mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-27 10:05:41 -05:00
141 lines
3.9 KiB
Haxe
141 lines
3.9 KiB
Haxe
package funkin.play.components;
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import funkin.graphics.FunkinSprite;
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import funkin.graphics.shaders.PureColor;
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import flixel.FlxSprite;
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import flixel.group.FlxGroup.FlxTypedGroup;
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import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
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import flixel.math.FlxMath;
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import flixel.tweens.FlxEase;
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import flixel.tweens.FlxTween;
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import flixel.text.FlxText.FlxTextAlign;
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import funkin.util.MathUtil;
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import flixel.util.FlxColor;
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/**
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* Numerical counters used to display the clear percent.
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*/
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class ClearPercentCounter extends FlxTypedSpriteGroup<FlxSprite>
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{
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public var curNumber(default, set):Int = 0;
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var numberChanged:Bool = false;
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function set_curNumber(val:Int):Int
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{
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numberChanged = true;
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return curNumber = val;
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}
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var small:Bool = false;
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var flashShader:PureColor;
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public function new(x:Float, y:Float, startingNumber:Int = 0, small:Bool = false)
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{
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super(x, y);
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flashShader = new PureColor(FlxColor.WHITE);
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flashShader.colorSet = false;
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curNumber = startingNumber;
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this.small = small;
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var clearPercentText:FunkinSprite = FunkinSprite.create(0, 0, 'resultScreen/clearPercent/clearPercentText${small ? 'Small' : ''}');
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clearPercentText.x = small ? 40 : 0;
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add(clearPercentText);
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drawNumbers();
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}
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/**
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* Make the counter flash turn white or stop being all white.
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* @param enabled Whether the counter should be white.
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*/
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public function flash(enabled:Bool):Void
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{
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flashShader.colorSet = enabled;
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}
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var tmr:Float = 0;
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override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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if (numberChanged) drawNumbers();
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}
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function drawNumbers():Void
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{
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var seperatedScore:Array<Int> = [];
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var tempCombo:Int = Math.round(curNumber);
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while (tempCombo != 0)
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{
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seperatedScore.push(tempCombo % 10);
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tempCombo = Math.floor(tempCombo / 10);
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}
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if (seperatedScore.length == 0) seperatedScore.push(0);
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seperatedScore.reverse();
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for (ind => num in seperatedScore)
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{
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var digitIndex:Int = ind + 1;
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// If there's only one digit, move it to the right
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// If there's three digits, move them all to the left
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var digitOffset = (seperatedScore.length == 1) ? 1 : (seperatedScore.length == 3) ? -1 : 0;
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var digitSize = small ? 32 : 72;
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var digitHeightOffset = small ? -4 : 0;
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var xPos = (digitIndex - 1 + digitOffset) * (digitSize * this.scale.x);
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xPos += small ? -24 : 0;
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var yPos = (digitIndex - 1 + digitOffset) * (digitHeightOffset * this.scale.y);
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yPos += small ? 0 : 72;
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if (digitIndex >= members.length)
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{
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// Three digits = LLR because the 1 and 0 won't be the same anyway.
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var variant:Bool = (seperatedScore.length == 3) ? (digitIndex >= 2) : (digitIndex >= 1);
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// var variant:Bool = (seperatedScore.length % 2 != 0) ? (digitIndex % 2 == 0) : (digitIndex % 2 == 1);
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var numb:ClearPercentNumber = new ClearPercentNumber(xPos, yPos, num, variant, this.small);
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numb.scale.set(this.scale.x, this.scale.y);
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numb.shader = flashShader;
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numb.visible = true;
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add(numb);
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}
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else
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{
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members[digitIndex].animation.play(Std.string(num));
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// Reset the position of the number
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members[digitIndex].x = xPos + this.x;
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members[digitIndex].y = yPos + this.y;
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members[digitIndex].visible = true;
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}
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}
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for (ind in (seperatedScore.length + 1)...(members.length))
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{
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members[ind].visible = false;
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}
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}
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}
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class ClearPercentNumber extends FlxSprite
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{
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public function new(x:Float, y:Float, digit:Int, variant:Bool, small:Bool)
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{
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super(x, y);
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frames = Paths.getSparrowAtlas('resultScreen/clearPercent/clearPercentNumber${small ? 'Small' : variant ? 'Right' : 'Left'}');
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for (i in 0...10)
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{
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animation.addByPrefix('$i', 'number $i 0', 24, false);
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}
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animation.play('$digit');
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updateHitbox();
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}
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}
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