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90 lines
2.2 KiB
Haxe
90 lines
2.2 KiB
Haxe
package;
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import flixel.FlxG;
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import flixel.graphics.FlxGraphic;
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import flixel.graphics.frames.FlxAtlasFrames;
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import flixel.math.FlxMath;
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import flixel.math.FlxPoint;
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import flixel.math.FlxRect;
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import flixel.system.FlxAssets.FlxGraphicAsset;
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import haxe.Json;
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import lime.math.Rectangle;
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import lime.utils.Assets;
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using StringTools;
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class CoolUtil
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{
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public static var difficultyArray:Array<String> = ['EASY', "NORMAL", "HARD"];
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public static function difficultyString():String
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{
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return difficultyArray[PlayState.storyDifficulty];
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}
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public static function coolTextFile(path:String):Array<String>
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{
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var daList:Array<String> = Assets.getText(path).trim().split('\n');
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for (i in 0...daList.length)
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{
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daList[i] = daList[i].trim();
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}
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return daList;
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}
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public static function numberArray(max:Int, ?min = 0):Array<Int>
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{
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var dumbArray:Array<Int> = [];
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for (i in min...max)
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{
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dumbArray.push(i);
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}
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return dumbArray;
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}
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static var oldCamPos:FlxPoint = new FlxPoint();
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static var oldMousePos:FlxPoint = new FlxPoint();
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public static function mouseCamDrag():Void
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{
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if (FlxG.mouse.justPressedMiddle)
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{
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oldCamPos.set(FlxG.camera.scroll.x, FlxG.camera.scroll.y);
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oldMousePos.set(FlxG.mouse.screenX, FlxG.mouse.screenY);
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}
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if (FlxG.mouse.pressedMiddle)
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{
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FlxG.camera.scroll.x = oldCamPos.x - (FlxG.mouse.screenX - oldMousePos.x);
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FlxG.camera.scroll.y = oldCamPos.y - (FlxG.mouse.screenY - oldMousePos.y);
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}
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}
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public static function mouseWheelZoom():Void
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{
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if (FlxG.mouse.wheel != 0)
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FlxG.camera.zoom += FlxG.mouse.wheel * (0.1 * FlxG.camera.zoom);
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}
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/**
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Lerps camera, but accountsfor framerate shit?
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Right now it's simply for use to change the followLerp variable of a camera during update
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TODO LATER MAYBE:
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Actually make and modify the scroll and lerp shit in it's own function
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instead of solely relying on changing the lerp on the fly
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*/
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public static function camLerpShit(lerp:Float):Float
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{
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return lerp * (FlxG.elapsed / (1 / 60));
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}
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/*
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* frame dependant lerp kinda lol
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*/
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public static function coolLerp(base:Float, target:Float, ratio:Float):Float
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{
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return base + camLerpShit(ratio) * (target - base);
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}
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}
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