mirror of
https://github.com/FunkinCrew/Funkin.git
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42d8d55067
* Initial test suite * Fix some build warnings * Implemented working unit tests with coverage * Reduced some warnings * Fix a mac-specific issue * Add 2 additional unit test classes. * Multiple new unit tests * Some fixins * Remove auto-generated file * WIP on hiding ignored tests * Added list of debug hotkeys * Remove old website * Remove empty file * Add more unit tests * Fix bug where arrows would nudge BF * Fix bug where ctrl/alt would flash capsules * Fixed bug where bf-old easter egg broke * Remove duplicate lines * More test-related stuff * Some code cleanup * Add mocking and a test assets folder * More TESTS! * Update Hmm... * Update artist on Monster * More minor fixes to individual functions * 1.38% unit test coverage! * Even more tests? :O * More unit test work * Rework migration for BaseRegistry * gameover fix * Fix an issue with Lime * Fix issues with version parsing on data files * 100 total unit tests! * Added even MORE unit tests! * Additional test tweaks :3 * Fixed tests on windows by updating libraries. * Set versions for flixel-ui and hamcrest --------- Co-authored-by: Cameron Taylor <cameron.taylor.ninja@gmail.com>
159 lines
3.9 KiB
Haxe
159 lines
3.9 KiB
Haxe
package funkin.freeplayStuff;
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import flixel.FlxSprite;
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import flixel.util.FlxSignal;
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import funkin.util.assets.FlxAnimationUtil;
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class DJBoyfriend extends FlxSprite
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{
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// Represents the sprite's current status.
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// Without state machines I would have driven myself crazy years ago.
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public var currentState:DJBoyfriendState = Intro;
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// A callback activated when the intro animation finishes.
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public var onIntroDone:FlxSignal = new FlxSignal();
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// A callback activated when Boyfriend gets spooked.
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public var onSpook:FlxSignal = new FlxSignal();
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// playAnim stolen from Character.hx, cuz im lazy lol!
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// TODO: Switch this class to use SwagSprite instead.
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public var animOffsets:Map<String, Array<Dynamic>>;
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static final SPOOK_PERIOD:Float = 180.0;
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// Time since dad last SPOOKED you.
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var timeSinceSpook:Float = 0;
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public function new(x:Float, y:Float)
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{
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super(x, y);
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animOffsets = new Map<String, Array<Dynamic>>();
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setupAnimations();
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animation.finishCallback = onFinishAnim;
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}
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public override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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switch (currentState)
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{
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case Intro:
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// Play the intro animation then leave this state immediately.
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if (getCurrentAnimation() != 'intro') playAnimation('intro', true);
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timeSinceSpook = 0;
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case Idle:
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// We are in this state the majority of the time.
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if (getCurrentAnimation() != 'idle' || animation.finished)
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{
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if (timeSinceSpook > SPOOK_PERIOD)
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{
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currentState = Spook;
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}
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else
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{
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playAnimation('idle', false);
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}
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}
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timeSinceSpook += elapsed;
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case Confirm:
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if (getCurrentAnimation() != 'confirm') playAnimation('confirm', false);
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timeSinceSpook = 0;
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case Spook:
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if (getCurrentAnimation() != 'spook')
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{
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onSpook.dispatch();
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playAnimation('spook', false);
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}
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timeSinceSpook = 0;
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default:
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// I shit myself.
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}
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}
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function onFinishAnim(name:String):Void
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{
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switch (name)
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{
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case "intro":
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// trace('Finished intro');
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currentState = Idle;
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onIntroDone.dispatch();
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case "idle":
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// trace('Finished idle');
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case "spook":
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// trace('Finished spook');
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currentState = Idle;
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case "confirm":
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// trace('Finished confirm');
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}
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}
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public function resetAFKTimer():Void
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{
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timeSinceSpook = 0;
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}
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function setupAnimations():Void
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{
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frames = FlxAnimationUtil.combineFramesCollections(Paths.getSparrowAtlas('freeplay/bfFreeplay'), Paths.getSparrowAtlas('freeplay/bf-freeplay-afk'));
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animation.addByPrefix('intro', "boyfriend dj intro", 24, false);
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addOffset('intro', 0, 0);
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animation.addByPrefix('idle', "Boyfriend DJ0", 24, false);
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addOffset('idle', -4, -426);
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animation.addByPrefix('confirm', "Boyfriend DJ confirm", 24, false);
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addOffset('confirm', 40, -451);
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animation.addByPrefix('spook', "bf dj afk0", 24, false);
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addOffset('spook', -3, -272);
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}
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public function confirm():Void
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{
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currentState = Confirm;
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}
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public inline function addOffset(name:String, x:Float = 0, y:Float = 0)
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{
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animOffsets[name] = [x, y];
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}
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public function getCurrentAnimation():String
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{
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if (this.animation == null || this.animation.curAnim == null) return "";
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return this.animation.curAnim.name;
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}
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public function playAnimation(AnimName:String, Force:Bool = false, Reversed:Bool = false, Frame:Int = 0):Void
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{
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animation.play(AnimName, Force, Reversed, Frame);
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applyAnimOffset();
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}
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function applyAnimOffset()
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{
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var AnimName = getCurrentAnimation();
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var daOffset = animOffsets.get(AnimName);
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if (animOffsets.exists(AnimName))
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{
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offset.set(daOffset[0], daOffset[1]);
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}
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else
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offset.set(0, 0);
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}
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}
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enum DJBoyfriendState
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{
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Intro;
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Idle;
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Confirm;
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Spook;
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}
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