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