Funkin/source/funkin/play/PlayState.hx
2022-08-25 20:15:50 -04:00

2073 lines
53 KiB
Haxe

package funkin.play;
import flixel.FlxCamera;
import flixel.FlxObject;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.FlxSubState;
import flixel.addons.transition.FlxTransitionableState;
import flixel.addons.transition.FlxTransitionableState;
import flixel.group.FlxGroup;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.text.FlxText;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.ui.FlxBar;
import flixel.util.FlxColor;
import flixel.util.FlxSort;
import flixel.util.FlxTimer;
import funkin.Note;
import funkin.Note;
import funkin.Section.SwagSection;
import funkin.Section.SwagSection;
import funkin.SongLoad.SwagSong;
import funkin.SongLoad.SwagSong;
import funkin.charting.ChartingState;
import funkin.modding.IHook;
import funkin.modding.IHook;
import funkin.modding.events.ScriptEvent;
import funkin.modding.events.ScriptEventDispatcher;
import funkin.modding.module.ModuleHandler;
import funkin.play.HealthIcon;
import funkin.play.Strumline.StrumlineArrow;
import funkin.play.Strumline.StrumlineArrow;
import funkin.play.Strumline.StrumlineStyle;
import funkin.play.Strumline.StrumlineStyle;
import funkin.play.character.BaseCharacter;
import funkin.play.character.CharacterData;
import funkin.play.stage.Stage;
import funkin.play.stage.StageData;
import funkin.ui.PopUpStuff;
import funkin.ui.PreferencesMenu;
import funkin.ui.stageBuildShit.StageOffsetSubstate;
import funkin.util.Constants;
import funkin.util.SortUtil;
import lime.ui.Haptic;
using StringTools;
#if discord_rpc
import Discord.DiscordClient;
#end
class PlayState extends MusicBeatState implements IHook
{
/**
* STATIC VARIABLES
* Static variables should be used for information that must be persisted between states or between resets,
* such as the active song or song playlist.
*/
/**
* The currently active PlayState.
* Since there is only one PlayState in existance at a time, we can use a singleton.
*/
public static var instance:PlayState = null;
/**
* The currently active song. Includes data about what stage should be used, what characters,
* and the notes to be played.
*/
public static var currentSong:SwagSong = null;
/**
* Whether the game is currently in Story Mode. If false, we are in Free Play Mode.
*/
public static var isStoryMode:Bool = false;
/**
* Whether the game is currently in Practice Mode.
* If true, player will not lose gain or lose score from notes.
*/
public static var isPracticeMode:Bool = false;
/**
* Whether the game is currently in a cutscene, and gameplay should be stopped.
*/
public static var isInCutscene:Bool = false;
/**
* Whether the game is currently in the countdown before the song resumes.
*/
public static var isInCountdown:Bool = false;
/**
* Gets set to true when the PlayState needs to reset (player opted to restart or died).
* Gets disabled once resetting happens.
*/
public static var needsReset:Bool = false;
/**
* The current "Blueball Counter" to display in the pause menu.
* Resets when you beat a song or go back to the main menu.
*/
public static var deathCounter:Int = 0;
/**
* The default camera zoom level. The camera lerps back to this after zooming in.
* Defaults to 1.05 but may be larger or smaller depending on the current stage.
*/
public static var defaultCameraZoom:Float = 1.05;
/**
* Used to persist the position of the `cameraFollowPosition` between resets.
*/
private static var previousCameraFollowPoint:FlxObject = null;
/**
* PUBLIC INSTANCE VARIABLES
* Public instance variables should be used for information that must be reset or dereferenced
* every time the state is reset, such as the currently active stage, but may need to be accessed externally.
*/
/**
* The currently active Stage. This is the object containing all the props.
*/
public var currentStage:Stage = null;
/**
* The internal ID of the currently active Stage.
* Used to retrieve the data required to build the `currentStage`.
*/
public var currentStageId:String = '';
/**
* The player's current health.
* The default maximum health is 2.0, and the default starting health is 1.0.
*/
public var health:Float = 1;
/**
* The player's current score.
*/
public var songScore:Int = 0;
/**
* An empty FlxObject contained in the scene.
* The current gameplay camera will be centered on this object. Tween its position to move the camera smoothly.
*
* This is an FlxSprite for two reasons:
* 1. It needs to be an object in the scene for the camera to be configured to follow it.
* 2. It needs to be an FlxSprite to allow a graphic (optionally, for debug purposes) to be drawn on it.
*/
public var cameraFollowPoint:FlxSprite = new FlxSprite(0, 0);
/**
* PRIVATE INSTANCE VARIABLES
* Private instance variables should be used for information that must be reset or dereferenced
* every time the state is reset, but should not be accessed externally.
*/
/**
* The Array containing the notes that are not currently on the screen.
* The `update()` function regularly shifts these out to add new notes to the screen.
*/
private var inactiveNotes:Array<Note>;
/**
* If true, the player is allowed to pause the game.
* Disabled during the ending of a song.
*/
private var mayPauseGame:Bool = true;
/**
* The displayed value of the player's health.
* Used to provide smooth animations based on linear interpolation of the player's health.
*/
private var healthLerp:Float = 1;
/**
* RENDER OBJECTS
*/
/**
* The SpriteGroup containing the notes that are currently on the screen or are about to be on the screen.
*/
private var activeNotes:FlxTypedGroup<Note> = null;
/**
* The FlxText which displays the current score.
*/
private var scoreText:FlxText;
/**
* The bar which displays the player's health.
* Dynamically updated based on the value of `healthLerp` (which is based on `health`).
*/
public var healthBar:FlxBar;
/**
* The background image used for the health bar.
* Emma says the image is slightly skewed so I'm leaving it as an image instead of a `createGraphic`.
*/
public var healthBarBG:FlxSprite;
/**
* The health icon representing the player.
*/
public var iconP1:HealthIcon;
/**
* The health icon representing the opponent.
*/
public var iconP2:HealthIcon;
/**
* The sprite group containing active player's strumline notes.
*/
public var playerStrumline:Strumline;
/**
* The sprite group containing opponent's strumline notes.
*/
public var enemyStrumline:Strumline;
/**
* The camera which contains, and controls visibility of, the user interface elements.
*/
public var camHUD:FlxCamera;
/**
* The camera which contains, and controls visibility of, the stage and characters.
*/
public var camGame:FlxCamera;
/**
* PROPERTIES
*/
/**
* If a substate is rendering over the PlayState, it is paused and normal update logic is skipped.
* Examples include:
* - The Pause screen is open.
* - The Game Over screen is open.
* - The Chart Editor screen is open.
*/
private var isGamePaused(get, never):Bool;
function get_isGamePaused():Bool
{
// Note: If there is a substate which requires the game to act unpaused,
// this should be changed to include something like `&& Std.isOfType()`
return this.subState != null;
}
// TODO: Reorganize these variables (maybe there should be a separate class like Conductor just to hold them?)
public static var storyWeek:Int = 0;
public static var storyPlaylist:Array<String> = [];
public static var storyDifficulty:Int = 1;
public static var seenCutscene:Bool = false;
public static var campaignScore:Int = 0;
private var vocals:VoicesGroup;
private var vocalsFinished:Bool = false;
private var camZooming:Bool = false;
private var gfSpeed:Int = 1;
private var combo:Int = 0;
private var generatedMusic:Bool = false;
private var startingSong:Bool = false;
var dialogue:Array<String>;
var talking:Bool = true;
var doof:DialogueBox;
var grpNoteSplashes:FlxTypedGroup<NoteSplash>;
var comboPopUps:PopUpStuff;
var perfectMode:Bool = false;
var previousFrameTime:Int = 0;
var songTime:Float = 0;
var cameraRightSide:Bool = false;
#if discord_rpc
// Discord RPC variables
var storyDifficultyText:String = "";
var iconRPC:String = "";
var songLength:Float = 0;
var detailsText:String = "";
var detailsPausedText:String = "";
#end
override public function create()
{
super.create();
instance = this;
// Displays the camera follow point as a sprite for debug purposes.
// TODO: Put this on a toggle?
cameraFollowPoint.makeGraphic(8, 8, 0xFF00FF00);
cameraFollowPoint.visible = false;
cameraFollowPoint.zIndex = 1000000;
// Reduce physics accuracy (who cares!!!) to improve animation quality.
FlxG.fixedTimestep = false;
// This state receives update() even when a substate is active.
this.persistentUpdate = true;
// This state receives draw calls even when a substate is active.
this.persistentDraw = true;
// Stop any pre-existing music.
if (FlxG.sound.music != null)
FlxG.sound.music.stop();
// Prepare the current song to be played.
FlxG.sound.cache(Paths.inst(currentSong.song));
FlxG.sound.cache(Paths.voices(currentSong.song));
Conductor.songPosition = -5000;
// Initialize stage stuff.
initCameras();
if (currentSong == null)
currentSong = SongLoad.loadFromJson('tutorial');
Conductor.mapBPMChanges(currentSong);
Conductor.bpm = currentSong.bpm;
switch (currentSong.song.toLowerCase())
{
case 'senpai':
dialogue = CoolUtil.coolTextFile(Paths.txt('songs/senpai/senpaiDialogue'));
case 'roses':
dialogue = CoolUtil.coolTextFile(Paths.txt('songs/roses/rosesDialogue'));
case 'thorns':
dialogue = CoolUtil.coolTextFile(Paths.txt('songs/thorns/thornsDialogue'));
}
if (dialogue != null)
{
doof = new DialogueBox(false, dialogue);
doof.scrollFactor.set();
doof.finishThing = startCountdown;
doof.cameras = [camHUD];
}
// Once the song is loaded, we can continue and initialize the stage.
var healthBarYPos:Float = PreferencesMenu.getPref('downscroll') ? FlxG.height * 0.1 : FlxG.height * 0.9;
healthBarBG = new FlxSprite(0, healthBarYPos).loadGraphic(Paths.image('healthBar'));
healthBarBG.screenCenter(X);
healthBarBG.scrollFactor.set(0, 0);
add(healthBarBG);
healthBar = new FlxBar(healthBarBG.x + 4, healthBarBG.y + 4, RIGHT_TO_LEFT, Std.int(healthBarBG.width - 8), Std.int(healthBarBG.height - 8), this,
'healthLerp', 0, 2);
healthBar.scrollFactor.set();
healthBar.createFilledBar(Constants.HEALTH_BAR_RED, Constants.HEALTH_BAR_GREEN);
add(healthBar);
initStage();
initCharacters();
#if discord_rpc
initDiscord();
#end
// Configure camera follow point.
if (previousCameraFollowPoint != null)
{
cameraFollowPoint.setPosition(previousCameraFollowPoint.x, previousCameraFollowPoint.y);
previousCameraFollowPoint = null;
}
add(cameraFollowPoint);
comboPopUps = new PopUpStuff();
add(comboPopUps);
grpNoteSplashes = new FlxTypedGroup<NoteSplash>();
var noteSplash:NoteSplash = new NoteSplash(100, 100, 0);
grpNoteSplashes.add(noteSplash);
noteSplash.alpha = 0.1;
add(grpNoteSplashes);
generateSong();
resetCamera();
FlxG.worldBounds.set(0, 0, FlxG.width, FlxG.height);
scoreText = new FlxText(healthBarBG.x + healthBarBG.width - 190, healthBarBG.y + 30, 0, "", 20);
scoreText.setFormat(Paths.font("vcr.ttf"), 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
scoreText.scrollFactor.set();
add(scoreText);
// Attach the groups to the HUD camera so they are rendered independent of the stage.
grpNoteSplashes.cameras = [camHUD];
activeNotes.cameras = [camHUD];
healthBar.cameras = [camHUD];
healthBarBG.cameras = [camHUD];
iconP1.cameras = [camHUD];
iconP2.cameras = [camHUD];
scoreText.cameras = [camHUD];
leftWatermarkText.cameras = [camHUD];
rightWatermarkText.cameras = [camHUD];
// if (SONG.song == 'South')
// FlxG.camera.alpha = 0.7;
// UI_camera.zoom = 1;
// cameras = [FlxG.cameras.list[1]];
startingSong = true;
if (isStoryMode && !seenCutscene)
{
seenCutscene = true;
switch (currentSong.song.toLowerCase())
{
case "winter-horrorland":
VanillaCutscenes.playHorrorStartCutscene();
case 'senpai' | 'roses' | 'thorns':
schoolIntro(doof); // doof is assumed to be non-null, lol!
case 'ugh':
VanillaCutscenes.playUghCutscene();
case 'stress':
VanillaCutscenes.playStressCutscene();
case 'guns':
VanillaCutscenes.playGunsCutscene();
default:
// VanillaCutscenes will call startCountdown later.
// TODO: Alternatively: make a song script that allows startCountdown to be called,
// then cancels the countdown, hides the strumline, plays the cutscene,
// then calls Countdown.performCountdown()
startCountdown();
}
}
else
{
startCountdown();
}
#if debug
this.rightWatermarkText.text = Constants.VERSION;
#end
}
/**
* Initializes the game and HUD cameras.
*/
function initCameras()
{
// Configure the default camera zoom level.
defaultCameraZoom = FlxCamera.defaultZoom * 1.05;
camGame = new SwagCamera();
camHUD = new FlxCamera();
camHUD.bgColor.alpha = 0;
FlxG.cameras.reset(camGame);
FlxG.cameras.add(camHUD, false);
}
function initStage()
{
// TODO: Move stageId to the song file.
switch (currentSong.song.toLowerCase())
{
case 'spookeez' | 'monster' | 'south':
currentStageId = "spookyMansion";
case 'pico' | 'blammed' | 'philly':
currentStageId = 'phillyTrain';
case "milf" | 'satin-panties' | 'high':
currentStageId = 'limoRide';
case "cocoa" | 'eggnog':
currentStageId = 'mallXmas';
case 'winter-horrorland':
currentStageId = 'mallEvil';
case 'pyro':
currentStageId = 'pyro';
case 'senpai' | 'roses':
currentStageId = 'school';
case "darnell" | "lit-up" | "2hot":
currentStageId = 'phillyStreets';
case 'thorns':
currentStageId = 'schoolEvil';
case 'guns' | 'stress' | 'ugh':
currentStageId = 'tankmanBattlefield';
case 'experimental-phase' | 'perfection':
// SERIOUSLY REVAMP THE CHART FORMAT ALREADY
currentStageId = "breakout";
default:
currentStageId = "mainStage";
}
// Loads the relevant stage based on its ID.
loadStage(currentStageId);
}
function initCharacters()
{
iconP1 = new HealthIcon(currentSong.player1, 0);
iconP1.y = healthBar.y - (iconP1.height / 2);
add(iconP1);
iconP2 = new HealthIcon(currentSong.player2, 1);
iconP2.y = healthBar.y - (iconP2.height / 2);
add(iconP2);
//
// GIRLFRIEND
//
// TODO: Tie the GF version to the song data, not the stage ID or the current player.
var gfVersion:String = 'gf';
switch (currentStageId)
{
case 'limoRide':
gfVersion = 'gf-car';
case 'mallXmas' | 'mallEvil':
gfVersion = 'gf-christmas';
case 'school' | 'schoolEvil':
gfVersion = 'gf-pixel';
case 'tankmanBattlefield':
gfVersion = 'gf-tankmen';
case 'breakout':
// SERIOUSLY PUT THIS SHIT IN THE CHART
gfVersion = '';
}
if (currentSong.player1 == "pico")
gfVersion = "nene";
if (currentSong.song.toLowerCase() == 'stress')
gfVersion = 'pico-speaker';
if (currentSong.song.toLowerCase() == 'tutorial')
gfVersion = '';
//
// GIRLFRIEND
//
var girlfriend:BaseCharacter = CharacterDataParser.fetchCharacter(gfVersion);
if (girlfriend != null)
{
girlfriend.characterType = CharacterType.GF;
girlfriend.scrollFactor.set(0.95, 0.95);
if (gfVersion == 'pico-speaker')
{
girlfriend.x -= 50;
girlfriend.y -= 200;
}
}
else if (gfVersion != '')
{
trace('WARNING: Could not load girlfriend character with ID ${gfVersion}, skipping...');
}
//
// DAD
//
var dad:BaseCharacter = CharacterDataParser.fetchCharacter(currentSong.player2);
if (dad != null)
{
dad.characterType = CharacterType.DAD;
}
switch (currentSong.player2)
{
case 'gf':
if (isStoryMode)
{
cameraFollowPoint.x += 600;
tweenCamIn();
}
}
//
// BOYFRIEND
//
var boyfriend:BaseCharacter = CharacterDataParser.fetchCharacter(currentSong.player1);
if (boyfriend != null)
{
boyfriend.characterType = CharacterType.BF;
}
if (currentStage != null)
{
// We're using Eric's stage handler.
// Characters get added to the stage, not the main scene.
currentStage.addCharacter(girlfriend, GF);
currentStage.addCharacter(boyfriend, BF);
currentStage.addCharacter(dad, DAD);
// Camera starts at dad.
cameraFollowPoint.setPosition(dad.cameraFocusPoint.x, dad.cameraFocusPoint.y);
// Redo z-indexes.
currentStage.refresh();
}
}
/**
* Removes any references to the current stage, then clears the stage cache,
* then reloads all the stages.
*
* This is useful for when you want to edit a stage without reloading the whole game.
* Reloading works on both the JSON and the HXC, if applicable.
*
* Call this by pressing F5 on a debug build.
*/
override function debug_refreshModules()
{
// Remove the current stage. If the stage gets deleted while it's still in use,
// it'll probably crash the game or something.
if (this.currentStage != null)
{
remove(currentStage);
var event:ScriptEvent = new ScriptEvent(ScriptEvent.DESTROY, false);
ScriptEventDispatcher.callEvent(currentStage, event);
currentStage = null;
}
super.debug_refreshModules();
}
/**
* Pauses music and vocals easily.
*/
public function pauseMusic()
{
FlxG.sound.music.pause();
vocals.pause();
}
/**
* Loads stage data from cache, assembles the props,
* and adds it to the state.
* @param id
*/
function loadStage(id:String)
{
currentStage = StageDataParser.fetchStage(id);
if (currentStage != null)
{
// Actually create and position the sprites.
var event:ScriptEvent = new ScriptEvent(ScriptEvent.CREATE, false);
ScriptEventDispatcher.callEvent(currentStage, event);
// Apply camera zoom.
defaultCameraZoom = currentStage.camZoom;
// Add the stage to the scene.
this.add(currentStage);
}
}
function initDiscord():Void
{
#if discord_rpc
storyDifficultyText = difficultyString();
iconRPC = currentSong.player2;
// To avoid having duplicate images in Discord assets
switch (iconRPC)
{
case 'senpai-angry':
iconRPC = 'senpai';
case 'monster-christmas':
iconRPC = 'monster';
case 'mom-car':
iconRPC = 'mom';
}
// String that contains the mode defined here so it isn't necessary to call changePresence for each mode
detailsText = isStoryMode ? "Story Mode: Week " + storyWeek : "Freeplay";
detailsPausedText = "Paused - " + detailsText;
// Updating Discord Rich Presence.
DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC);
#end
}
function schoolIntro(?dialogueBox:DialogueBox):Void
{
var black:FlxSprite = new FlxSprite(-100, -100).makeGraphic(FlxG.width * 2, FlxG.height * 2, FlxColor.BLACK);
black.scrollFactor.set();
add(black);
var red:FlxSprite = new FlxSprite(-100, -100).makeGraphic(FlxG.width * 2, FlxG.height * 2, 0xFFff1b31);
red.scrollFactor.set();
var senpaiEvil:FlxSprite = new FlxSprite();
senpaiEvil.frames = Paths.getSparrowAtlas('weeb/senpaiCrazy');
senpaiEvil.animation.addByPrefix('idle', 'Senpai Pre Explosion', 24, false);
senpaiEvil.setGraphicSize(Std.int(senpaiEvil.width * Constants.PIXEL_ART_SCALE));
senpaiEvil.scrollFactor.set();
senpaiEvil.updateHitbox();
senpaiEvil.screenCenter();
senpaiEvil.x += senpaiEvil.width / 5;
if (currentSong.song.toLowerCase() == 'roses' || currentSong.song.toLowerCase() == 'thorns')
{
remove(black);
if (currentSong.song.toLowerCase() == 'thorns')
{
add(red);
camHUD.visible = false;
}
else
FlxG.sound.play(Paths.sound('ANGRY'));
// moved senpai angry noise in here to clean up cutscene switch case lol
}
new FlxTimer().start(0.3, function(tmr:FlxTimer)
{
black.alpha -= 0.15;
if (black.alpha > 0)
tmr.reset(0.3);
else
{
if (dialogueBox != null)
{
isInCutscene = true;
if (currentSong.song.toLowerCase() == 'thorns')
{
add(senpaiEvil);
senpaiEvil.alpha = 0;
new FlxTimer().start(0.3, function(swagTimer:FlxTimer)
{
senpaiEvil.alpha += 0.15;
if (senpaiEvil.alpha < 1)
swagTimer.reset();
else
{
senpaiEvil.animation.play('idle');
FlxG.sound.play(Paths.sound('Senpai_Dies'), 1, false, null, true, function()
{
remove(senpaiEvil);
remove(red);
FlxG.camera.fade(FlxColor.WHITE, 0.01, true, function()
{
add(dialogueBox);
camHUD.visible = true;
}, true);
});
new FlxTimer().start(3.2, function(deadTime:FlxTimer)
{
FlxG.camera.fade(FlxColor.WHITE, 1.6, false);
});
}
});
}
else
add(dialogueBox);
}
else
startCountdown();
remove(black);
}
});
}
function startSong():Void
{
startingSong = false;
previousFrameTime = FlxG.game.ticks;
if (!isGamePaused)
{
// if (FlxG.sound.music != null)
// FlxG.sound.music.play(true);
// else
FlxG.sound.playMusic(Paths.inst(currentSong.song), 1, false);
}
FlxG.sound.music.onComplete = endSong;
vocals.play();
#if discord_rpc
// Song duration in a float, useful for the time left feature
songLength = FlxG.sound.music.length;
// Updating Discord Rich Presence (with Time Left)
DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC, true, songLength);
#end
}
private function generateSong():Void
{
// FlxG.log.add(ChartParser.parse());
Conductor.bpm = currentSong.bpm;
currentSong.song = currentSong.song;
if (currentSong.needsVoices)
vocals = new VoicesGroup(currentSong.song, currentSong.voiceList);
else
vocals = new VoicesGroup(currentSong.song, null, false);
vocals.members[0].onComplete = function()
{
vocalsFinished = true;
};
activeNotes = new FlxTypedGroup<Note>();
activeNotes.zIndex = 1000;
add(activeNotes);
regenNoteData();
generatedMusic = true;
}
function regenNoteData():Void
{
// make unspawn notes shit def empty
inactiveNotes = [];
activeNotes.forEach(function(nt)
{
nt.followsTime = false;
FlxTween.tween(nt, {y: FlxG.height + nt.y}, 0.5, {
ease: FlxEase.expoIn,
onComplete: function(twn)
{
nt.kill();
activeNotes.remove(nt, true);
nt.destroy();
}
});
});
var noteData:Array<SwagSection>;
// NEW SHIT
noteData = SongLoad.getSong();
for (section in noteData)
{
for (songNotes in section.sectionNotes)
{
var daStrumTime:Float = songNotes.strumTime;
var daNoteData:Int = Std.int(songNotes.noteData % 4);
var gottaHitNote:Bool = section.mustHitSection;
if (songNotes.highStakes) // noteData > 3
gottaHitNote = !section.mustHitSection;
var oldNote:Note;
if (inactiveNotes.length > 0)
oldNote = inactiveNotes[Std.int(inactiveNotes.length - 1)];
else
oldNote = null;
var strumlineStyle:StrumlineStyle = NORMAL;
// TODO: Put this in the chart or something?
switch (currentStageId)
{
case 'school':
strumlineStyle = PIXEL;
case 'schoolEvil':
strumlineStyle = PIXEL;
}
var swagNote:Note = new Note(daStrumTime, daNoteData, oldNote, false, strumlineStyle);
// swagNote.data = songNotes;
swagNote.data.sustainLength = songNotes.sustainLength;
swagNote.data.altNote = songNotes.altNote;
swagNote.scrollFactor.set(0, 0);
var susLength:Float = swagNote.data.sustainLength;
susLength = susLength / Conductor.stepCrochet;
inactiveNotes.push(swagNote);
for (susNote in 0...Math.round(susLength))
{
oldNote = inactiveNotes[Std.int(inactiveNotes.length - 1)];
var sustainNote:Note = new Note(daStrumTime + (Conductor.stepCrochet * susNote) + Conductor.stepCrochet, daNoteData, oldNote, true,
strumlineStyle);
sustainNote.scrollFactor.set();
inactiveNotes.push(sustainNote);
sustainNote.mustPress = gottaHitNote;
if (sustainNote.mustPress)
sustainNote.x += FlxG.width / 2; // general offset
}
swagNote.mustPress = gottaHitNote;
if (swagNote.mustPress)
swagNote.x += FlxG.width / 2; // general offset
}
}
inactiveNotes.sort(function(a:Note, b:Note):Int
{
return SortUtil.byStrumtime(FlxSort.ASCENDING, a, b);
});
}
function tweenCamIn():Void
{
FlxTween.tween(FlxG.camera, {zoom: 1.3 * FlxCamera.defaultZoom}, (Conductor.stepCrochet * 4 / 1000), {ease: FlxEase.elasticInOut});
}
#if discord_rpc
override public function onFocus():Void
{
if (health > 0 && !paused && FlxG.autoPause)
{
if (Conductor.songPosition > 0.0)
DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC, true,
songLength - Conductor.songPosition);
else
DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC);
}
super.onFocus();
}
override public function onFocusLost():Void
{
if (health > 0 && !paused && FlxG.autoPause)
DiscordClient.changePresence(detailsPausedText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC);
super.onFocusLost();
}
#end
function resyncVocals():Void
{
if (_exiting)
return;
vocals.pause();
FlxG.sound.music.play();
Conductor.songPosition = FlxG.sound.music.time + Conductor.offset;
if (vocalsFinished)
return;
vocals.time = FlxG.sound.music.time;
vocals.play();
}
override public function update(elapsed:Float)
{
super.update(elapsed);
if (FlxG.keys.justPressed.U)
{
// hack for HaxeUI generation, doesn't work unless persistentUpdate is false at state creation!!
persistentUpdate = false;
openSubState(new StageOffsetSubstate());
}
updateHealthBar();
updateScoreText();
if (needsReset)
{
dispatchEvent(new ScriptEvent(ScriptEvent.SONG_RETRY));
resetCamera();
persistentUpdate = true;
persistentDraw = true;
startingSong = true;
FlxG.sound.music.pause();
vocals.pause();
FlxG.sound.music.time = 0;
regenNoteData(); // loads the note data from start
health = 1;
songScore = 0;
Countdown.performCountdown(currentStageId.startsWith('school'));
needsReset = false;
}
#if !debug
perfectMode = false;
#else
if (FlxG.keys.justPressed.H)
camHUD.visible = !camHUD.visible;
#end
// do this BEFORE super.update() so songPosition is accurate
if (startingSong)
{
if (isInCountdown)
{
Conductor.songPosition += elapsed * 1000;
if (Conductor.songPosition >= 0)
startSong();
}
}
else
{
if (Paths.SOUND_EXT == 'mp3')
Conductor.offset = -13; // DO NOT FORGET TO REMOVE THE HARDCODE! WHEN I MAKE BETTER OFFSET SYSTEM!
Conductor.songPosition = FlxG.sound.music.time + Conductor.offset; // 20 is THE MILLISECONDS??
if (!isGamePaused)
{
songTime += FlxG.game.ticks - previousFrameTime;
previousFrameTime = FlxG.game.ticks;
// Interpolation type beat
if (Conductor.lastSongPos != Conductor.songPosition)
{
songTime = (songTime + Conductor.songPosition) / 2;
Conductor.lastSongPos = Conductor.songPosition;
}
}
}
var androidPause:Bool = false;
#if android
androidPause = FlxG.android.justPressed.BACK;
#end
if ((controls.PAUSE || androidPause) && isInCountdown && mayPauseGame)
{
var event = new PauseScriptEvent(FlxG.random.bool(1 / 1000));
dispatchEvent(event);
if (!event.eventCanceled)
{
persistentUpdate = false;
persistentDraw = true;
// There is a 1/1000 change to use a special pause menu.
// This prevents the player from resuming, but that's the point.
// It's a reference to Gitaroo Man, which doesn't let you pause the game.
if (event.gitaroo)
{
FlxG.switchState(new GitarooPause());
}
else
{
var boyfriendPos = currentStage.getBoyfriend().getScreenPosition();
var pauseSubState = new PauseSubState(boyfriendPos.x, boyfriendPos.y);
openSubState(pauseSubState);
pauseSubState.camera = camHUD;
boyfriendPos.put();
}
#if discord_rpc
DiscordClient.changePresence(detailsPausedText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC);
#end
}
}
if (FlxG.keys.justPressed.SEVEN)
{
FlxG.switchState(new ChartingState());
#if discord_rpc
DiscordClient.changePresence("Chart Editor", null, null, true);
#end
}
if (FlxG.keys.justPressed.EIGHT)
FlxG.switchState(new funkin.ui.animDebugShit.DebugBoundingState());
if (FlxG.keys.justPressed.NINE)
iconP1.toggleOldIcon();
if (health > 2)
health = 2;
#if debug
if (FlxG.keys.justPressed.ONE)
endSong();
if (FlxG.keys.justPressed.PAGEUP)
changeSection(1);
if (FlxG.keys.justPressed.PAGEDOWN)
changeSection(-1);
#end
if (camZooming && subState == null)
{
FlxG.camera.zoom = FlxMath.lerp(defaultCameraZoom, FlxG.camera.zoom, 0.95);
camHUD.zoom = FlxMath.lerp(1 * FlxCamera.defaultZoom, camHUD.zoom, 0.95);
}
FlxG.watch.addQuick("beatShit", curBeat);
FlxG.watch.addQuick("stepShit", curStep);
FlxG.watch.addQuick("songPos", Conductor.songPosition);
if (currentSong.song == 'Fresh')
{
switch (curBeat)
{
case 16:
camZooming = true;
gfSpeed = 2;
case 48:
gfSpeed = 1;
case 80:
gfSpeed = 2;
case 112:
gfSpeed = 1;
}
}
if (!isInCutscene && !_exiting)
{
// RESET = Quick Game Over Screen
if (controls.RESET)
{
health = 0;
trace("RESET = True");
}
#if CAN_CHEAT // brandon's a pussy
if (controls.CHEAT)
{
health += 1;
trace("User is cheating!");
}
#end
if (health <= 0 && !isPracticeMode)
{
persistentUpdate = false;
persistentDraw = false;
vocals.pause();
FlxG.sound.music.pause();
deathCounter += 1;
dispatchEvent(new ScriptEvent(ScriptEvent.GAME_OVER));
openSubState(new GameOverSubstate());
#if discord_rpc
// Game Over doesn't get his own variable because it's only used here
DiscordClient.changePresence("Game Over - " + detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC);
#end
}
}
while (inactiveNotes[0] != null && inactiveNotes[0].data.strumTime - Conductor.songPosition < 1800 / SongLoad.getSpeed())
{
var dunceNote:Note = inactiveNotes[0];
activeNotes.add(dunceNote);
inactiveNotes.shift();
}
if (generatedMusic && playerStrumline != null)
{
activeNotes.forEachAlive(function(daNote:Note)
{
if ((PreferencesMenu.getPref('downscroll') && daNote.y < -daNote.height)
|| (!PreferencesMenu.getPref('downscroll') && daNote.y > FlxG.height))
{
daNote.active = false;
daNote.visible = false;
}
else
{
daNote.visible = true;
daNote.active = true;
}
var strumLineMid = playerStrumline.y + Note.swagWidth / 2;
if (daNote.followsTime)
daNote.y = (Conductor.songPosition - daNote.data.strumTime) * (0.45 * FlxMath.roundDecimal(SongLoad.getSpeed(),
2) * daNote.noteSpeedMulti);
if (PreferencesMenu.getPref('downscroll'))
{
daNote.y += playerStrumline.y;
if (daNote.isSustainNote)
{
if (daNote.animation.curAnim.name.endsWith("end") && daNote.prevNote != null)
daNote.y += daNote.prevNote.height;
else
daNote.y += daNote.height / 2;
if ((!daNote.mustPress || (daNote.wasGoodHit || (daNote.prevNote.wasGoodHit && !daNote.canBeHit)))
&& daNote.y - daNote.offset.y * daNote.scale.y + daNote.height >= strumLineMid)
{
applyClipRect(daNote);
}
}
}
else
{
if (daNote.followsTime)
daNote.y = playerStrumline.y - daNote.y;
if (daNote.isSustainNote
&& (!daNote.mustPress || (daNote.wasGoodHit || (daNote.prevNote.wasGoodHit && !daNote.canBeHit)))
&& daNote.y + daNote.offset.y * daNote.scale.y <= strumLineMid)
{
applyClipRect(daNote);
}
}
if (!daNote.mustPress && daNote.wasGoodHit && !daNote.tooLate)
{
if (currentSong.song != 'Tutorial')
camZooming = true;
var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, daNote, true);
dispatchEvent(event);
// Calling event.cancelEvent() in a module should force the CPU to miss the note.
// This is useful for cool shit, including but not limited to:
// - Making the AI ignore notes which are hazardous.
// - Making the AI miss notes on purpose for aesthetic reasons.
if (event.eventCanceled)
{
daNote.tooLate = true;
}
else
{
// Volume of DAD.
if (currentSong.needsVoices)
vocals.volume = 1;
}
}
// WIP interpolation shit? Need to fix the pause issue
// daNote.y = (strumLine.y - (songTime - daNote.strumTime) * (0.45 * SONG.speed[SongLoad.curDiff]));
// removing this so whether the note misses or not is entirely up to Note class
// var noteMiss:Bool = daNote.y < -daNote.height;
// if (PreferencesMenu.getPref('downscroll'))
// noteMiss = daNote.y > FlxG.height;
if (daNote.isSustainNote && daNote.wasGoodHit)
{
if ((!PreferencesMenu.getPref('downscroll') && daNote.y < -daNote.height)
|| (PreferencesMenu.getPref('downscroll') && daNote.y > FlxG.height))
{
daNote.active = false;
daNote.visible = false;
daNote.kill();
activeNotes.remove(daNote, true);
daNote.destroy();
}
}
if (daNote.wasGoodHit)
{
daNote.active = false;
daNote.visible = false;
daNote.kill();
activeNotes.remove(daNote, true);
daNote.destroy();
}
if (daNote.tooLate)
{
noteMiss(daNote);
}
});
}
if (!isInCutscene)
keyShit(true);
dispatchEvent(new UpdateScriptEvent(elapsed));
}
function applyClipRect(daNote:Note):Void
{
// clipRect is applied to graphic itself so use frame Heights
var swagRect:FlxRect = new FlxRect(0, 0, daNote.frameWidth, daNote.frameHeight);
var strumLineMid = playerStrumline.y + Note.swagWidth / 2;
if (PreferencesMenu.getPref('downscroll'))
{
swagRect.height = (strumLineMid - daNote.y) / daNote.scale.y;
swagRect.y = daNote.frameHeight - swagRect.height;
}
else
{
swagRect.y = (strumLineMid - daNote.y) / daNote.scale.y;
swagRect.height -= swagRect.y;
}
daNote.clipRect = swagRect;
}
function killCombo():Void
{
// Girlfriend gets sad if you combo break after hitting 5 notes.
if (currentStage != null && currentStage.getGirlfriend() != null)
if (combo > 5 && currentStage.getGirlfriend().hasAnimation('sad'))
currentStage.getGirlfriend().playAnimation('sad');
if (combo != 0)
{
combo = comboPopUps.displayCombo(0);
}
}
#if debug
function changeSection(sec:Int):Void
{
FlxG.sound.music.pause();
var daBPM:Float = currentSong.bpm;
var daPos:Float = 0;
for (i in 0...(Std.int(curStep / 16 + sec)))
{
if (SongLoad.getSong()[i].changeBPM)
{
daBPM = SongLoad.getSong()[i].bpm;
}
daPos += 4 * (1000 * 60 / daBPM);
}
Conductor.songPosition = FlxG.sound.music.time = daPos;
Conductor.songPosition += Conductor.offset;
updateCurStep();
resyncVocals();
}
#end
function endSong():Void
{
seenCutscene = false;
deathCounter = 0;
mayPauseGame = false;
FlxG.sound.music.volume = 0;
vocals.volume = 0;
if (currentSong.validScore)
{
Highscore.saveScore(currentSong.song, songScore, storyDifficulty);
}
if (isStoryMode)
{
campaignScore += songScore;
storyPlaylist.remove(storyPlaylist[0]);
if (storyPlaylist.length <= 0)
{
FlxG.sound.playMusic(Paths.music('freakyMenu'));
transIn = FlxTransitionableState.defaultTransIn;
transOut = FlxTransitionableState.defaultTransOut;
switch (storyWeek)
{
case 7:
FlxG.switchState(new VideoState());
default:
FlxG.switchState(new StoryMenuState());
}
// if ()
StoryMenuState.weekUnlocked[Std.int(Math.min(storyWeek + 1, StoryMenuState.weekUnlocked.length - 1))] = true;
if (currentSong.validScore)
{
NGio.unlockMedal(60961);
Highscore.saveWeekScore(storyWeek, campaignScore, storyDifficulty);
}
FlxG.save.data.weekUnlocked = StoryMenuState.weekUnlocked;
FlxG.save.flush();
}
else
{
var difficulty:String = "";
if (storyDifficulty == 0)
difficulty = '-easy';
if (storyDifficulty == 2)
difficulty = '-hard';
trace('LOADING NEXT SONG');
trace(storyPlaylist[0].toLowerCase() + difficulty);
FlxTransitionableState.skipNextTransIn = true;
FlxTransitionableState.skipNextTransOut = true;
FlxG.sound.music.stop();
vocals.stop();
if (currentSong.song.toLowerCase() == 'eggnog')
{
var blackShit:FlxSprite = new FlxSprite(-FlxG.width * FlxG.camera.zoom,
-FlxG.height * FlxG.camera.zoom).makeGraphic(FlxG.width * 3, FlxG.height * 3, FlxColor.BLACK);
blackShit.scrollFactor.set();
add(blackShit);
camHUD.visible = false;
isInCutscene = true;
FlxG.sound.play(Paths.sound('Lights_Shut_off'), function()
{
// no camFollow so it centers on horror tree
currentSong = SongLoad.loadFromJson(storyPlaylist[0].toLowerCase() + difficulty, storyPlaylist[0]);
LoadingState.loadAndSwitchState(new PlayState());
});
}
else
{
previousCameraFollowPoint = cameraFollowPoint;
currentSong = SongLoad.loadFromJson(storyPlaylist[0].toLowerCase() + difficulty, storyPlaylist[0]);
LoadingState.loadAndSwitchState(new PlayState());
}
}
}
else
{
trace('WENT BACK TO FREEPLAY??');
// unloadAssets();
FlxG.switchState(new FreeplayState());
}
}
// gives score and pops up rating
private function popUpScore(strumtime:Float, daNote:Note):Void
{
var noteDiff:Float = Math.abs(strumtime - Conductor.songPosition);
// boyfriend.playAnimation('hey');
vocals.volume = 1;
var score:Int = 350;
var daRating:String = "sick";
var isSick:Bool = false;
var healthMulti:Float = 1;
healthMulti *= daNote.lowStakes ? 0.002 : 0.033;
if (noteDiff > Note.HIT_WINDOW * Note.BAD_THRESHOLD)
{
healthMulti *= 0; // no health on shit note
daRating = 'shit';
score = 50;
}
else if (noteDiff > Note.HIT_WINDOW * Note.GOOD_THRESHOLD)
{
healthMulti *= 0.2;
daRating = 'bad';
score = 100;
}
else if (noteDiff > Note.HIT_WINDOW * Note.SICK_THRESHOLD)
{
healthMulti *= 0.78;
daRating = 'good';
score = 200;
}
else
isSick = true;
health += healthMulti;
if (isSick)
{
var noteSplash:NoteSplash = grpNoteSplashes.recycle(NoteSplash);
noteSplash.setupNoteSplash(daNote.x, daNote.y, daNote.data.noteData);
// new NoteSplash(daNote.x, daNote.y, daNote.noteData);
grpNoteSplashes.add(noteSplash);
}
// Only add the score if you're not on practice mode
if (!isPracticeMode)
songScore += score;
comboPopUps.displayRating(daRating);
if (combo >= 10 || combo == 0)
comboPopUps.displayCombo(combo);
}
function controlCamera()
{
if (currentStage == null)
return;
var isFocusedOnDad = cameraFollowPoint.x == currentStage.getDad().cameraFocusPoint.x;
var isFocusedOnBF = cameraFollowPoint.x == currentStage.getBoyfriend().cameraFocusPoint.x;
if (cameraRightSide && !isFocusedOnBF)
{
// Focus the camera on the player.
cameraFollowPoint.setPosition(currentStage.getBoyfriend().cameraFocusPoint.x, currentStage.getBoyfriend().cameraFocusPoint.y);
// TODO: Un-hardcode this.
if (currentSong.song.toLowerCase() == 'tutorial')
FlxTween.tween(FlxG.camera, {zoom: 1 * FlxCamera.defaultZoom}, (Conductor.stepCrochet * 4 / 1000), {ease: FlxEase.elasticInOut});
}
else if (!cameraRightSide && !isFocusedOnDad)
{
// Focus the camera on the opponent.
cameraFollowPoint.setPosition(currentStage.getDad().cameraFocusPoint.x, currentStage.getDad().cameraFocusPoint.y);
// TODO: Un-hardcode this stuff.
if (currentStage.getDad().characterId == 'mom')
{
vocals.volume = 1;
}
if (currentSong.song.toLowerCase() == 'tutorial')
tweenCamIn();
}
}
public function keyShit(test:Bool):Void
{
if (PlayState.instance == null)
return;
// control arrays, order L D R U
var holdArray:Array<Bool> = [controls.NOTE_LEFT, controls.NOTE_DOWN, controls.NOTE_UP, controls.NOTE_RIGHT];
var pressArray:Array<Bool> = [
controls.NOTE_LEFT_P,
controls.NOTE_DOWN_P,
controls.NOTE_UP_P,
controls.NOTE_RIGHT_P
];
var releaseArray:Array<Bool> = [
controls.NOTE_LEFT_R,
controls.NOTE_DOWN_R,
controls.NOTE_UP_R,
controls.NOTE_RIGHT_R
];
// HOLDS, check for sustain notes
if (holdArray.contains(true) && PlayState.instance.generatedMusic)
{
PlayState.instance.activeNotes.forEachAlive(function(daNote:Note)
{
if (daNote.isSustainNote && daNote.canBeHit && daNote.mustPress && holdArray[daNote.data.noteData])
PlayState.instance.goodNoteHit(daNote);
});
}
// PRESSES, check for note hits
if (pressArray.contains(true) && PlayState.instance.generatedMusic)
{
Haptic.vibrate(100, 100);
PlayState.instance.currentStage.getBoyfriend().holdTimer = 0;
var possibleNotes:Array<Note> = []; // notes that can be hit
var directionList:Array<Int> = []; // directions that can be hit
var dumbNotes:Array<Note> = []; // notes to kill later
PlayState.instance.activeNotes.forEachAlive(function(daNote:Note)
{
if (daNote.canBeHit && daNote.mustPress && !daNote.tooLate && !daNote.wasGoodHit)
{
if (directionList.contains(daNote.data.noteData))
{
for (coolNote in possibleNotes)
{
if (coolNote.data.noteData == daNote.data.noteData
&& Math.abs(daNote.data.strumTime - coolNote.data.strumTime) < 10)
{ // if it's the same note twice at < 10ms distance, just delete it
// EXCEPT u cant delete it in this loop cuz it fucks with the collection lol
dumbNotes.push(daNote);
break;
}
else if (coolNote.data.noteData == daNote.data.noteData && daNote.data.strumTime < coolNote.data.strumTime)
{ // if daNote is earlier than existing note (coolNote), replace
possibleNotes.remove(coolNote);
possibleNotes.push(daNote);
break;
}
}
}
else
{
possibleNotes.push(daNote);
directionList.push(daNote.data.noteData);
}
}
});
for (note in dumbNotes)
{
FlxG.log.add("killing dumb ass note at " + note.data.strumTime);
note.kill();
PlayState.instance.activeNotes.remove(note, true);
note.destroy();
}
possibleNotes.sort((a, b) -> Std.int(a.data.strumTime - b.data.strumTime));
if (PlayState.instance.perfectMode)
PlayState.instance.goodNoteHit(possibleNotes[0]);
else if (possibleNotes.length > 0)
{
for (shit in 0...pressArray.length)
{ // if a direction is hit that shouldn't be
if (pressArray[shit] && !directionList.contains(shit))
PlayState.instance.ghostNoteMiss(shit);
}
for (coolNote in possibleNotes)
{
if (pressArray[coolNote.data.noteData])
PlayState.instance.goodNoteHit(coolNote);
}
}
else
{
// HNGGG I really want to add an option for ghost tapping
for (shit in 0...pressArray.length)
if (pressArray[shit])
PlayState.instance.ghostNoteMiss(shit, false);
}
}
if (PlayState.instance == null || PlayState.instance.currentStage == null)
return;
for (keyId => isPressed in pressArray)
{
if (playerStrumline == null)
continue;
var arrow:StrumlineArrow = PlayState.instance.playerStrumline.getArrow(keyId);
if (isPressed && arrow.animation.curAnim.name != 'confirm')
{
arrow.playAnimation('pressed');
}
if (!holdArray[keyId])
{
arrow.playAnimation('static');
}
}
}
/**
* Called when a player presses a key with no note present.
* Scripts can modify the amount of health/score lost, whether player animations or sounds are used,
* or even cancel the event entirely.
*
* @param direction
* @param hasPossibleNotes
*/
function ghostNoteMiss(direction:NoteType = 1, hasPossibleNotes:Bool = true):Void
{
var event:GhostMissNoteScriptEvent = new GhostMissNoteScriptEvent(direction, // Direction missed in.
hasPossibleNotes, // Whether there was a note you could have hit.
- 0.035 * 2, // How much health to add (negative).
- 10 // Amount of score to add (negative).
);
dispatchEvent(event);
// Calling event.cancelEvent() skips animations and penalties. Neat!
if (event.eventCanceled)
return;
health += event.healthChange;
if (!isPracticeMode)
songScore += event.scoreChange;
if (event.playSound)
{
vocals.volume = 0;
FlxG.sound.play(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.1, 0.2));
}
}
function noteMiss(note:Note):Void
{
var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_MISS, note, true);
dispatchEvent(event);
// Calling event.cancelEvent() skips all the other logic! Neat!
if (event.eventCanceled)
return;
health -= 0.0775;
if (!isPracticeMode)
songScore -= 10;
vocals.volume = 0;
killCombo();
note.active = false;
note.visible = false;
note.kill();
activeNotes.remove(note, true);
note.destroy();
}
function goodNoteHit(note:Note):Void
{
if (!note.wasGoodHit)
{
var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, note, true);
dispatchEvent(event);
// Calling event.cancelEvent() skips all the other logic! Neat!
if (event.eventCanceled)
return;
if (!note.isSustainNote)
{
combo += 1;
popUpScore(note.data.strumTime, note);
}
playerStrumline.getArrow(note.data.noteData).playAnimation('confirm', true);
note.wasGoodHit = true;
vocals.volume = 1;
if (!note.isSustainNote)
{
note.kill();
activeNotes.remove(note, true);
note.destroy();
}
}
}
override function stepHit():Bool
{
// super.stepHit() returns false if a module cancelled the event.
if (!super.stepHit())
return false;
if (Math.abs(FlxG.sound.music.time - (Conductor.songPosition - Conductor.offset)) > 20
|| Math.abs(vocals.checkSyncError(Conductor.songPosition - Conductor.offset)) > 20)
{
resyncVocals();
}
iconP1.onStepHit(curStep);
iconP2.onStepHit(curStep);
return true;
}
override function beatHit():Bool
{
// super.beatHit() returns false if a module cancelled the event.
if (!super.beatHit())
return false;
if (generatedMusic)
{
activeNotes.sort(SortUtil.byStrumtime, FlxSort.DESCENDING);
}
// Moving this code into the `beatHit` function allows for scripts and modules to control the camera better.
if (generatedMusic && SongLoad.getSong()[Std.int(curStep / 16)] != null)
{
cameraRightSide = SongLoad.getSong()[Std.int(curStep / 16)].mustHitSection;
controlCamera();
}
if (SongLoad.getSong()[Math.floor(curStep / 16)] != null)
{
if (SongLoad.getSong()[Math.floor(curStep / 16)].changeBPM)
{
Conductor.bpm = SongLoad.getSong()[Math.floor(curStep / 16)].bpm;
FlxG.log.add('CHANGED BPM!');
}
}
// HARDCODING FOR MILF ZOOMS!
if (PreferencesMenu.getPref('camera-zoom'))
{
if (currentSong.song.toLowerCase() == 'milf' && curBeat >= 168 && curBeat < 200 && camZooming && FlxG.camera.zoom < 1.35)
{
FlxG.camera.zoom += 0.015 * FlxCamera.defaultZoom;
camHUD.zoom += 0.03;
}
if (camZooming && FlxG.camera.zoom < (1.35 * FlxCamera.defaultZoom) && curBeat % 4 == 0)
{
FlxG.camera.zoom += 0.015 * FlxCamera.defaultZoom;
camHUD.zoom += 0.03;
}
}
// That combo counter that got spoiled that one time.
// Comes with NEAT visual and audio effects.
// bruh this var is bonkers i thot it was a function lmfaooo
var shouldShowComboText:Bool = (curBeat % 8 == 7) // End of measure. TODO: Is this always the correct time?
&& (SongLoad.getSong()[Std.int(curStep / 16)].mustHitSection) // Current section is BF's.
&& (combo > 5) // Don't want to show on small combos.
&& ((SongLoad.getSong().length < Std.int(curStep / 16)) // Show at the end of the song.
|| (!SongLoad.getSong()[Std.int(curStep / 16) + 1].mustHitSection) // Or when the next section is Dad's.
);
if (shouldShowComboText)
{
var animShit:ComboCounter = new ComboCounter(-100, 300, combo);
animShit.scrollFactor.set(0.6, 0.6);
add(animShit);
var frameShit:Float = (1 / 24) * 2; // equals 2 frames in the animation
new FlxTimer().start(((Conductor.crochet / 1000) * 1.25) - frameShit, function(tmr)
{
animShit.forceFinish();
});
}
// Make the characters dance on the beat
danceOnBeat();
return true;
}
/**
* Handles characters dancing to the beat of the current song.
*
* TODO: Move some of this logic into `Bopper.hx`
*/
public function danceOnBeat()
{
if (currentStage == null)
return;
if (curBeat % 8 == 7 && currentSong.song == 'Bopeebo')
{
currentStage.getBoyfriend().playAnimation('hey', true);
}
if (curBeat % 16 == 15
&& currentSong.song == 'Tutorial'
&& currentStage.getDad().characterId == 'gf'
&& curBeat > 16
&& curBeat < 48)
{
currentStage.getBoyfriend().playAnimation('hey', true);
currentStage.getDad().playAnimation('cheer', true);
}
}
/**
* Constructs the strumlines for each player.
*/
function buildStrumlines():Void
{
var strumlineStyle:StrumlineStyle = NORMAL;
// TODO: Put this in the chart or something?
switch (currentStageId)
{
case 'school':
strumlineStyle = PIXEL;
case 'schoolEvil':
strumlineStyle = PIXEL;
}
var strumlineYPos = Strumline.getYPos();
playerStrumline = new Strumline(0, strumlineStyle, 4);
playerStrumline.x = 50 + FlxG.width / 2;
playerStrumline.y = strumlineYPos;
// Set the z-index so they don't appear in front of notes.
playerStrumline.zIndex = 100;
add(playerStrumline);
playerStrumline.cameras = [camHUD];
if (!isStoryMode)
{
playerStrumline.fadeInArrows();
}
enemyStrumline = new Strumline(1, strumlineStyle, 4);
enemyStrumline.x = 50;
enemyStrumline.y = strumlineYPos;
// Set the z-index so they don't appear in front of notes.
enemyStrumline.zIndex = 100;
add(enemyStrumline);
enemyStrumline.cameras = [camHUD];
if (!isStoryMode)
{
enemyStrumline.fadeInArrows();
}
this.refresh();
}
/**
* Function called before opening a new substate.
* @param subState The substate to open.
*/
override function openSubState(subState:FlxSubState)
{
// If there is a substate which requires the game to continue,
// then make this a condition.
var shouldPause = true;
if (shouldPause)
{
// Pause the music.
if (FlxG.sound.music != null)
{
FlxG.sound.music.pause();
if (vocals != null)
vocals.pause();
}
// Pause the countdown.
Countdown.pauseCountdown();
}
super.openSubState(subState);
}
/**
* Function called before closing the current substate.
* @param subState
*/
override function closeSubState()
{
if (isGamePaused)
{
var event:ScriptEvent = new ScriptEvent(ScriptEvent.RESUME, true);
dispatchEvent(event);
if (event.eventCanceled)
return;
if (FlxG.sound.music != null && !startingSong && !isInCutscene)
resyncVocals();
// Resume the countdown.
Countdown.resumeCountdown();
#if discord_rpc
if (startTimer.finished)
DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC, true,
songLength - Conductor.songPosition);
else
DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC);
#end
}
super.closeSubState();
}
/**
* Prepares to start the countdown.
* Ends any running cutscenes, creates the strumlines, and starts the countdown.
*/
function startCountdown():Void
{
var result = Countdown.performCountdown(currentStageId.startsWith('school'));
if (!result)
return;
isInCutscene = false;
camHUD.visible = true;
talking = false;
buildStrumlines();
}
override function dispatchEvent(event:ScriptEvent):Void
{
// ORDER: Module, Stage, Character, Song, Note
// Modules should get the first chance to cancel the event.
// super.dispatchEvent(event) dispatches event to module scripts.
super.dispatchEvent(event);
// Dispatch event to stage script.
ScriptEventDispatcher.callEvent(currentStage, event);
// Dispatch event to character script(s).
if (currentStage != null)
currentStage.dispatchToCharacters(event);
// TODO: Dispatch event to song script
}
/**
* Updates the position and contents of the score display.
*/
function updateScoreText():Void
{
// TODO: Add functionality for modules to update the score text.
scoreText.text = "Score:" + songScore;
}
/**
* Updates the values of the health bar.
*/
function updateHealthBar():Void
{
healthLerp = FlxMath.lerp(healthLerp, health, 0.15);
}
/**
* Resets the camera's zoom level and focus point.
*/
public function resetCamera():Void
{
FlxG.camera.follow(cameraFollowPoint, LOCKON, 0.04);
FlxG.camera.targetOffset.set();
FlxG.camera.zoom = defaultCameraZoom;
FlxG.camera.focusOn(cameraFollowPoint.getPosition());
}
/**
* Perform necessary cleanup before leaving the PlayState.
*/
function performCleanup()
{
// Uncache the song.
openfl.utils.Assets.cache.clear(Paths.inst(currentSong.song));
openfl.utils.Assets.cache.clear(Paths.voices(currentSong.song));
// Remove reference to stage and remove sprites from it to save memory.
if (currentStage != null)
{
remove(currentStage);
currentStage.kill();
dispatchEvent(new ScriptEvent(ScriptEvent.DESTROY, false));
currentStage = null;
}
// Clear the static reference to this state.
instance = null;
}
/**
* This function is called whenever Flixel switches switching to a new FlxState.
* @return Whether to actually switch to the new state.
*/
override function switchTo(nextState:FlxState):Bool
{
var result = super.switchTo(nextState);
if (result)
{
performCleanup();
}
return result;
}
}