package funkin.ui.story; import openfl.utils.Assets; import flixel.addons.transition.FlxTransitionableState; import flixel.FlxSprite; import flixel.group.FlxGroup.FlxTypedGroup; import flixel.text.FlxText; import flixel.tweens.FlxEase; import flixel.tweens.FlxTween; import flixel.util.FlxColor; import flixel.util.FlxTimer; import funkin.data.level.LevelRegistry; import funkin.modding.events.ScriptEvent; import funkin.modding.events.ScriptEventDispatcher; import funkin.play.PlayState; import funkin.play.PlayStatePlaylist; import funkin.play.song.Song; import funkin.play.song.SongData.SongDataParser; import funkin.util.Constants; class StoryMenuState extends MusicBeatState { static final DEFAULT_BACKGROUND_COLOR:FlxColor = FlxColor.fromString("#F9CF51"); static final BACKGROUND_HEIGHT:Int = 400; var currentDifficultyId:String = 'normal'; var currentLevelId:String = 'tutorial'; var currentLevel:Level; var isLevelUnlocked:Bool; var currentLevelTitle:LevelTitle; var highScore:Int = 42069420; var highScoreLerp:Int = 12345678; var exitingMenu:Bool = false; var selectedLevel:Bool = false; var displayingModdedLevels:Bool = false; // // RENDER OBJECTS // /** * The title of the level at the top. */ var levelTitleText:FlxText; /** * The score text at the top. */ var scoreText:FlxText; /** * The list of songs on the left. */ var tracklistText:FlxText; /** * The titles of the levels in the middle. */ var levelTitles:FlxTypedGroup; /** * The props in the center. */ var levelProps:FlxTypedGroup; /** * The background behind the props. */ var levelBackground:FlxSprite; /** * The left arrow of the difficulty selector. */ var leftDifficultyArrow:FlxSprite; /** * The right arrow of the difficulty selector. */ var rightDifficultyArrow:FlxSprite; /** * The text of the difficulty selector. */ var difficultySprite:FlxSprite; var difficultySprites:Map; var stickerSubState:StickerSubState; public function new(?stickers:StickerSubState = null) { super(); if (stickers != null) { stickerSubState = stickers; } } override function create():Void { super.create(); difficultySprites = new Map(); transIn = FlxTransitionableState.defaultTransIn; transOut = FlxTransitionableState.defaultTransOut; if (FlxG.sound.music == null || !FlxG.sound.music.playing) { FlxG.sound.playMusic(Paths.music('freakyMenu')); FlxG.sound.music.fadeIn(4, 0, 0.7); } Conductor.forceBPM(Constants.FREAKY_MENU_BPM); if (stickerSubState != null) { this.persistentUpdate = true; this.persistentDraw = true; openSubState(stickerSubState); stickerSubState.degenStickers(); // resetSubState(); } persistentUpdate = persistentDraw = true; updateData(); // Explicitly define the background color. this.bgColor = FlxColor.BLACK; levelTitles = new FlxTypedGroup(); add(levelTitles); updateBackground(); levelProps = new FlxTypedGroup(); levelProps.zIndex = 1000; add(levelProps); updateProps(); scoreText = new FlxText(10, 10, 0, 'HIGH SCORE: 42069420'); scoreText.setFormat("VCR OSD Mono", 32); add(scoreText); tracklistText = new FlxText(FlxG.width * 0.05, levelBackground.x + levelBackground.height + 100, 0, "Tracks", 32); tracklistText.setFormat("VCR OSD Mono", 32); tracklistText.alignment = CENTER; tracklistText.color = 0xFFe55777; add(tracklistText); levelTitleText = new FlxText(FlxG.width * 0.7, 10, 0, 'LEVEL 1'); levelTitleText.setFormat("VCR OSD Mono", 32, FlxColor.WHITE, RIGHT); levelTitleText.alpha = 0.7; add(levelTitleText); buildLevelTitles(); leftDifficultyArrow = new FlxSprite(levelTitles.members[0].x + levelTitles.members[0].width + 10, levelTitles.members[0].y + 10); leftDifficultyArrow.frames = Paths.getSparrowAtlas('storymenu/ui/arrows'); leftDifficultyArrow.animation.addByPrefix('idle', 'leftIdle0'); leftDifficultyArrow.animation.addByPrefix('press', 'leftConfirm0'); leftDifficultyArrow.animation.play('idle'); add(leftDifficultyArrow); buildDifficultySprite(); rightDifficultyArrow = new FlxSprite(difficultySprite.x + difficultySprite.width + 10, leftDifficultyArrow.y); rightDifficultyArrow.frames = leftDifficultyArrow.frames; rightDifficultyArrow.animation.addByPrefix('idle', 'rightIdle0'); rightDifficultyArrow.animation.addByPrefix('press', 'rightConfirm0'); rightDifficultyArrow.animation.play('idle'); add(rightDifficultyArrow); add(difficultySprite); updateText(); changeDifficulty(); changeLevel(); refresh(); #if discord_rpc // Updating Discord Rich Presence DiscordClient.changePresence("In the Menus", null); #end } function updateData():Void { currentLevel = LevelRegistry.instance.fetchEntry(currentLevelId); isLevelUnlocked = currentLevel == null ? false : currentLevel.isUnlocked(); } function buildDifficultySprite():Void { remove(difficultySprite); difficultySprite = difficultySprites.get(currentDifficultyId); if (difficultySprite == null) { difficultySprite = new FlxSprite(leftDifficultyArrow.x + leftDifficultyArrow.width + 10, leftDifficultyArrow.y); if (Assets.exists(Paths.file('images/storymenu/difficulties/${currentDifficultyId}.xml'))) { difficultySprite.frames = Paths.getSparrowAtlas('storymenu/difficulties/${currentDifficultyId}'); difficultySprite.animation.addByPrefix('idle', 'idle0', 24, true); difficultySprite.animation.play('idle'); } else { difficultySprite.loadGraphic(Paths.image('storymenu/difficulties/${currentDifficultyId}')); } difficultySprites.set(currentDifficultyId, difficultySprite); difficultySprite.x += (difficultySprites.get('normal').width - difficultySprite.width) / 2; } difficultySprite.alpha = 0; difficultySprite.y = leftDifficultyArrow.y - 15; var targetY:Float = leftDifficultyArrow.y + 10; targetY -= (difficultySprite.height - difficultySprites.get('normal').height) / 2; FlxTween.tween(difficultySprite, {y: targetY, alpha: 1}, 0.07); add(difficultySprite); } function buildLevelTitles():Void { levelTitles.clear(); var levelIds:Array = displayingModdedLevels ? LevelRegistry.instance.listModdedLevelIds() : LevelRegistry.instance.listBaseGameLevelIds(); if (levelIds.length == 0) levelIds = ['tutorial']; // Make sure there's at least one level to display. for (levelIndex in 0...levelIds.length) { var levelId:String = levelIds[levelIndex]; var level:Level = LevelRegistry.instance.fetchEntry(levelId); if (level == null) continue; var levelTitleItem:LevelTitle = new LevelTitle(0, Std.int(levelBackground.y + levelBackground.height + 10), level); levelTitleItem.targetY = ((levelTitleItem.height + 20) * levelIndex); levelTitleItem.screenCenter(X); levelTitles.add(levelTitleItem); } } function switchMode(moddedLevels:Bool):Void { displayingModdedLevels = moddedLevels; buildLevelTitles(); changeLevel(0); changeDifficulty(0); } override function update(elapsed:Float) { Conductor.update(); highScoreLerp = Std.int(CoolUtil.coolLerp(highScoreLerp, highScore, 0.5)); scoreText.text = 'LEVEL SCORE: ${Math.round(highScoreLerp)}'; levelTitleText.text = currentLevel.getTitle(); levelTitleText.x = FlxG.width - (levelTitleText.width + 10); // Right align. handleKeyPresses(); super.update(elapsed); } function handleKeyPresses():Void { if (!exitingMenu) { if (!selectedLevel) { if (controls.UI_UP_P) { changeLevel(-1); changeDifficulty(0); } if (controls.UI_DOWN_P) { changeLevel(1); changeDifficulty(0); } if (controls.UI_RIGHT) { rightDifficultyArrow.animation.play('press'); } else { rightDifficultyArrow.animation.play('idle'); } if (controls.UI_LEFT) { leftDifficultyArrow.animation.play('press'); } else { leftDifficultyArrow.animation.play('idle'); } if (controls.UI_RIGHT_P) { changeDifficulty(1); } if (controls.UI_LEFT_P) { changeDifficulty(-1); } if (FlxG.keys.justPressed.TAB) { switchMode(!displayingModdedLevels); } } if (controls.ACCEPT) { selectLevel(); } } if (controls.BACK && !exitingMenu && !selectedLevel) { FlxG.sound.play(Paths.sound('cancelMenu')); exitingMenu = true; FlxG.switchState(new MainMenuState()); } } /** * Changes the selected level. * @param change +1 (down), -1 (up) */ function changeLevel(change:Int = 0):Void { var levelList:Array = displayingModdedLevels ? LevelRegistry.instance.listModdedLevelIds() : LevelRegistry.instance.listBaseGameLevelIds(); if (levelList.length == 0) levelList = ['tutorial']; var currentIndex:Int = levelList.indexOf(currentLevelId); currentIndex += change; // Wrap around if (currentIndex < 0) currentIndex = levelList.length - 1; if (currentIndex >= levelList.length) currentIndex = 0; currentLevelId = levelList[currentIndex]; updateData(); for (index in 0...levelTitles.members.length) { var item:LevelTitle = levelTitles.members[index]; item.targetY = (index - currentIndex) * 120 + 480; if (index == currentIndex) { currentLevelTitle = item; item.alpha = 1.0; } else if (index > currentIndex) { item.alpha = 0.6; } else { item.alpha = 0.0; } } updateText(); updateBackground(); updateProps(); refresh(); } /** * Changes the selected difficulty. * @param change +1 (right) to increase difficulty, -1 (left) to decrease difficulty */ function changeDifficulty(change:Int = 0):Void { var difficultyList:Array = currentLevel.getDifficulties(); var currentIndex:Int = difficultyList.indexOf(currentDifficultyId); currentIndex += change; // Wrap around if (currentIndex < 0) currentIndex = difficultyList.length - 1; if (currentIndex >= difficultyList.length) currentIndex = 0; var hasChanged:Bool = currentDifficultyId != difficultyList[currentIndex]; currentDifficultyId = difficultyList[currentIndex]; if (difficultyList.length <= 1) { leftDifficultyArrow.visible = false; rightDifficultyArrow.visible = false; } else { leftDifficultyArrow.visible = true; rightDifficultyArrow.visible = true; } if (hasChanged) { buildDifficultySprite(); funnyMusicThing(); } } final FADE_OUT_TIME:Float = 1.5; function funnyMusicThing():Void { if (currentDifficultyId == "nightmare") { FlxG.sound.music.fadeOut(FADE_OUT_TIME, 0.0); } else { FlxG.sound.music.fadeOut(FADE_OUT_TIME, 1.0); } } public override function dispatchEvent(event:ScriptEvent):Void { // super.dispatchEvent(event) dispatches event to module scripts. super.dispatchEvent(event); if ((levelProps?.length ?? 0) > 0) { // Dispatch event to props. for (prop in levelProps) { ScriptEventDispatcher.callEvent(prop, event); } } } function selectLevel() { if (!currentLevel.isUnlocked()) { FlxG.sound.play(Paths.sound('cancelMenu')); return; } if (selectedLevel) return; selectedLevel = true; FlxG.sound.play(Paths.sound('confirmMenu')); currentLevelTitle.isFlashing = true; for (prop in levelProps.members) { prop.playConfirm(); } Paths.setCurrentLevel(currentLevel.id); PlayStatePlaylist.playlistSongIds = currentLevel.getSongs(); PlayStatePlaylist.isStoryMode = true; PlayStatePlaylist.campaignScore = 0; var targetSongId:String = PlayStatePlaylist.playlistSongIds.shift(); var targetSong:Song = SongDataParser.fetchSong(targetSongId); PlayStatePlaylist.campaignId = currentLevel.id; PlayStatePlaylist.campaignTitle = currentLevel.getTitle(); new FlxTimer().start(1, function(tmr:FlxTimer) { LoadingState.loadAndSwitchState(new PlayState( { targetSong: targetSong, targetDifficulty: currentDifficultyId, }), true); }); } function updateBackground():Void { if (levelBackground != null) { var oldBackground:FlxSprite = levelBackground; FlxTween.tween(oldBackground, {alpha: 0.0}, 0.6, { ease: FlxEase.linear, onComplete: function(_) { remove(oldBackground); } }); } levelBackground = currentLevel.buildBackground(); levelBackground.x = 0; levelBackground.y = 56; levelBackground.alpha = 0.0; levelBackground.zIndex = 100; add(levelBackground); FlxTween.tween(levelBackground, {alpha: 1.0}, 0.6, { ease: FlxEase.linear }); } function updateProps():Void { levelProps.clear(); for (prop in currentLevel.buildProps()) { prop.zIndex = 1000; levelProps.add(prop); } refresh(); } function updateText():Void { tracklistText.text = 'TRACKS\n\n'; tracklistText.text += currentLevel.getSongDisplayNames(currentDifficultyId).join('\n'); tracklistText.screenCenter(X); tracklistText.x -= FlxG.width * 0.35; // TODO: Fix this. highScore = Highscore.getWeekScore(0, 0); } }