elapsed / LOGO_FADE_TIME);
logo.scaleX = MathUtil.easeOutBack(elapsed / LOGO_FADE_TIME) * ratio;
logo.scaleY = MathUtil.easeOutBack(elapsed / LOGO_FADE_TIME) * ratio;
logo.x = (this._width - logo.width) / 2;
logo.y = (this._height - logo.height) / 2;
}
#if html5
// These fields only exist on Web builds.
/**
* Format the layout of the site lock screen.
*/
override function createSiteLockFailureScreen():Void
{
addChild(createSiteLockFailureBackground(Constants.COLOR_PRELOADER_LOCK_BG, Constants.COLOR_PRELOADER_LOCK_BG));
addChild(createSiteLockFailureIcon(Constants.COLOR_PRELOADER_LOCK_FG, 0.9));
addChild(createSiteLockFailureText(30));
}
/**
* Format the text of the site lock screen.
*/
override function adjustSiteLockTextFields(titleText:TextField, bodyText:TextField, hyperlinkText:TextField):Void
{
var titleFormat = titleText.defaultTextFormat;
titleFormat.align = TextFormatAlign.CENTER;
titleFormat.color = Constants.COLOR_PRELOADER_LOCK_FONT;
titleText.setTextFormat(titleFormat);
var bodyFormat = bodyText.defaultTextFormat;
bodyFormat.align = TextFormatAlign.CENTER;
bodyFormat.color = Constants.COLOR_PRELOADER_LOCK_FONT;
bodyText.setTextFormat(bodyFormat);
var hyperlinkFormat = hyperlinkText.defaultTextFormat;
hyperlinkFormat.align = TextFormatAlign.CENTER;
hyperlinkFormat.color = Constants.COLOR_PRELOADER_LOCK_LINK;
hyperlinkText.setTextFormat(hyperlinkFormat);
}
#end
override function destroy():Void
{
// Ensure the graphics are properly destroyed and GC'd.
removeChild(logo);
removeChild(progressBar);
logo = progressBar = null;
super.destroy();
}
override function onLoaded():Void
{
super.onLoaded();
// We're not ACTUALLY finished.
// This function gets called when the DownloadingAssets step is done.
// We need to wait for the other steps, then the logo to fade out.
_loaded = false;
downloadingAssetsComplete = true;
}
}
enum FunkinPreloaderState
{
/**
* The state before downloading has begun.
* Moves to either `DownloadingAssets` or `CachingGraphics` based on platform.
*/
NotStarted;
/**
* Downloading assets.
* On HTML5, Lime will do this for us, before calling `onLoaded`.
* On Desktop, this step will be completed immediately, and we'll go straight to `CachingGraphics`.
*/
DownloadingAssets;
/**
* Preloading play assets.
* Loads the `manifest.json` for the `gameplay` library.
* If we make the base preloader do this, it will download all the assets as well,
* so we have to do it ourselves.
*/
PreloadingPlayAssets;
/**
* Loading FireTongue, loading Polymod, parsing and instantiating module scripts.
*/
InitializingScripts;
/**
* Loading all graphics from the `core` library to the cache.
*/
CachingGraphics;
/**
* Loading all audio from the `core` library to the cache.
*/
CachingAudio;
/**
* Loading all data files from the `core` library to the cache.
*/
CachingData;
/**
* Parsing all XML files from the `core` library into FlxFramesCollections and caching them.
*/
ParsingSpritesheets;
/**
* Parsing stage data and scripts.
*/
ParsingStages;
/**
* Parsing character data and scripts.
*/
ParsingCharacters;
/**
* Parsing song data and scripts.
*/
ParsingSongs;
/**
* Finishing up.
*/
Complete;
#if TOUCH_HERE_TO_PLAY
/**
* Touch Here to Play is displayed.
*/
TouchHereToPlay;
#end
}

View file

@ -0,0 +1,17 @@
# funkin.ui.loading.preload
This package contains code powering the HTML5 preloader screen.
The preloader performs the following tasks:
- **Downloading assets**: Downloads the `core` asset library and loads its manifest
- **Preloading play assets**: Downloads the `gameplay` asset library (manifest only)
- **Initializing scripts**: Downloads and registers stage scripts, character scripts, song scripts, and module scripts.
- **Caching graphics**: Downloads all graphics from the `core` asset library, uploads them to the GPU, then dumps them from RAM. This prepares them to be used very quickly in-game.
- **Caching audio**: Downloads all audio files from the `core` asset library, and caches them. This prepares them to be used very quickly in-game.
- **Caching data**: Downloads and caches all TXT files, all JSON files (it also parses them), and XML files (from the `core` library only). This prepares them to be used in the next steps.
- **Parsing stages**: Parses all stage data and instantiates associated stage scripts. This prepares them to be used in-game.
- **Parsing characters**: Parses all character data and instantiates associated character scripts. This prepares them to be used in-game.
- **Parsing songs**: Parses all song data and instantiates associated song scripts. This prepares them to be used in-game.
- **Finishing up**: Waits for the screen to fade out. Then, it loads the first state of the app.
Due to the first few steps not being relevant on desktop, and due to this preloader being built in Lime rather than HaxeFlixel because of how Lime handles asset loading, this preloader is not used on desktop. The splash loader is used instead.

View file

@ -1,8 +1,9 @@
package funkin.util;
import flixel.system.FlxBasePreloader;
import flixel.util.FlxColor;
import lime.app.Application;
import funkin.data.song.SongData.SongTimeFormat;
import lime.app.Application;
/**
* A store of unchanging, globally relevant values.
@ -59,6 +60,16 @@ class Constants
*/
// ==============================
/**
* Preloader sitelock.
* Matching is done by `FlxStringUtil.getDomain`, so any URL on the domain will work.
* The first link in this list is the one users will be redirected to if they try to access the game from a different URL.
*/
public static final SITE_LOCK:Array<String> = [
"https://www.newgrounds.com/portal/view/770371", // Newgrounds, baybee!
FlxBasePreloader.LOCAL // localhost for dev stuff
];
/**
* Link to download the game on Itch.io.
*/
@ -116,6 +127,44 @@ class Constants
0xFFCC1111 // right (3)
];
/**
* Color for the preloader background
*/
public static final COLOR_PRELOADER_BG:FlxColor = 0xFF000000;
/**
* Color for the preloader progress bar
*/
public static final COLOR_PRELOADER_BAR:FlxColor = 0xFF00FF00;
/**
* Color for the preloader site lock background
*/
public static final COLOR_PRELOADER_LOCK_BG:FlxColor = 0xFF1B1717;
/**
* Color for the preloader site lock foreground
*/
public static final COLOR_PRELOADER_LOCK_FG:FlxColor = 0xB96F10;
/**
* Color for the preloader site lock text
*/
public static final COLOR_PRELOADER_LOCK_FONT:FlxColor = 0xCCCCCC;
/**
* Color for the preloader site lock link
*/
public static final COLOR_PRELOADER_LOCK_LINK:FlxColor = 0xEEB211;
/**
* LANGUAGE
*/
// ==============================
public static final SITE_LOCK_TITLE:String = "You Loser!";
public static final SITE_LOCK_DESC:String = "This isn't Newgrounds!\nGo play Friday Night Funkin' on Newgrounds:";
/**
* GAME DEFAULTS
*/
@ -163,9 +212,10 @@ class Constants
public static final DEFAULT_VARIATION_LIST:Array<String> = ['default', 'erect', 'pico'];
/**
* The default intensity for camera zooms.
* The default intensity multiplier for camera bops.
* Prolly needs to be tuned bc it's a multiplier now.
*/
public static final DEFAULT_ZOOM_INTENSITY:Float = 0.015;
public static final DEFAULT_BOP_INTENSITY:Float = 1.015;
/**
* The default rate for camera zooms (in beats per zoom).
@ -289,6 +339,19 @@ class Constants
*/
public static final MP3_DELAY_MS:Float = 528 / 44100 * Constants.MS_PER_SEC;
/**
* Each step of the preloader has to be on screen at least this long.
*
* 0 = The preloader immediately moves to the next step when it's ready.
* 1 = The preloader waits for 1 second before moving to the next step.
* The progress bare is automatically rescaled to match.
*/
#if debug
public static final PRELOADER_MIN_STAGE_TIME:Float = 1.0;
#else
public static final PRELOADER_MIN_STAGE_TIME:Float = 0.1;
#end
/**
* HEALTH VALUES
*/

View file

@ -48,6 +48,36 @@ class MathUtil
return Math.log(value) / Math.log(base);
}
public static function easeInOutCirc(x:Float):Float
{
if (x <= 0.0) return 0.0;
if (x >= 1.0) return 1.0;
var result:Float = (x < 0.5) ? (1 - Math.sqrt(1 - 4 * x * x)) / 2 : (Math.sqrt(1 - 4 * (1 - x) * (1 - x)) + 1) / 2;
return (result == Math.NaN) ? 1.0 : result;
}
public static function easeInOutBack(x:Float, ?c:Float = 1.70158):Float
{
if (x <= 0.0) return 0.0;
if (x >= 1.0) return 1.0;
var result:Float = (x < 0.5) ? (2 * x * x * ((c + 1) * 2 * x - c)) / 2 : (1 - 2 * (1 - x) * (1 - x) * ((c + 1) * 2 * (1 - x) - c)) / 2;
return (result == Math.NaN) ? 1.0 : result;
}
public static function easeInBack(x:Float, ?c:Float = 1.70158):Float
{
if (x <= 0.0) return 0.0;
if (x >= 1.0) return 1.0;
return (1 + c) * x * x * x - c * x * x;
}
public static function easeOutBack(x:Float, ?c:Float = 1.70158):Float
{
if (x <= 0.0) return 0.0;
if (x >= 1.0) return 1.0;
return 1 + (c + 1) * Math.pow(x - 1, 3) + c * Math.pow(x - 1, 2);
}
/**
* Get the base-2 logarithm of a value.
* @param x value