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273 lines
7.5 KiB
Haxe
273 lines
7.5 KiB
Haxe
package funkin.ui.story;
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import funkin.util.SortUtil;
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import flixel.FlxSprite;
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import flixel.util.FlxColor;
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import funkin.play.song.Song;
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import funkin.data.IRegistryEntry;
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import funkin.data.song.SongRegistry;
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import funkin.data.story.level.LevelRegistry;
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import funkin.data.story.level.LevelData;
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/**
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* An object used to retrieve data about a story mode level (also known as "weeks").
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* Can be scripted to override each function, for custom behavior.
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*/
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class Level implements IRegistryEntry<LevelData>
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{
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/**
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* The ID of the story mode level.
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*/
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public final id:String;
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/**
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* Level data as parsed from the JSON file.
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*/
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public final _data:LevelData;
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/**
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* @param id The ID of the JSON file to parse.
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*/
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public function new(id:String)
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{
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this.id = id;
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_data = _fetchData(id);
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if (_data == null)
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{
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throw 'Could not parse level data for id: $id';
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}
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}
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/**
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* Get the list of songs in this level, as an array of IDs.
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* @return Array<String>
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*/
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public function getSongs():Array<String>
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{
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// Copy the array so that it can't be modified on accident
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return _data.songs.copy();
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}
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/**
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* Retrieve the title of the level for display on the menu.
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* @return Title of the level as a string
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*/
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public function getTitle():String
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{
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// TODO: Maybe add localization support?
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return _data.name;
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}
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/**
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* Construct the title graphic for the level.
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* @return The constructed graphic as a sprite.
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*/
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public function buildTitleGraphic():FlxSprite
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{
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var result:FlxSprite = new FlxSprite().loadGraphic(Paths.image(_data.titleAsset));
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return result;
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}
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/**
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* Get the list of songs in this level, as an array of names, for display on the menu.
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* @param difficulty The difficulty of the level being displayed
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* @return The display names of the songs in this level
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*/
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public function getSongDisplayNames(difficulty:String):Array<String>
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{
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var songList:Array<String> = getSongs() ?? [];
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var songNameList:Array<String> = songList.map(function(songId:String) {
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return getSongDisplayName(songId, difficulty);
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});
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return songNameList;
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}
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static function getSongDisplayName(songId:String, difficulty:String):String
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{
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var song:Null<Song> = SongRegistry.instance.fetchEntry(songId);
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if (song == null) return 'Unknown';
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return song.songName;
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}
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/**
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* Whether this level is unlocked. If not, it will be greyed out on the menu and have a lock icon.
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* Override this in a script.
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* @default `true`
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* @return Whether this level is unlocked
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*/
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public function isUnlocked():Bool
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{
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return true;
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}
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/**
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* Whether this level is visible. If not, it will not be shown on the menu at all.
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* Override this in a script.
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* @default `true`
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* @return Whether this level is visible in the menu
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*/
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public function isVisible():Bool
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{
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return _data.visible;
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}
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/**
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* Build a sprite for the background of the level.
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* Can be overriden by ScriptedLevel. Not used if `isBackgroundSimple` returns true.
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* @return The constructed sprite
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*/
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public function buildBackground():FlxSprite
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{
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if (!_data.background.startsWith('#'))
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{
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// Image specified
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return new FlxSprite().loadGraphic(Paths.image(_data.background));
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}
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// Color specified
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var result:FlxSprite = new FlxSprite().makeGraphic(FlxG.width, 400, FlxColor.WHITE);
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result.color = getBackgroundColor();
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return result;
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}
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/**
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* Returns true if the background is a solid color.
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* If you have a ScriptedLevel with a fancy background, you may want to override this to false.
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* @return Whether the background is a simple color
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*/
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public function isBackgroundSimple():Bool
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{
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return _data.background.startsWith('#');
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}
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/**
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* Returns true if the background is a solid color.
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* If you have a ScriptedLevel with a fancy background, you may want to override this to false.
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* @return The background as a simple color. May not be valid if `isBackgroundSimple` returns false.
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*/
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public function getBackgroundColor():FlxColor
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{
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return FlxColor.fromString(_data.background);
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}
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/**
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* The list of difficulties the player can select from for this level.
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* @return The difficulty IDs.
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*/
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public function getDifficulties():Array<String>
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{
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var difficulties:Array<String> = [];
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var songList:Array<String> = getSongs();
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var firstSongId:String = songList[0];
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var firstSong:Song = SongRegistry.instance.fetchEntry(firstSongId);
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if (firstSong != null)
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{
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// Don't display alternate characters in Story Mode. Only show `default` and `erect` variations.
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for (difficulty in firstSong.listDifficulties([Constants.DEFAULT_VARIATION, 'erect'], false, false))
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{
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difficulties.push(difficulty);
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}
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}
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// Sort in a specific order! Fall back to alphabetical.
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difficulties.sort(SortUtil.defaultsThenAlphabetically.bind(Constants.DEFAULT_DIFFICULTY_LIST));
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// Filter to only include difficulties that are present in all songs
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for (songIndex in 1...songList.length)
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{
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var songId:String = songList[songIndex];
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var song:Song = SongRegistry.instance.fetchEntry(songId);
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if (song == null) continue;
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for (difficulty in difficulties)
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{
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if (!song.hasDifficulty(difficulty, [Constants.DEFAULT_VARIATION, 'erect']))
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{
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difficulties.remove(difficulty);
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}
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}
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}
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if (difficulties.length == 0) difficulties = ['normal'];
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return difficulties;
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}
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/**
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* Build the props for display over the colored background.
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* @param existingProps The existing prop sprites, if any.
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* @return The constructed prop sprites
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*/
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public function buildProps(?existingProps:Array<LevelProp>):Array<LevelProp>
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{
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var props:Array<LevelProp> = existingProps == null ? [] : [for (x in existingProps) x];
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if (_data.props.length == 0) return props;
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var hiddenProps:Array<LevelProp> = props.splice(_data.props.length - 1, props.length - 1);
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for (hiddenProp in hiddenProps)
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{
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hiddenProp.visible = false;
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}
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for (propIndex in 0..._data.props.length)
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{
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var propData:LevelPropData = _data.props[propIndex];
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// Attempt to reuse the `LevelProp` object.
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// This prevents animations from resetting.
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var existingProp:Null<LevelProp> = props[propIndex];
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if (existingProp != null)
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{
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existingProp.propData = propData;
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if (existingProp.propData == null)
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{
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existingProp.visible = false;
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}
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else
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{
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existingProp.visible = true;
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existingProp.x = propData.offsets[0] + FlxG.width * 0.25 * propIndex;
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}
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}
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else
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{
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var propSprite:Null<LevelProp> = LevelProp.build(propData);
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if (propSprite == null) continue;
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propSprite.x = propData.offsets[0] + FlxG.width * 0.25 * propIndex;
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props.push(propSprite);
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}
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}
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return props;
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}
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/**
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* Called when the level is destroyed.
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* TODO: Document when this gets called
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*/
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public function destroy():Void {}
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public function toString():String
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{
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return 'Level($id)';
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}
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/**
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* Retrieve and parse the JSON data for a level by ID.
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* @param id The ID of the level
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* @return The parsed level data, or null if not found or invalid
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*/
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static function _fetchData(id:String):Null<LevelData>
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{
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return LevelRegistry.instance.parseEntryDataWithMigration(id, LevelRegistry.instance.fetchEntryVersion(id));
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}
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}
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