package funkin.play.cutscene; import funkin.play.PlayState; import flixel.FlxSprite; import flixel.tweens.FlxEase; import flixel.tweens.FlxTween; import flixel.util.FlxColor; import flixel.util.FlxSignal; import flixel.util.FlxTimer; #if html5 import funkin.graphics.video.FlxVideo; #end #if hxCodec import hxcodec.flixel.FlxVideoSprite; #end /** * Assumes you are in the PlayState. */ class VideoCutscene { static var blackScreen:FlxSprite; static var cutsceneType:CutsceneType; #if html5 static var vid:FlxVideo; #end #if hxCodec static var vid:FlxVideoSprite; #end /** * Called when the video is started. */ public static final onVideoStarted:FlxSignal = new FlxSignal(); /** * Called if the video is paused. */ public static final onVideoPaused:FlxSignal = new FlxSignal(); /** * Called if the video is resumed. */ public static final onVideoResumed:FlxSignal = new FlxSignal(); /** * Called if the video is restarted. onVideoStarted is not called. */ public static final onVideoRestarted:FlxSignal = new FlxSignal(); /** * Called when the video is ended or skipped. */ public static final onVideoEnded:FlxSignal = new FlxSignal(); /** * Play a video cutscene. * TODO: Currently this is hardcoded to start the countdown after the video is done. * @param path The path to the video file. Use Paths.file(path) to get the correct path. * @param cutseneType The type of cutscene to play, determines what the game does after. Defaults to `CutsceneType.STARTING`. */ public static function play(filePath:String, ?cutsceneType:CutsceneType = STARTING):Void { if (PlayState.instance == null) return; if (!openfl.Assets.exists(filePath)) { // Display a popup. lime.app.Application.current.window.alert('Video file does not exist: ${filePath}', 'Error playing video'); return; } var rawFilePath = Paths.stripLibrary(filePath); // Trigger the cutscene. Don't play the song in the background. PlayState.instance.isInCutscene = true; PlayState.instance.camHUD.visible = false; PlayState.instance.camCutscene.visible = true; // Display a black screen to hide the game while the video is playing. blackScreen = new FlxSprite(-200, -200).makeGraphic(FlxG.width * 2, FlxG.height * 2, FlxColor.BLACK); blackScreen.scrollFactor.set(0, 0); blackScreen.cameras = [PlayState.instance.camCutscene]; PlayState.instance.add(blackScreen); VideoCutscene.cutsceneType = cutsceneType; #if html5 playVideoHTML5(rawFilePath); #elseif hxCodec playVideoNative(rawFilePath); #else throw "No video support for this platform!"; #end } public static function isPlaying():Bool { #if (html5 || hxCodec) return vid != null; #else return false; #end } #if html5 static function playVideoHTML5(filePath:String):Void { // Video displays OVER the FlxState. vid = new FlxVideo(filePath); if (vid != null) { vid.zIndex = 0; vid.finishCallback = finishVideo.bind(0.5); vid.cameras = [PlayState.instance.camCutscene]; PlayState.instance.add(vid); PlayState.instance.refresh(); onVideoStarted.dispatch(); } else { trace('ALERT: Video is null! Could not play cutscene!'); } } #end #if hxCodec static function playVideoNative(filePath:String):Void { // Video displays OVER the FlxState. vid = new FlxVideoSprite(0, 0); if (vid != null) { vid.zIndex = 0; vid.bitmap.onEndReached.add(finishVideo.bind(0.5)); vid.autoPause = false; vid.cameras = [PlayState.instance.camCutscene]; PlayState.instance.add(vid); PlayState.instance.refresh(); vid.play(filePath, false); // Resize videos bigger or smaller than the screen. vid.bitmap.onTextureSetup.add(() -> { vid.setGraphicSize(FlxG.width, FlxG.height); vid.updateHitbox(); vid.x = 0; vid.y = 0; // vid.scale.set(0.5, 0.5); }); onVideoStarted.dispatch(); } else { trace('ALERT: Video is null! Could not play cutscene!'); } } #end public static function restartVideo(resume:Bool = true):Void { #if html5 if (vid != null) { vid.restartVideo(); onVideoRestarted.dispatch(); } #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(); } onVideoRestarted.dispatch(); } #end } public static function pauseVideo():Void { #if html5 if (vid != null) { vid.pauseVideo(); onVideoPaused.dispatch(); } #end #if hxCodec if (vid != null) { vid.pause(); onVideoPaused.dispatch(); } #end } public static function hideVideo():Void { #if html5 if (vid != null) { vid.visible = false; blackScreen.visible = false; } #end #if hxCodec if (vid != null) { vid.visible = false; blackScreen.visible = false; } #end } public static function showVideo():Void { #if html5 if (vid != null) { vid.visible = true; blackScreen.visible = false; } #end #if hxCodec if (vid != null) { vid.visible = true; blackScreen.visible = false; } #end } public static function resumeVideo():Void { #if html5 if (vid != null) { vid.resumeVideo(); onVideoResumed.dispatch(); } #end #if hxCodec if (vid != null) { vid.resume(); onVideoResumed.dispatch(); } #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). * @param finishCutscene The callback to call when the transition is finished. */ public static function finishVideo(?transitionTime:Float = 0.5):Void { trace('ALERT: Finish video cutscene called!'); var cutsceneType:CutsceneType = VideoCutscene.cutsceneType; #if html5 if (vid != null) { PlayState.instance.remove(vid); } #end #if hxCodec if (vid != null) { vid.stop(); PlayState.instance.remove(vid); } #end #if (html5 || hxCodec) vid.destroy(); vid = null; #end PlayState.instance.camCutscene.visible = true; PlayState.instance.camHUD.visible = true; FlxTween.tween(blackScreen, {alpha: 0}, transitionTime, { ease: FlxEase.quadInOut, onComplete: function(twn:FlxTween) { PlayState.instance.remove(blackScreen); blackScreen = null; } }); FlxTween.tween(FlxG.camera, {zoom: PlayState.instance.stageZoom}, transitionTime, { ease: FlxEase.quadInOut, onComplete: function(twn:FlxTween) { onVideoEnded.dispatch(); onCutsceneFinish(cutsceneType); } }); } /** * The default callback used when a cutscene is finished. * You can specify your own callback when calling `VideoCutscene#play()`. */ static function onCutsceneFinish(cutsceneType:CutsceneType):Void { switch (cutsceneType) { case CutsceneType.STARTING: PlayState.instance.startCountdown(); case CutsceneType.ENDING: PlayState.instance.endSong(true); // true = right goddamn now case CutsceneType.MIDSONG: throw "Not implemented!"; } } } enum CutsceneType { STARTING; // The default cutscene type. Starts the countdown after the video is done. MIDSONG; // TODO: Implement this! ENDING; // Ends the song after the video is done. }