Funkin/source/funkin/play/song/Song.hx

252 lines
6.2 KiB
Haxe

package funkin.play.song;
import funkin.VoicesGroup;
import funkin.play.event.SongEvent;
import funkin.play.song.SongData.SongChartData;
import funkin.play.song.SongData.SongDataParser;
import funkin.play.song.SongData.SongEventData;
import funkin.play.song.SongData.SongMetadata;
import funkin.play.song.SongData.SongNoteData;
import funkin.play.song.SongData.SongPlayableChar;
import funkin.play.song.SongData.SongTimeChange;
import funkin.play.song.SongData.SongTimeFormat;
/**
* This is a data structure managing information about the current song.
* This structure is created when the game starts, and includes all the data
* from the `metadata.json` file.
* It also includes the chart data, but only when this is the currently loaded song.
*
* It also receives script events; scripted classes which extend this class
* can be used to perform custom gameplay behaviors only on specific songs.
*/
class Song // implements IPlayStateScriptedClass
{
public final songId:String;
final _metadata:Array<SongMetadata>;
final variations:Array<String>;
final difficulties:Map<String, SongDifficulty>;
public function new(id:String)
{
this.songId = id;
variations = [];
difficulties = new Map<String, SongDifficulty>();
_metadata = SongDataParser.parseSongMetadata(songId);
if (_metadata == null || _metadata.length == 0)
{
throw 'Could not find song data for songId: $songId';
}
populateFromMetadata();
}
/**
* Populate the song data from the provided metadata,
* including data from individual difficulties. Does not load chart data.
*/
function populateFromMetadata():Void
{
// Variations may have different artist, time format, generatedBy, etc.
for (metadata in _metadata)
{
for (diffId in metadata.playData.difficulties)
{
var difficulty:SongDifficulty = new SongDifficulty(this, diffId, metadata.variation);
variations.push(metadata.variation);
difficulty.songName = metadata.songName;
difficulty.songArtist = metadata.artist;
difficulty.timeFormat = metadata.timeFormat;
difficulty.divisions = metadata.divisions;
difficulty.timeChanges = metadata.timeChanges;
difficulty.loop = metadata.loop;
difficulty.generatedBy = metadata.generatedBy;
difficulty.stage = metadata.playData.stage;
// difficulty.noteSkin = metadata.playData.noteSkin;
difficulty.chars = new Map<String, SongPlayableChar>();
for (charId in metadata.playData.playableChars.keys())
{
var char = metadata.playData.playableChars.get(charId);
difficulty.chars.set(charId, char);
}
difficulties.set(diffId, difficulty);
}
}
}
/**
* Parse and cache the chart for all difficulties of this song.
*/
public function cacheCharts(?force:Bool = false):Void
{
if (force)
{
clearCharts();
}
trace('Caching ${variations.length} chart files for song $songId');
for (variation in variations)
{
var chartData:SongChartData = SongDataParser.parseSongChartData(songId, variation);
var chartNotes = chartData.notes;
for (diffId in chartNotes.keys())
{
// Retrieve the cached difficulty data.
var difficulty:Null<SongDifficulty> = difficulties.get(diffId);
if (difficulty == null)
{
trace('Could not find difficulty $diffId for song $songId');
continue;
}
// Add the chart data to the difficulty.
difficulty.notes = chartData.notes.get(diffId);
difficulty.scrollSpeed = chartData.getScrollSpeed(diffId);
difficulty.events = chartData.events;
}
}
trace('Done caching charts.');
}
/**
* Retrieve the metadata for a specific difficulty, including the chart if it is loaded.
*/
public inline function getDifficulty(diffId:String):SongDifficulty
{
return difficulties.get(diffId);
}
/**
* Purge the cached chart data for each difficulty of this song.
*/
public function clearCharts():Void
{
for (diff in difficulties)
{
diff.clearChart();
}
}
public function toString():String
{
return 'Song($songId)';
}
}
class SongDifficulty
{
/**
* The parent song for this difficulty.
*/
public final song:Song;
/**
* The difficulty ID, such as `easy` or `hard`.
*/
public final difficulty:String;
/**
* The metadata file that contains this difficulty.
*/
public final variation:String;
/**
* The note chart for this difficulty.
*/
public var notes:Array<SongNoteData>;
/**
* The event chart for this difficulty.
*/
public var events:Array<SongEventData>;
public var songName:String = SongValidator.DEFAULT_SONGNAME;
public var songArtist:String = SongValidator.DEFAULT_ARTIST;
public var timeFormat:SongTimeFormat = SongValidator.DEFAULT_TIMEFORMAT;
public var divisions:Int = SongValidator.DEFAULT_DIVISIONS;
public var loop:Bool = SongValidator.DEFAULT_LOOP;
public var generatedBy:String = SongValidator.DEFAULT_GENERATEDBY;
public var timeChanges:Array<SongTimeChange> = [];
public var stage:String = SongValidator.DEFAULT_STAGE;
public var chars:Map<String, SongPlayableChar> = null;
public var scrollSpeed:Float = SongValidator.DEFAULT_SCROLLSPEED;
public function new(song:Song, diffId:String, variation:String)
{
this.song = song;
this.difficulty = diffId;
this.variation = variation;
}
public function clearChart():Void
{
notes = null;
}
public function getStartingBPM():Float
{
if (timeChanges.length == 0)
{
return 0;
}
return timeChanges[0].bpm;
}
public function getPlayableChar(id:String):SongPlayableChar
{
return chars.get(id);
}
public function getPlayableChars():Array<String>
{
return [for (i in chars.keys()) i];
}
public function getEvents():Array<SongEvent>
{
return cast events;
}
public inline function cacheInst()
{
FlxG.sound.cache(Paths.inst(this.song.songId));
}
public inline function playInst(volume:Float = 1.0, looped:Bool = false)
{
FlxG.sound.playMusic(Paths.inst(this.song.songId), volume, looped);
}
public inline function cacheVocals()
{
FlxG.sound.cache(Paths.voices(this.song.songId));
}
public function buildVoiceList():Array<String>
{
// TODO: Implement.
return [""];
}
public function buildVocals(charId:String = "bf"):VoicesGroup
{
var result:VoicesGroup = new VoicesGroup(this.song.songId, this.buildVoiceList());
return result;
}
}