package funkin.play; import flixel.FlxG; import flixel.FlxObject; import flixel.FlxSprite; import flixel.sound.FlxSound; import funkin.ui.story.StoryMenuState; import flixel.util.FlxColor; import flixel.util.FlxTimer; import funkin.ui.MusicBeatSubState; import funkin.modding.events.ScriptEvent; import funkin.modding.events.ScriptEventDispatcher; import funkin.play.PlayState; import funkin.ui.freeplay.FreeplayState; import funkin.play.character.BaseCharacter; /** * A substate which renders over the PlayState when the player dies. * Displays the player death animation, plays the music, and handles restarting the song. * * The newest implementation uses a substate, which prevents having to reload the song and stage each reset. */ class GameOverSubState extends MusicBeatSubState { /** * Which alternate animation on the character to use. * You can set this via script. * For example, playing a different animation when BF dies in Week 4 * or Pico dies in Weekend 1. */ public static var animationSuffix:String = ""; /** * Which alternate game over music to use. * You can set this via script. * For example, the bf-pixel script sets this to `-pixel` * and the pico-playable script sets this to `Pico`. */ public static var musicSuffix:String = ""; /** * Which alternate "blue ball" sound effect to use. */ public static var blueBallSuffix:String = ""; /** * The boyfriend character. */ var boyfriend:BaseCharacter; /** * The invisible object in the scene which the camera focuses on. */ var cameraFollowPoint:FlxObject; /** * The music playing in the background of the state. */ var gameOverMusic:FlxSound = new FlxSound(); /** * Whether the player has confirmed and prepared to restart the level. * This means the animation and transition have already started. */ var isEnding:Bool = false; var isChartingMode:Bool = false; var transparent:Bool; public function new(params:GameOverParams) { super(); this.isChartingMode = params?.isChartingMode ?? false; transparent = params.transparent; } /** * Reset the game over configuration to the default. */ public static function reset() { animationSuffix = ""; musicSuffix = ""; } override public function create() { super.create(); // // Set up the visuals // // Add a black background to the screen. var bg = new FlxSprite().makeGraphic(FlxG.width, FlxG.height, FlxColor.BLACK); // We make this transparent so that we can see the stage underneath during debugging, // but it's normally opaque. bg.alpha = transparent ? 0.25 : 1.0; bg.scrollFactor.set(); add(bg); // Pluck Boyfriend from the PlayState and place him (in the same position) in the GameOverSubState. // We can then play the character's `firstDeath` animation. boyfriend = PlayState.instance.currentStage.getBoyfriend(true); boyfriend.isDead = true; add(boyfriend); boyfriend.resetCharacter(); // Assign a camera follow point to the boyfriend's position. cameraFollowPoint = new FlxObject(PlayState.instance.cameraFollowPoint.x, PlayState.instance.cameraFollowPoint.y, 1, 1); cameraFollowPoint.x = boyfriend.getGraphicMidpoint().x; cameraFollowPoint.y = boyfriend.getGraphicMidpoint().y; var offsets:Array = boyfriend.getDeathCameraOffsets(); cameraFollowPoint.x += offsets[0]; cameraFollowPoint.y += offsets[1]; add(cameraFollowPoint); FlxG.camera.target = null; FlxG.camera.follow(cameraFollowPoint, LOCKON, 0.01); // // Set up the audio // // Prepare the game over music. FlxG.sound.list.add(gameOverMusic); gameOverMusic.stop(); // The conductor now represents the BPM of the game over music. Conductor.update(0); } var hasStartedAnimation:Bool = false; override function update(elapsed:Float) { if (!hasStartedAnimation) { hasStartedAnimation = true; if (boyfriend.hasAnimation('fakeoutDeath') && FlxG.random.bool((1 / 4096) * 100)) { boyfriend.playAnimation('fakeoutDeath', true, false); } else { boyfriend.playAnimation('firstDeath', true, false); // ignoreOther is set to FALSE since you WANT to be able to mash and confirm game over! // Play the "blue balled" sound. May play a variant if one has been assigned. playBlueBalledSFX(); } } // // Handle user inputs. // // MOBILE ONLY: Restart the level when tapping Boyfriend. if (FlxG.onMobile) { var touch = FlxG.touches.getFirst(); if (touch != null) { if (touch.overlaps(boyfriend)) { confirmDeath(); } } } // KEYBOARD ONLY: Restart the level when pressing the assigned key. if (controls.ACCEPT && blueballed) { blueballed = false; confirmDeath(); } // KEYBOARD ONLY: Return to the menu when pressing the assigned key. if (controls.BACK) { blueballed = false; PlayState.instance.deathCounter = 0; // PlayState.seenCutscene = false; // old thing... gameOverMusic.stop(); if (isChartingMode) { 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! } else if (PlayStatePlaylist.isStoryMode) { FlxG.switchState(new StoryMenuState()); } else { FlxG.switchState(new FreeplayState()); } } if (gameOverMusic.playing) { // Match the conductor to the music. // This enables the stepHit and beatHit events. Conductor.update(gameOverMusic.time); } else { // Music hasn't started yet. switch (PlayStatePlaylist.campaignId) { // TODO: Make the behavior for playing Jeff's voicelines generic or un-hardcoded. // This will simplify the class and make it easier for mods to add death quotes. case "week7": if (boyfriend.getCurrentAnimation().startsWith('firstDeath') && boyfriend.isAnimationFinished() && !playingJeffQuote) { playingJeffQuote = true; playJeffQuote(); // Start music at lower volume startDeathMusic(0.2, false); } default: // Start music at normal volume once the initial death animation finishes. if (boyfriend.getCurrentAnimation().startsWith('firstDeath') && boyfriend.isAnimationFinished()) { startDeathMusic(1.0, false); boyfriend.playAnimation('deathLoop' + animationSuffix); } } } // Start death music before firstDeath gets replaced super.update(elapsed); } /** * Do behavior which occurs when you confirm and move to restart the level. */ function confirmDeath():Void { if (!isEnding) { isEnding = true; startDeathMusic(1.0, true); // isEnding changes this function's behavior. boyfriend.playAnimation('deathConfirm' + animationSuffix, true); // After the animation finishes... new FlxTimer().start(0.7, function(tmr:FlxTimer) { // ...fade out the graphics. Then after that happens... FlxG.camera.fade(FlxColor.BLACK, 2, false, function() { // ...close the GameOverSubState. FlxG.camera.fade(FlxColor.BLACK, 1, true, null, true); PlayState.instance.needsReset = true; // Readd Boyfriend to the stage. boyfriend.isDead = false; remove(boyfriend); PlayState.instance.currentStage.addCharacter(boyfriend, BF); // Close the substate. close(); }); }); } } public override function dispatchEvent(event:ScriptEvent) { super.dispatchEvent(event); ScriptEventDispatcher.callEvent(boyfriend, event); } /** * Starts the death music at the appropriate volume. * @param startingVolume */ function startDeathMusic(?startingVolume:Float = 1, force:Bool = false):Void { var musicPath = Paths.music('gameOver' + musicSuffix); if (isEnding) { musicPath = Paths.music('gameOverEnd' + musicSuffix); } if (!gameOverMusic.playing || force) { gameOverMusic.loadEmbedded(musicPath); gameOverMusic.volume = startingVolume; gameOverMusic.looped = !isEnding; gameOverMusic.play(); } } static var blueballed:Bool = false; /** * Play the sound effect that occurs when * boyfriend's testicles get utterly annihilated. */ public static function playBlueBalledSFX() { blueballed = true; FlxG.sound.play(Paths.sound('fnf_loss_sfx' + blueBallSuffix)); } var playingJeffQuote:Bool = false; /** * Week 7-specific hardcoded behavior, to play a custom death quote. * TODO: Make this a module somehow. */ function playJeffQuote() { var randomCensor:Array = []; if (!Preferences.naughtyness) randomCensor = [1, 3, 8, 13, 17, 21]; FlxG.sound.play(Paths.sound('jeffGameover/jeffGameover-' + FlxG.random.int(1, 25, randomCensor)), 1, false, null, true, function() { // Once the quote ends, fade in the game over music. if (!isEnding && gameOverMusic != null) { gameOverMusic.fadeIn(4, 0.2, 1); } }); } } typedef GameOverParams = { var isChartingMode:Bool; var transparent:Bool; }