Funkin/source/funkin/ui/charSelect/CharSelectGF.hx
2024-08-29 14:32:10 -04:00

149 lines
3.4 KiB
Haxe

package funkin.ui.charSelect;
import funkin.graphics.adobeanimate.FlxAtlasSprite;
import flixel.tweens.FlxTween;
import flixel.tweens.FlxEase;
import flixel.math.FlxMath;
import funkin.util.FramesJSFLParser;
import funkin.util.FramesJSFLParser.FramesJSFLInfo;
import funkin.util.FramesJSFLParser.FramesJSFLFrame;
import flixel.math.FlxMath;
class CharSelectGF extends FlxAtlasSprite
{
var fadeTimer:Float = 0;
var fadingStatus:FadeStatus = OFF;
var fadeAnimIndex:Int = 0;
var animInInfo:FramesJSFLInfo;
var animOutInfo:FramesJSFLInfo;
var intendedYPos:Float = 0;
var intendedAlpha:Float = 0;
var curGF:GFChar = GF;
public function new()
{
super(0, 0, Paths.animateAtlas("charSelect/gfChill"));
anim.play("");
switchGF("bf");
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
switch (fadingStatus)
{
case OFF:
// do nothing if it's off!
// or maybe force position to be 0,0?
// maybe reset timers?
resetFadeAnimParams();
case FADE_OUT:
doFade(animOutInfo);
case FADE_IN:
doFade(animInInfo);
default:
}
if (FlxG.keys.justPressed.J)
{
alpha = 1;
x = y = 0;
fadingStatus = FADE_OUT;
}
if (FlxG.keys.justPressed.K)
{
alpha = 0;
fadingStatus = FADE_IN;
}
}
/**
* @param animInfo Should not be confused with animInInfo!
* This is merely a local var for the function!
*/
function doFade(animInfo:FramesJSFLInfo):Void
{
fadeTimer += FlxG.elapsed;
if (fadeTimer >= 1 / 24)
{
fadeTimer = 0;
// only inc the index for the first frame, used for reference of where to "start"
if (fadeAnimIndex == 0)
{
fadeAnimIndex++;
return;
}
var curFrame:FramesJSFLFrame = animInfo.frames[fadeAnimIndex];
var prevFrame:FramesJSFLFrame = animInfo.frames[fadeAnimIndex - 1];
var xDiff:Float = curFrame.x - prevFrame.x;
var yDiff:Float = curFrame.y - prevFrame.y;
var alphaDiff:Float = curFrame.alpha - prevFrame.alpha;
alphaDiff /= 100; // flash exports alpha as a whole number
alpha += alphaDiff;
alpha = FlxMath.bound(alpha, 0, 1);
x += xDiff;
y += yDiff;
fadeAnimIndex++;
}
if (fadeAnimIndex >= animInfo.frames.length) fadingStatus = OFF;
}
function resetFadeAnimParams()
{
fadeTimer = 0;
fadeAnimIndex = 0;
}
/**
* For switching between "GFs" such as gf, nene, etc
* @param bf Which BF we are selecting, so that we know the accompyaning GF
*/
public function switchGF(bf:String):Void
{
var prevGF:GFChar = curGF;
switch (bf)
{
case "pico":
curGF = NENE;
case "bf":
curGF = GF;
default:
curGF = GF;
}
// We don't need to update any anims if we didn't change GF
if (prevGF == curGF) return;
loadAtlas(Paths.animateAtlas("charSelect/" + curGF + "Chill"));
animInInfo = FramesJSFLParser.parse(Paths.file("images/charSelect/" + curGF + "AnimInfo/" + curGF + "In.txt"));
animOutInfo = FramesJSFLParser.parse(Paths.file("images/charSelect/" + curGF + "AnimInfo/" + curGF + "Out.txt"));
anim.play("");
playAnimation("idle", true, false, true);
updateHitbox();
}
}
enum FadeStatus
{
OFF;
FADE_OUT;
FADE_IN;
}
enum abstract GFChar(String) from String to String
{
var GF = "gf";
var NENE = "nene";
}