mirror of
https://github.com/FunkinCrew/Funkin.git
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136 lines
4.2 KiB
Haxe
136 lines
4.2 KiB
Haxe
package;
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import flixel.FlxGame;
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import flixel.FlxState;
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import funkin.util.logging.CrashHandler;
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import funkin.ui.debug.MemoryCounter;
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import funkin.save.Save;
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import haxe.ui.Toolkit;
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import openfl.display.FPS;
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import openfl.display.Sprite;
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import openfl.events.Event;
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import openfl.Lib;
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import openfl.media.Video;
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import openfl.net.NetStream;
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/**
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* The main class which initializes HaxeFlixel and starts the game in its initial state.
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*/
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class Main extends Sprite
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{
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var gameWidth:Int = 1280; // Width of the game in pixels (might be less / more in actual pixels depending on your zoom).
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var gameHeight:Int = 720; // Height of the game in pixels (might be less / more in actual pixels depending on your zoom).
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var initialState:Class<FlxState> = funkin.InitState; // The FlxState the game starts with.
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var zoom:Float = -1; // If -1, zoom is automatically calculated to fit the window dimensions.
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#if web
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var framerate:Int = 60; // How many frames per second the game should run at.
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#else
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// TODO: This should probably be in the options menu?
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var framerate:Int = 144; // How many frames per second the game should run at.
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#end
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var skipSplash:Bool = true; // Whether to skip the flixel splash screen that appears in release mode.
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var startFullscreen:Bool = false; // Whether to start the game in fullscreen on desktop targets
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// You can pretty much ignore everything from here on - your code should go in your states.
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public static function main():Void
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{
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// We need to make the crash handler LITERALLY FIRST so nothing EVER gets past it.
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CrashHandler.initialize();
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CrashHandler.queryStatus();
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Lib.current.addChild(new Main());
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}
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public function new()
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{
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super();
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// Initialize custom logging.
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haxe.Log.trace = funkin.util.logging.AnsiTrace.trace;
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funkin.util.logging.AnsiTrace.traceBF();
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// Load mods to override assets.
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// TODO: Replace with loadEnabledMods() once the user can configure the mod list.
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funkin.modding.PolymodHandler.loadAllMods();
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if (stage != null)
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{
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init();
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}
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else
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{
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addEventListener(Event.ADDED_TO_STAGE, init);
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}
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}
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function init(?event:Event):Void
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{
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if (hasEventListener(Event.ADDED_TO_STAGE))
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{
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removeEventListener(Event.ADDED_TO_STAGE, init);
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}
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setupGame();
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}
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var video:Video;
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var netStream:NetStream;
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var overlay:Sprite;
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/**
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* A frame counter displayed at the top left.
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*/
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public static var fpsCounter:FPS;
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/**
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* A RAM counter displayed at the top left.
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*/
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public static var memoryCounter:MemoryCounter;
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function setupGame():Void
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{
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initHaxeUI();
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// addChild gets called by the user settings code.
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fpsCounter = new FPS(10, 3, 0xFFFFFF);
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#if !html5
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// addChild gets called by the user settings code.
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// TODO: disabled on HTML5 (todo: find another method that works?)
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memoryCounter = new MemoryCounter(10, 13, 0xFFFFFF);
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#end
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// George recommends binding the save before FlxGame is created.
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Save.load();
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var game:FlxGame = new FlxGame(gameWidth, gameHeight, initialState, framerate, framerate, skipSplash, startFullscreen);
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// FlxG.game._customSoundTray wants just the class, it calls new from
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// create() in there, which gets called when it's added to stage
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// which is why it needs to be added before addChild(game) here
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@:privateAccess
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game._customSoundTray = funkin.ui.options.FunkinSoundTray;
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addChild(game);
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#if hxcpp_debug_server
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trace('hxcpp_debug_server is enabled! You can now connect to the game with a debugger.');
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#else
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trace('hxcpp_debug_server is disabled! This build does not support debugging.');
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#end
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}
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function initHaxeUI():Void
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{
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// Calling this before any HaxeUI components get used is important:
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// - It initializes the theme styles.
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// - It scans the class path and registers any HaxeUI components.
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Toolkit.init();
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Toolkit.theme = 'dark'; // don't be cringe
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Toolkit.autoScale = false;
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// Don't focus on UI elements when they first appear.
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haxe.ui.focus.FocusManager.instance.autoFocus = false;
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funkin.input.Cursor.registerHaxeUICursors();
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haxe.ui.tooltips.ToolTipManager.defaultDelay = 200;
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}
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}
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