mirror of
https://github.com/FunkinCrew/Funkin.git
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377 lines
10 KiB
Haxe
377 lines
10 KiB
Haxe
package funkin.play.cutscene.dialogue;
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import flixel.FlxSprite;
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import flixel.group.FlxSpriteGroup;
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import flixel.graphics.frames.FlxFramesCollection;
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import flixel.text.FlxText;
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import flixel.addons.text.FlxTypeText;
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import funkin.util.assets.FlxAnimationUtil;
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import funkin.modding.events.ScriptEvent;
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import funkin.modding.IScriptedClass.IDialogueScriptedClass;
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import flixel.util.FlxColor;
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class DialogueBox extends FlxSpriteGroup implements IDialogueScriptedClass
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{
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public final dialogueBoxId:String;
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public var dialogueBoxName(get, never):String;
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function get_dialogueBoxName():String
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{
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return boxData?.name ?? 'UNKNOWN';
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}
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var boxData:DialogueBoxData;
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/**
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* Offset the speaker's sprite by this much when playing each animation.
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*/
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var animationOffsets:Map<String, Array<Float>> = new Map<String, Array<Float>>();
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/**
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* The current animation offset being used.
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*/
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var animOffsets(default, set):Array<Float> = [0, 0];
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function set_animOffsets(value:Array<Float>):Array<Float>
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{
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if (animOffsets == null) animOffsets = [0, 0];
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if ((animOffsets[0] == value[0]) && (animOffsets[1] == value[1])) return value;
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var xDiff:Float = value[0] - animOffsets[0];
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var yDiff:Float = value[1] - animOffsets[1];
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this.x += xDiff;
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this.y += yDiff;
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return animOffsets = value;
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}
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/**
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* The offset of the speaker overall.
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*/
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public var globalOffsets(default, set):Array<Float> = [0, 0];
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function set_globalOffsets(value:Array<Float>):Array<Float>
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{
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if (globalOffsets == null) globalOffsets = [0, 0];
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if (globalOffsets == value) return value;
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var xDiff:Float = value[0] - globalOffsets[0];
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var yDiff:Float = value[1] - globalOffsets[1];
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this.x += xDiff;
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this.y += yDiff;
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return globalOffsets = value;
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}
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var boxSprite:FlxSprite;
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var textDisplay:FlxTypeText;
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var text(default, set):String;
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function set_text(value:String):String
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{
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this.text = value;
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textDisplay.resetText(this.text);
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textDisplay.start();
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return this.text;
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}
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public var speed(default, set):Float;
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function set_speed(value:Float):Float
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{
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this.speed = value;
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textDisplay.delay = this.speed * 0.05; // 1.0 x 0.05
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return this.speed;
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}
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public function new(dialogueBoxId:String)
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{
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super();
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this.dialogueBoxId = dialogueBoxId;
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this.boxData = DialogueBoxDataParser.parseDialogueBoxData(this.dialogueBoxId);
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if (boxData == null) throw 'Could not load dialogue box data for box ID "$dialogueBoxId"';
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}
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public function onCreate(event:ScriptEvent):Void
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{
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this.globalOffsets = [0, 0];
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this.x = 0;
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this.y = 0;
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this.alpha = 1;
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this.boxSprite = new FlxSprite(0, 0);
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add(this.boxSprite);
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loadSpritesheet();
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loadAnimations();
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loadText();
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}
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function loadSpritesheet():Void
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{
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trace('[DIALOGUE BOX] Loading spritesheet ${boxData.assetPath} for ${dialogueBoxId}');
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var tex:FlxFramesCollection = Paths.getSparrowAtlas(boxData.assetPath);
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if (tex == null)
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{
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trace('Could not load Sparrow sprite: ${boxData.assetPath}');
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return;
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}
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this.boxSprite.frames = tex;
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if (boxData.isPixel)
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{
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this.boxSprite.antialiasing = false;
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}
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else
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{
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this.boxSprite.antialiasing = true;
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}
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this.flipX = boxData.flipX;
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this.globalOffsets = boxData.offsets;
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this.setScale(boxData.scale);
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}
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public function setText(newText:String):Void
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{
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textDisplay.prefix = '';
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textDisplay.resetText(newText);
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textDisplay.start();
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}
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public function appendText(newText:String):Void
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{
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textDisplay.prefix = this.textDisplay.text;
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textDisplay.resetText(newText);
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textDisplay.start();
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}
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public function skip():Void
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{
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textDisplay.skip();
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}
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/**
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* Reassign this to set a callback.
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*/
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function onTypingComplete():Void
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{
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// No save navigation? :(
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if (typingCompleteCallback != null) typingCompleteCallback();
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}
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public var typingCompleteCallback:() -> Void;
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/**
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* Set the sprite scale to the appropriate value.
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* @param scale
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*/
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public function setScale(scale:Null<Float>):Void
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{
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if (scale == null) scale = 1.0;
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this.boxSprite.scale.x = scale;
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this.boxSprite.scale.y = scale;
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this.boxSprite.updateHitbox();
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}
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function loadAnimations():Void
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{
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trace('[DIALOGUE BOX] Loading ${boxData.animations.length} animations for ${dialogueBoxId}');
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FlxAnimationUtil.addAtlasAnimations(this.boxSprite, boxData.animations);
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for (anim in boxData.animations)
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{
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if (anim.offsets == null)
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{
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setAnimationOffsets(anim.name, 0, 0);
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}
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else
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{
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setAnimationOffsets(anim.name, anim.offsets[0], anim.offsets[1]);
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}
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}
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var animNames:Array<String> = this.boxSprite?.animation?.getNameList() ?? [];
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trace('[DIALOGUE BOX] Successfully loaded ${animNames.length} animations for ${dialogueBoxId}');
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boxSprite.animation.callback = this.onAnimationFrame;
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boxSprite.animation.finishCallback = this.onAnimationFinished;
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}
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/**
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* Called when an animation finishes.
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* @param name The name of the animation that just finished.
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*/
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function onAnimationFinished(name:String):Void {}
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/**
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* Called when the current animation's frame changes.
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* @param name The name of the current animation.
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* @param frameNumber The number of the current frame.
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* @param frameIndex The index of the current frame.
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*
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* For example, if an animation was defined as having the indexes [3, 0, 1, 2],
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* then the first callback would have frameNumber = 0 and frameIndex = 3.
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*/
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function onAnimationFrame(name:String = "", frameNumber:Int = -1, frameIndex:Int = -1):Void
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{
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// Do nothing by default.
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// This can be overridden by, for example, scripts,
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// or by calling `animationFrame.add()`.
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// Try not to do anything expensive here, it runs many times a second.
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}
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function loadText():Void
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{
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textDisplay = new FlxTypeText(0, 0, 300, '', 32);
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textDisplay.fieldWidth = boxData.text.width;
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textDisplay.setFormat('Pixel Arial 11 Bold', boxData.text.size, FlxColor.fromString(boxData.text.color), LEFT, SHADOW,
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FlxColor.fromString(boxData.text.shadowColor ?? '#00000000'), false);
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textDisplay.borderSize = boxData.text.shadowWidth ?? 2;
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textDisplay.sounds = [FlxG.sound.load(Paths.sound('pixelText'), 0.6)];
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textDisplay.completeCallback = onTypingComplete;
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textDisplay.x += boxData.text.offsets[0];
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textDisplay.y += boxData.text.offsets[1];
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add(textDisplay);
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}
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/**
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* @param name The name of the animation to play.
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* @param restart Whether to restart the animation if it is already playing.
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* @param reversed If true, play the animation backwards, from the last frame to the first.
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*/
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public function playAnimation(name:String, restart:Bool = false, reversed:Bool = false):Void
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{
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var correctName:String = correctAnimationName(name);
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if (correctName == null) return;
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this.boxSprite.animation.play(correctName, restart, false, 0);
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applyAnimationOffsets(correctName);
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}
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/**
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* Ensure that a given animation exists before playing it.
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* Will gracefully check for name, then name with stripped suffixes, then 'idle', then fail to play.
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* @param name
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*/
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function correctAnimationName(name:String):String
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{
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// If the animation exists, we're good.
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if (hasAnimation(name)) return name;
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trace('[DIALOGUE BOX] Animation "$name" does not exist!');
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// Attempt to strip a `-alt` suffix, if it exists.
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if (name.lastIndexOf('-') != -1)
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{
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var correctName = name.substring(0, name.lastIndexOf('-'));
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trace('[DIALOGUE BOX] Attempting to fallback to "$correctName"');
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return correctAnimationName(correctName);
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}
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else
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{
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if (name != 'idle')
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{
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trace('[DIALOGUE BOX] Attempting to fallback to "idle"');
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return correctAnimationName('idle');
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}
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else
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{
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trace('[DIALOGUE BOX] Failing animation playback.');
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return null;
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}
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}
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}
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public function hasAnimation(id:String):Bool
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{
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if (this.boxSprite.animation == null) return false;
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return this.boxSprite.animation.getByName(id) != null;
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}
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/**
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* Returns the name of the animation that is currently playing.
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* If no animation is playing (usually this means the character is BROKEN!),
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* returns an empty string to prevent NPEs.
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*/
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public function getCurrentAnimation():String
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{
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if (this.animation == null || this.animation.curAnim == null) return "";
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return this.animation.curAnim.name;
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}
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/**
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* Define the animation offsets for a specific animation.
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*/
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public function setAnimationOffsets(name:String, xOffset:Float, yOffset:Float):Void
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{
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animationOffsets.set(name, [xOffset, yOffset]);
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}
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/**
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* Retrieve an apply the animation offsets for a specific animation.
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*/
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function applyAnimationOffsets(name:String):Void
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{
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var offsets:Array<Float> = animationOffsets.get(name);
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if (offsets != null && !(offsets[0] == 0 && offsets[1] == 0))
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{
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this.animOffsets = offsets;
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}
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else
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{
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this.animOffsets = [0, 0];
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}
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}
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public function isAnimationFinished():Bool
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{
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return this.boxSprite?.animation?.finished ?? false;
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}
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public function onDialogueStart(event:DialogueScriptEvent):Void {}
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public function onDialogueCompleteLine(event:DialogueScriptEvent):Void {}
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public function onDialogueLine(event:DialogueScriptEvent):Void {}
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public function onDialogueSkip(event:DialogueScriptEvent):Void {}
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public function onDialogueEnd(event:DialogueScriptEvent):Void {}
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public function onUpdate(event:UpdateScriptEvent):Void {}
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public function onDestroy(event:ScriptEvent):Void
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{
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if (boxSprite != null) remove(boxSprite);
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boxSprite = null;
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if (textDisplay != null) remove(textDisplay);
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textDisplay = null;
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this.clear();
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this.x = 0;
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this.y = 0;
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this.globalOffsets = [0, 0];
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this.alpha = 0;
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this.kill();
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}
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public function onScriptEvent(event:ScriptEvent):Void {}
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}
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