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128 lines
4.2 KiB
Haxe
128 lines
4.2 KiB
Haxe
package funkin.ui.charSelect;
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import flixel.FlxSprite;
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import flixel.FlxState;
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import flixel.group.FlxSpriteGroup;
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import flixel.text.FlxText;
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import flixel.tweens.FlxEase;
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import flixel.tweens.FlxTween;
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import flixel.util.FlxColor;
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import funkin.play.character.CharacterData;
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import funkin.play.character.CharacterData.CharacterDataParser;
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import funkin.play.components.HealthIcon;
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import funkin.ui.freeplay.charselect.PlayableCharacter;
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import funkin.data.freeplay.player.PlayerData;
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import funkin.data.freeplay.player.PlayerRegistry;
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import funkin.ui.mainmenu.MainMenuState;
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using flixel.util.FlxSpriteUtil;
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/**
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* When you want the player to unlock a character, call `CharacterUnlockState.unlock(characterName)`.
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* It handles both the act of unlocking the character and displaying the dialog.
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*/
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class CharacterUnlockState extends MusicBeatState
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{
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public var targetCharacterId:String = "";
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public var targetCharacterData:Null<PlayableCharacter>;
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var nextState:FlxState;
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static final DIALOG_BG_COLOR:FlxColor = 0xFF000000; // Iconic
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static final DIALOG_COLOR:FlxColor = 0xFF4344F6; // Iconic
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static final DIALOG_FONT_COLOR:FlxColor = 0xFFFFFFFF; // Iconic
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var busy:Bool = false;
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public function new(targetPlayableCharacter:String, ?nextState:FlxState)
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{
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super();
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this.targetCharacterId = targetPlayableCharacter;
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this.targetCharacterData = PlayerRegistry.instance.fetchEntry(targetCharacterId);
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this.nextState = nextState == null ? new MainMenuState() : nextState;
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}
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override function create():Void
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{
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super.create();
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handleMusic();
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bgColor = DIALOG_BG_COLOR;
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var dialogContainer:FlxSpriteGroup = new FlxSpriteGroup();
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add(dialogContainer);
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// Build the graphic for the text...
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var charName:String = targetCharacterData != null ? targetCharacterData.getName() : targetCharacterId.toTitleCase();
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// var dialogText:FlxText = new FlxText(0, 0, 0, 'You can now play as $charName.\n\nCheck it out in Freeplay!');
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var dialogText:FlxText = new FlxText(0, 0, 0, 'You can now play as $charName.');
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dialogText.setFormat("VCR OSD Mono", 32, DIALOG_FONT_COLOR, LEFT);
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// THEN we can size the dialog to match...
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var dialogBG:FlxSprite = new FlxSprite(0, 0);
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dialogBG.makeGraphic(Std.int(dialogText.width + 32), Std.int(dialogText.height + 32), FlxColor.TRANSPARENT);
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dialogBG.drawRoundRect(0, 0, dialogBG.width, dialogBG.height, 16, 16, DIALOG_COLOR);
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dialogContainer.add(dialogBG);
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dialogBG.screenCenter(XY);
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// THEN we can position the text inside that.
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dialogText.x = dialogBG.x + 16;
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dialogText.y = dialogBG.y + 16;
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dialogContainer.add(dialogText);
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// HealthIcon handles getting the right frames for us,
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// but it has a bunch of overhead in it that makes it gross to work with outside the health bar.
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var healthIconCharacterId = targetCharacterData.getOwnedCharacterIds()[0];
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var baseCharacter = CharacterDataParser.fetchCharacter(healthIconCharacterId);
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var healthIcon:HealthIcon = new HealthIcon(healthIconCharacterId);
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@:privateAccess
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healthIcon.configure(baseCharacter._data.healthIcon);
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healthIcon.autoUpdate = false;
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healthIcon.bopEvery = 0; // You can increase this number later once the animation is done.
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healthIcon.size.set(0.5, 0.5);
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healthIcon.x = dialogBG.x + 390;
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healthIcon.y = dialogBG.y + 6;
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healthIcon.flipX = true;
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healthIcon.snapToTargetSize();
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dialogContainer.add(healthIcon);
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dialogContainer.scale.set(0, 0);
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FlxTween.num(0.0, 1.0, 0.75,
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{
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ease: FlxEase.elasticOut,
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}, function(curScale) {
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dialogContainer.scale.set(curScale, curScale);
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healthIcon.size.set(0.5 * curScale, 0.5 * curScale);
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});
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// performUnlock();
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}
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function handleMusic():Void
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{
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FlxG.sound.music?.stop();
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FlxG.sound.play(Paths.sound('confirmMenu'));
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}
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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 (controls.ACCEPT || controls.BACK && !busy)
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{
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busy = true;
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startClose();
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}
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}
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function startClose():Void
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{
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// Fade to black, then switch state.
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FlxG.camera.fade(FlxColor.BLACK, 0.75, false, () -> {
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FlxG.switchState(nextState);
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});
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}
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}
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