mirror of
https://github.com/FunkinCrew/Funkin.git
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327 lines
8.7 KiB
Haxe
327 lines
8.7 KiB
Haxe
package funkin.play;
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import flixel.tweens.FlxEase;
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import flixel.tweens.FlxTween;
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import flixel.FlxSprite;
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import funkin.graphics.FunkinSprite;
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import funkin.modding.events.ScriptEventDispatcher;
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import funkin.modding.module.ModuleHandler;
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import funkin.modding.events.ScriptEvent;
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import funkin.modding.events.ScriptEvent.CountdownScriptEvent;
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import flixel.util.FlxTimer;
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import funkin.util.EaseUtil;
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import funkin.audio.FunkinSound;
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import openfl.utils.Assets;
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class Countdown
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{
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/**
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* The current step of the countdown.
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*/
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public static var countdownStep(default, null):CountdownStep = BEFORE;
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/**
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* Which alternate countdown sound effect to use.
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* You can set this via script.
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* For example, in Week 6 it is `-pixel`.
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*/
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public static var soundSuffix:String = '';
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/**
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* Which alternate graphic on countdown to use.
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* You can set this via script.
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* For example, in Week 6 it is `-pixel`.
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*/
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public static var graphicSuffix:String = '';
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/**
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* The currently running countdown. This will be null if there is no countdown running.
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*/
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static var countdownTimer:FlxTimer = null;
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/**
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* Performs the countdown.
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* Pauses the song, plays the countdown graphics/sound, and then starts the song.
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* This will automatically stop and restart the countdown if it is already running.
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* @returns `false` if the countdown was cancelled by a script.
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*/
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public static function performCountdown():Bool
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{
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countdownStep = BEFORE;
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var cancelled:Bool = propagateCountdownEvent(countdownStep);
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if (cancelled)
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{
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return false;
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}
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// Stop any existing countdown.
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stopCountdown();
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PlayState.instance.isInCountdown = true;
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Conductor.instance.update(PlayState.instance.startTimestamp + Conductor.instance.beatLengthMs * -5);
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// Handle onBeatHit events manually
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// @:privateAccess
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// PlayState.instance.dispatchEvent(new SongTimeScriptEvent(SONG_BEAT_HIT, 0, 0));
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// The timer function gets called based on the beat of the song.
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countdownTimer = new FlxTimer();
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countdownTimer.start(Conductor.instance.beatLengthMs / 1000, function(tmr:FlxTimer) {
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if (PlayState.instance == null)
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{
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tmr.cancel();
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return;
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}
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countdownStep = decrement(countdownStep);
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// onBeatHit events are now properly dispatched by the Conductor even at negative timestamps,
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// so calling this is no longer necessary.
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// PlayState.instance.dispatchEvent(new SongTimeScriptEvent(SONG_BEAT_HIT, 0, 0));
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// Countdown graphic.
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showCountdownGraphic(countdownStep, graphicSuffix.toLowerCase().contains('pixel'));
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// Countdown sound.
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playCountdownSound(countdownStep);
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// Event handling bullshit.
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var cancelled:Bool = propagateCountdownEvent(countdownStep);
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if (cancelled)
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{
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pauseCountdown();
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}
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if (countdownStep == AFTER)
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{
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stopCountdown();
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}
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}, 5); // Before, 3, 2, 1, GO!, After
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return true;
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}
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/**
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* @return TRUE if the event was cancelled.
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*/
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static function propagateCountdownEvent(index:CountdownStep):Bool
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{
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var event:ScriptEvent;
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switch (index)
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{
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case BEFORE:
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event = new CountdownScriptEvent(COUNTDOWN_START, index);
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case THREE | TWO | ONE | GO: // I didn't know you could use `|` in a switch/case block!
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event = new CountdownScriptEvent(COUNTDOWN_STEP, index);
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case AFTER:
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event = new CountdownScriptEvent(COUNTDOWN_END, index, false);
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default:
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return true;
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}
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// Modules, stages, characters.
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@:privateAccess
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PlayState.instance.dispatchEvent(event);
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return event.eventCanceled;
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}
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/**
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* Pauses the countdown at the current step. You can start it up again later by calling resumeCountdown().
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*
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* If you want to call this from a module, it's better to use the event system and cancel the onCountdownStep event.
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*/
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public static function pauseCountdown():Void
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{
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if (countdownTimer != null && !countdownTimer.finished)
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{
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countdownTimer.active = false;
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}
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}
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/**
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* Resumes the countdown at the current step. Only makes sense if you called pauseCountdown() first.
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*
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* If you want to call this from a module, it's better to use the event system and cancel the onCountdownStep event.
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*/
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public static function resumeCountdown():Void
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{
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if (countdownTimer != null && !countdownTimer.finished)
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{
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countdownTimer.active = true;
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}
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}
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/**
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* Stops the countdown at the current step. You will have to restart it again later.
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*
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* If you want to call this from a module, it's better to use the event system and cancel the onCountdownStart event.
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*/
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public static function stopCountdown():Void
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{
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if (countdownTimer != null)
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{
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countdownTimer.cancel();
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countdownTimer.destroy();
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countdownTimer = null;
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}
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}
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/**
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* Stops the current countdown, then starts the song for you.
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*/
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public static function skipCountdown():Void
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{
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stopCountdown();
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// This will trigger PlayState.startSong()
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Conductor.instance.update(0);
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// PlayState.isInCountdown = false;
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}
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/**
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* Resets the countdown. Only works if it's already running.
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*/
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public static function resetCountdown()
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{
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if (countdownTimer != null)
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{
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countdownTimer.reset();
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}
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}
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/**
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* Reset the countdown configuration to the default.
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*/
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public static function reset()
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{
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soundSuffix = '';
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graphicSuffix = '';
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}
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/**
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* Retrieves the graphic to use for this step of the countdown.
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*/
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public static function showCountdownGraphic(index:CountdownStep, isGraphicPixel:Bool):Void
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{
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var spritePath:String = null;
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spritePath = resolveGraphicPath(graphicSuffix, index);
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if (spritePath == null) return;
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var countdownSprite:FunkinSprite = FunkinSprite.create(spritePath);
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countdownSprite.scrollFactor.set(0, 0);
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if (isGraphicPixel) countdownSprite.setGraphicSize(Std.int(countdownSprite.width * Constants.PIXEL_ART_SCALE));
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var fadeEase = FlxEase.cubeInOut;
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if (isGraphicPixel) fadeEase = EaseUtil.stepped(8);
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countdownSprite.antialiasing = !isGraphicPixel;
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countdownSprite.updateHitbox();
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countdownSprite.screenCenter();
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// Fade sprite in, then out, then destroy it.
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FlxTween.tween(countdownSprite, {y: countdownSprite.y += 100}, Conductor.instance.beatLengthMs / 1000,
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{
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ease: FlxEase.cubeInOut,
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onComplete: function(twn:FlxTween) {
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countdownSprite.destroy();
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}
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});
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FlxTween.tween(countdownSprite, {alpha: 0}, Conductor.instance.beatLengthMs / 1000,
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{
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ease: fadeEase
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});
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PlayState.instance.add(countdownSprite);
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}
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static function resolveGraphicPath(suffix:String, index:CountdownStep):Null<String>
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{
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var basePath:String = 'ui/countdown/';
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var indexString:String = null;
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switch (index)
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{
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case TWO:
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indexString = 'ready';
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case ONE:
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indexString = 'set';
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case GO:
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indexString = 'go';
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default:
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// null
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}
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basePath += indexString;
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var spritePath:String = basePath + suffix;
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while (!Assets.exists(Paths.image(spritePath)) && suffix.length > 0)
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{
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suffix = suffix.split('-').slice(0, -1).join('-');
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spritePath = basePath + suffix;
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}
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if (!Assets.exists(Paths.image(spritePath))) return null;
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trace('Resolved sprite path: ' + Paths.image(spritePath));
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return spritePath;
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}
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/**
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* Retrieves the sound file to use for this step of the countdown.
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*/
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public static function playCountdownSound(index:CountdownStep):Void
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{
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FunkinSound.playOnce(resolveSoundPath(soundSuffix, index), Constants.COUNTDOWN_VOLUME);
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}
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static function resolveSoundPath(suffix:String, step:CountdownStep):Null<String>
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{
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var basePath:String = 'gameplay/countdown/intro';
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if (step != CountdownStep.BEFORE || step != CountdownStep.AFTER) basePath += step;
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var soundPath:String = Paths.sound(basePath + suffix);
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while (!Assets.exists(soundPath) && suffix.length > 0)
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{
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suffix = suffix.split('-').slice(0, -1).join('-');
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soundPath = Paths.sound(basePath + suffix);
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}
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if (!Assets.exists(soundPath)) return null;
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trace('Resolved sound path: ' + soundPath);
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return soundPath;
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}
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public static function decrement(step:CountdownStep):CountdownStep
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{
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switch (step)
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{
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case BEFORE:
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return THREE;
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case THREE:
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return TWO;
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case TWO:
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return ONE;
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case ONE:
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return GO;
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case GO:
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return AFTER;
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default:
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return AFTER;
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}
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}
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}
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/**
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* The countdown step.
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* This can't be an enum abstract because scripts may need it.
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*/
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enum CountdownStep
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{
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BEFORE;
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THREE;
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TWO;
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ONE;
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GO;
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AFTER;
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}
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