package funkin; import flixel.FlxState; import flixel.addons.transition.FlxTransitionableState; import flixel.addons.transition.FlxTransitionSprite.GraphicTransTileDiamond; import flixel.addons.transition.TransitionData; import flixel.graphics.FlxGraphic; import flixel.math.FlxPoint; import flixel.math.FlxRect; import flixel.FlxSprite; import flixel.system.debug.log.LogStyle; import flixel.util.FlxColor; import funkin.ui.PreferencesMenu; import funkin.util.macro.MacroUtil; import funkin.util.WindowUtil; import funkin.play.PlayStatePlaylist; import openfl.display.BitmapData; import funkin.data.level.LevelRegistry; import funkin.data.notestyle.NoteStyleRegistry; import funkin.play.event.SongEventData.SongEventParser; import funkin.play.cutscene.dialogue.ConversationDataParser; import funkin.play.cutscene.dialogue.DialogueBoxDataParser; import funkin.play.cutscene.dialogue.SpeakerDataParser; import funkin.play.song.SongData.SongDataParser; import funkin.play.stage.StageData.StageDataParser; import funkin.play.character.CharacterData.CharacterDataParser; import funkin.modding.module.ModuleHandler; import funkin.ui.title.TitleState; #if discord_rpc import Discord.DiscordClient; #end /** * The initialization state has several functions: * - Calls code to set up the game, including loading saves and parsing game data. * - Chooses whether to start via debug or via launching normally. * * It should not contain any sprites or rendering. */ class InitState extends FlxState { /** * Perform a bunch of game setup, then immediately transition to the title screen. */ public override function create():Void { setupShit(); loadSaveData(); startGame(); } /** * Setup a bunch of important Flixel stuff. */ function setupShit() { // // GAME SETUP // // Setup window events (like callbacks for onWindowClose) WindowUtil.initWindowEvents(); // Disable the thing on Windows where it tries to send a bug report to Microsoft because why do they care? WindowUtil.disableCrashHandler(); // This ain't a pixel art game! (most of the time) FlxSprite.defaultAntialiasing = true; // Disable default keybinds for volume (we manually control volume in MusicBeatState with custom binds) FlxG.sound.volumeUpKeys = []; FlxG.sound.volumeDownKeys = []; FlxG.sound.muteKeys = []; // TODO: Make sure volume still saves/loads properly. // if (FlxG.save.data.volume != null) FlxG.sound.volume = FlxG.save.data.volume; // if (FlxG.save.data.mute != null) FlxG.sound.muted = FlxG.save.data.mute; // Set the game to a lower frame rate while it is in the background. FlxG.game.focusLostFramerate = 30; // // FLIXEL DEBUG SETUP // #if debug // Disable using ~ to open the console (we use that for the Editor menu) FlxG.debugger.toggleKeys = [F2]; // Adds an additional Close Debugger button. // This big obnoxious white button is for MOBILE, so that you can press it // easily with your finger when debug bullshit pops up during testing lol! FlxG.debugger.addButton(LEFT, new BitmapData(200, 200), function() { FlxG.debugger.visible = false; }); // Adds a red button to the debugger. // This pauses the game AND the music! This ensures the Conductor stops. FlxG.debugger.addButton(CENTER, new BitmapData(20, 20, true, 0xFFCC2233), function() { if (FlxG.vcr.paused) { FlxG.vcr.resume(); for (snd in FlxG.sound.list) { snd.resume(); } FlxG.sound.music.resume(); } else { FlxG.vcr.pause(); for (snd in FlxG.sound.list) { snd.pause(); } FlxG.sound.music.pause(); } }); // Adds a blue button to the debugger. // This skips forward in the song. FlxG.debugger.addButton(CENTER, new BitmapData(20, 20, true, 0xFF2222CC), function() { FlxG.game.debugger.vcr.onStep(); for (snd in FlxG.sound.list) { snd.pause(); snd.time += FlxG.elapsed * 1000; } FlxG.sound.music.pause(); FlxG.sound.music.time += FlxG.elapsed * 1000; }); // Make errors and warnings less annoying. // TODO: Disable this so we know to fix warnings. if (false) { LogStyle.ERROR.openConsole = false; LogStyle.ERROR.errorSound = null; LogStyle.WARNING.openConsole = false; LogStyle.WARNING.errorSound = null; } #end // // FLIXEL TRANSITIONS // // Diamond Transition var diamond:FlxGraphic = FlxGraphic.fromClass(GraphicTransTileDiamond); diamond.persist = true; diamond.destroyOnNoUse = false; // NOTE: tileData is ignored if TransitionData.type is FADE instead of TILES. var tileData:TransitionTileData = {asset: diamond, width: 32, height: 32}; FlxTransitionableState.defaultTransIn = new TransitionData(FADE, FlxColor.BLACK, 1, new FlxPoint(0, -1), tileData, new FlxRect(-200, -200, FlxG.width * 1.4, FlxG.height * 1.4)); FlxTransitionableState.defaultTransOut = new TransitionData(FADE, FlxColor.BLACK, 0.7, new FlxPoint(0, 1), tileData, new FlxRect(-200, -200, FlxG.width * 1.4, FlxG.height * 1.4)); // Don't play transition in when entering the title state. FlxTransitionableState.skipNextTransIn = true; // // NEWGROUNDS API SETUP // #if newgrounds NGio.init(); #end // // DISCORD API SETUP // #if discord_rpc DiscordClient.initialize(); Application.current.onExit.add(function(exitCode) { DiscordClient.shutdown(); }); #end // // ANDROID SETUP // #if android FlxG.android.preventDefaultKeys = [flixel.input.android.FlxAndroidKey.BACK]; #end // // GAME DATA PARSING // // NOTE: Registries and data parsers must be imported and not referenced with fully qualified names, // to ensure build macros work properly. LevelRegistry.instance.loadEntries(); NoteStyleRegistry.instance.loadEntries(); SongEventParser.loadEventCache(); ConversationDataParser.loadConversationCache(); DialogueBoxDataParser.loadDialogueBoxCache(); SpeakerDataParser.loadSpeakerCache(); SongDataParser.loadSongCache(); StageDataParser.loadStageCache(); CharacterDataParser.loadCharacterCache(); ModuleHandler.buildModuleCallbacks(); ModuleHandler.loadModuleCache(); ModuleHandler.callOnCreate(); } /** * Retrive and parse data from the user's save. */ function loadSaveData() { // Bind save data. // TODO: Migrate save data to a better format. FlxG.save.bind('funkin', 'ninjamuffin99'); // Load player options from save data. PreferencesMenu.initPrefs(); // Load controls from save data. PlayerSettings.init(); // Load highscores from save data. Highscore.load(); // TODO: Load level/character/cosmetic unlocks from save data. } /** * Start the game. * * By default, moves to the `TitleState`. * But based on compile defines, the game can start immediately on a specific song, * or immediately in a specific debug menu. */ function startGame():Void { #if SONG // -DSONG=bopeebo startSong(defineSong(), defineDifficulty()); #elseif LEVEL // -DLEVEL=week1 -DDIFFICULTY=hard startLevel(defineLevel(), defineDifficulty()); #elseif FREEPLAY // -DFREEPLAY FlxG.switchState(new FreeplayState()); #elseif ANIMATE // -DANIMATE FlxG.switchState(new funkin.ui.animDebugShit.FlxAnimateTest()); #elseif CHARTING // -DCHARTING FlxG.switchState(new funkin.ui.debug.charting.ChartEditorState()); #elseif STAGEBUILD // -DSTAGEBUILD FlxG.switchState(new funkin.ui.stageBullshit.StageBuilderState()); #elseif ANIMDEBUG // -DANIMDEBUG FlxG.switchState(new funkin.ui.animDebugShit.DebugBoundingState()); #elseif LATENCY // -DLATENCY FlxG.switchState(new funkin.LatencyState()); #else startGameNormally(); #end } /** * Start the game by moving to the title state and play the game as normal. */ function startGameNormally():Void { FlxG.sound.cache(Paths.music('freakyMenu/freakyMenu')); FlxG.switchState(new TitleState()); } /** * Start the game by directly loading into a specific song. * @param songId * @param difficultyId */ function startSong(songId:String, difficultyId:String = 'normal'):Void { var songData:funkin.play.song.Song = funkin.play.song.SongData.SongDataParser.fetchSong(songId); if (songData == null) { startGameNormally(); return; } LoadingState.loadAndSwitchState(new funkin.play.PlayState( { targetSong: songData, targetDifficulty: difficultyId, })); } /** * Start the game by directly loading into a specific story mode level. * @param levelId * @param difficultyId */ function startLevel(levelId:String, difficultyId:String = 'normal'):Void { var currentLevel:funkin.ui.story.Level = funkin.data.level.LevelRegistry.instance.fetchEntry(levelId); if (currentLevel == null) { startGameNormally(); return; } PlayStatePlaylist.playlistSongIds = currentLevel.getSongs(); PlayStatePlaylist.isStoryMode = true; PlayStatePlaylist.campaignScore = 0; var targetSongId:String = PlayStatePlaylist.playlistSongIds.shift(); var targetSong:funkin.play.song.Song = funkin.play.song.SongData.SongDataParser.fetchSong(targetSongId); LoadingState.loadAndSwitchState(new funkin.play.PlayState( { targetSong: targetSong, targetDifficulty: difficultyId, })); } function defineSong():String { return MacroUtil.getDefine('SONG'); } function defineLevel():String { return MacroUtil.getDefine('LEVEL'); } function defineDifficulty():String { return MacroUtil.getDefine('DIFFICULTY'); } }