mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-26 01:28:16 -05:00
821 lines
22 KiB
Haxe
821 lines
22 KiB
Haxe
package funkin.play;
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import flixel.addons.transition.FlxTransitionableState;
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import flixel.FlxG;
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import flixel.FlxSprite;
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import flixel.group.FlxGroup.FlxTypedGroup;
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import flixel.group.FlxSpriteGroup;
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import flixel.math.FlxMath;
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import flixel.sound.FlxSound;
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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 flixel.util.FlxTimer;
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import funkin.audio.FunkinSound;
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import funkin.data.song.SongRegistry;
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import funkin.ui.freeplay.FreeplayState;
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import funkin.graphics.FunkinSprite;
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import funkin.play.cutscene.VideoCutscene;
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import funkin.play.PlayState;
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import funkin.ui.AtlasText;
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import funkin.ui.debug.latency.LatencyState;
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import funkin.ui.MusicBeatSubState;
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import funkin.ui.transition.StickerSubState;
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/**
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* Parameters for initializing the PauseSubState.
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*/
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typedef PauseSubStateParams =
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{
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/**
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* Which mode to start in. Dictates what entries are displayed.
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*/
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?mode:PauseMode,
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};
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/**
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* The menu displayed when the Play State is paused.
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*/
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class PauseSubState extends MusicBeatSubState
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{
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// ===============
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// Constants
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// ===============
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/**
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* Pause menu entries for when the game is paused during a song.
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*/
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static final PAUSE_MENU_ENTRIES_STANDARD:Array<PauseMenuEntry> = [
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{text: 'Resume', callback: resume},
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{text: 'Restart Song', callback: restartPlayState},
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{text: 'Change Difficulty', callback: switchMode.bind(_, Difficulty)},
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{text: 'Enable Practice Mode', callback: enablePracticeMode, filter: () -> !(PlayState.instance?.isPracticeMode ?? false)},
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{text: 'Exit to Menu', callback: quitToMenu},
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];
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/**
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* Pause menu entries for when the game is paused in the Chart Editor preview.
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*/
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static final PAUSE_MENU_ENTRIES_CHARTING:Array<PauseMenuEntry> = [
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{text: 'Resume', callback: resume},
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{text: 'Restart Song', callback: restartPlayState},
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{text: 'Return to Chart Editor', callback: quitToChartEditor},
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];
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/**
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* Pause menu entries for when the user selects "Change Difficulty".
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*/
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static final PAUSE_MENU_ENTRIES_DIFFICULTY:Array<PauseMenuEntry> = [
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{text: 'Back', callback: switchMode.bind(_, Standard)}
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// Other entries are added dynamically.
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];
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/**
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* Pause menu entries for when the game is paused during a video cutscene.
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*/
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static final PAUSE_MENU_ENTRIES_VIDEO_CUTSCENE:Array<PauseMenuEntry> = [
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{text: 'Resume', callback: resume},
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{text: 'Skip Cutscene', callback: skipVideoCutscene},
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{text: 'Restart Cutscene', callback: restartVideoCutscene},
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{text: 'Exit to Menu', callback: quitToMenu},
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];
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/**
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* Pause menu entries for when the game is paused during a conversation.
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*/
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static final PAUSE_MENU_ENTRIES_CONVERSATION:Array<PauseMenuEntry> = [
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{text: 'Resume', callback: resume},
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{text: 'Restart Dialogue', callback: restartConversation},
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{text: 'Skip Dialogue', callback: skipConversation},
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{text: 'Exit to Menu', callback: quitToMenu},
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];
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/**
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* Duration for the music to fade in when the pause menu is opened.
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*/
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static final MUSIC_FADE_IN_TIME:Float = 5;
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/**
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* The final volume for the music when the pause menu is opened.
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*/
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static final MUSIC_FINAL_VOLUME:Float = 0.75;
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static final CHARTER_FADE_DELAY:Float = 15.0;
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static final CHARTER_FADE_DURATION:Float = 0.75;
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/**
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* Defines which pause music to use.
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*/
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public static var musicSuffix:String = '';
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/**
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* Reset the pause configuration to the default.
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*/
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public static function reset():Void
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{
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musicSuffix = '';
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}
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// ===============
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// Status Variables
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// ===============
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/**
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* Disallow input until transitions are complete!
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* This prevents the pause menu from immediately closing when opened, among other things.
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*/
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public var allowInput:Bool = false;
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/**
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* The entries currently displayed in the pause menu.
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*/
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var currentMenuEntries:Array<PauseMenuEntry>;
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/**
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* The index of `currentMenuEntries` that is currently selected.
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*/
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var currentEntry:Int = 0;
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/**
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* The mode that the pause menu is currently in.
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*/
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var currentMode:PauseMode;
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// ===============
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// Graphics Variables
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// ===============
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/**
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* The semi-transparent black background that appears when the game is paused.
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*/
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var background:FunkinSprite;
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/**
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* The metadata displayed in the top right.
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*/
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var metadata:FlxTypedSpriteGroup<FlxText>;
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/**
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* A text object that displays the current practice mode status.
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*/
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var metadataPractice:FlxText;
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/**
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* A text object that displays the current death count.
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*/
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var metadataDeaths:FlxText;
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/**
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* A text object which displays the current song's artist.
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* Fades to the charter after a period before fading back.
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*/
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var metadataArtist:FlxText;
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/**
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* The actual text objects for the menu entries.
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*/
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var menuEntryText:FlxTypedSpriteGroup<AtlasText>;
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// ===============
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// Audio Variables
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// ===============
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var pauseMusic:FunkinSound;
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// ===============
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// Constructor
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// ===============
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public function new(?params:PauseSubStateParams)
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{
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super();
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this.currentMode = params?.mode ?? Standard;
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}
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// ===============
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// Lifecycle Functions
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// ===============
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/**
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* Called when the state is first loaded.
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*/
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public override function create():Void
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{
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super.create();
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startPauseMusic();
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buildBackground();
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buildMetadata();
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regenerateMenu();
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transitionIn();
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startCharterTimer();
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}
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/**
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* Called every frame.
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* @param elapsed The time elapsed since the last frame, in seconds.
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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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handleInputs();
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}
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/**
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* Called when the state is closed.
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*/
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public override function destroy():Void
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{
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super.destroy();
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charterFadeTween.cancel();
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charterFadeTween = null;
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pauseMusic.stop();
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}
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// ===============
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// Initialization Functions
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// ===============
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/**
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* Play the pause music.
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*/
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function startPauseMusic():Void
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{
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var pauseMusicPath:String = Paths.music('breakfast$musicSuffix/breakfast$musicSuffix');
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pauseMusic = FunkinSound.load(pauseMusicPath, true, true);
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if (pauseMusic == null)
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{
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FlxG.log.warn('Could not play pause music: ${pauseMusicPath} does not exist!');
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}
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// Start playing at a random point in the song.
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pauseMusic.play(false, FlxG.random.int(0, Std.int(pauseMusic.length / 2)));
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pauseMusic.fadeIn(MUSIC_FADE_IN_TIME, 0, MUSIC_FINAL_VOLUME);
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}
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/**
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* Render the semi-transparent black background.
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*/
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function buildBackground():Void
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{
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// Using state.bgColor causes bugs!
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background = new FunkinSprite(0, 0);
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background.makeSolidColor(FlxG.width, FlxG.height, FlxColor.BLACK);
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background.alpha = 0.0;
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background.scrollFactor.set(0, 0);
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background.updateHitbox();
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add(background);
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}
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/**
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* Render the metadata in the top right.
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*/
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function buildMetadata():Void
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{
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metadata = new FlxTypedSpriteGroup<FlxText>();
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metadata.scrollFactor.set(0, 0);
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add(metadata);
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var metadataSong:FlxText = new FlxText(20, 15, FlxG.width - 40, 'Song Name');
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metadataSong.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
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if (PlayState.instance?.currentChart != null)
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{
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metadataSong.text = '${PlayState.instance.currentChart.songName}';
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}
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metadataSong.scrollFactor.set(0, 0);
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metadata.add(metadataSong);
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metadataArtist = new FlxText(20, metadataSong.y + 32, FlxG.width - 40, 'Artist: ${Constants.DEFAULT_ARTIST}');
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metadataArtist.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
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if (PlayState.instance?.currentChart != null)
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{
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metadataArtist.text = 'Artist: ${PlayState.instance.currentChart.songArtist}';
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}
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metadataArtist.scrollFactor.set(0, 0);
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metadata.add(metadataArtist);
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var metadataDifficulty:FlxText = new FlxText(20, metadataArtist.y + 32, FlxG.width - 40, 'Difficulty: ');
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metadataDifficulty.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
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if (PlayState.instance?.currentDifficulty != null)
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{
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metadataDifficulty.text += PlayState.instance.currentDifficulty.toTitleCase();
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}
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metadataDifficulty.scrollFactor.set(0, 0);
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metadata.add(metadataDifficulty);
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metadataDeaths = new FlxText(20, metadataDifficulty.y + 32, FlxG.width - 40, '${PlayState.instance?.deathCounter} Blue Balls');
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metadataDeaths.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
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metadataDeaths.scrollFactor.set(0, 0);
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metadata.add(metadataDeaths);
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metadataPractice = new FlxText(20, metadataDeaths.y + 32, FlxG.width - 40, 'PRACTICE MODE');
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metadataPractice.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
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metadataPractice.visible = PlayState.instance?.isPracticeMode ?? false;
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metadataPractice.scrollFactor.set(0, 0);
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metadata.add(metadataPractice);
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updateMetadataText();
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}
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var charterFadeTween:Null<FlxTween> = null;
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function startCharterTimer():Void
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{
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charterFadeTween = FlxTween.tween(metadataArtist, {alpha: 0.0}, CHARTER_FADE_DURATION,
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{
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startDelay: CHARTER_FADE_DELAY,
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ease: FlxEase.quartOut,
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onComplete: (_) -> {
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if (PlayState.instance?.currentChart != null)
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{
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metadataArtist.text = 'Charter: ${PlayState.instance.currentChart.charter ?? 'Unknown'}';
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}
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else
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{
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metadataArtist.text = 'Charter: ${Constants.DEFAULT_CHARTER}';
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}
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FlxTween.tween(metadataArtist, {alpha: 1.0}, CHARTER_FADE_DURATION,
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{
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ease: FlxEase.quartOut,
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onComplete: (_) -> {
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startArtistTimer();
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}
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});
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}
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});
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}
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function startArtistTimer():Void
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{
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charterFadeTween = FlxTween.tween(metadataArtist, {alpha: 0.0}, CHARTER_FADE_DURATION,
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{
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startDelay: CHARTER_FADE_DELAY,
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ease: FlxEase.quartOut,
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onComplete: (_) -> {
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if (PlayState.instance?.currentChart != null)
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{
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metadataArtist.text = 'Artist: ${PlayState.instance.currentChart.songArtist}';
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}
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else
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{
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metadataArtist.text = 'Artist: ${Constants.DEFAULT_ARTIST}';
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}
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FlxTween.tween(metadataArtist, {alpha: 1.0}, CHARTER_FADE_DURATION,
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{
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ease: FlxEase.quartOut,
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onComplete: (_) -> {
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startCharterTimer();
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}
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});
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}
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});
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}
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/**
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* Perform additional animations to transition the pause menu in when it is first displayed.
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*/
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function transitionIn():Void
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{
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FlxTween.tween(background, {alpha: 0.6}, 0.8, {ease: FlxEase.quartOut});
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// Animate each element a little bit downwards.
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var delay:Float = 0.1;
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for (child in metadata.members)
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{
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FlxTween.tween(child, {alpha: 1, y: child.y + 5}, 1.8, {ease: FlxEase.quartOut, startDelay: delay});
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delay += 0.1;
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}
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new FlxTimer().start(0.2, (_) -> {
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allowInput = true;
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});
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}
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// ===============
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// Input Handling
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// ===============
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/**
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* Process user inputs every frame.
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*/
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function handleInputs():Void
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{
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if (!allowInput) return;
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if (controls.UI_UP_P)
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{
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changeSelection(-1);
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}
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if (controls.UI_DOWN_P)
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{
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changeSelection(1);
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}
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if (controls.ACCEPT)
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{
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currentMenuEntries[currentEntry].callback(this);
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}
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else if (controls.PAUSE)
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{
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resume(this);
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}
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#if (debug || FORCE_DEBUG_VERSION)
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// to pause the game and get screenshots easy, press H on pause menu!
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if (FlxG.keys.justPressed.H)
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{
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var visible = !metadata.visible;
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metadata.visible = visible;
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menuEntryText.visible = visible;
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this.bgColor = visible ? 0x99000000 : 0x00000000; // 60% or fully transparent black
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}
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#end
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}
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/**
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* Move the current selection up or down.
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* @param change The amount to change the selection by, with sign indicating direction.
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*/
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function changeSelection(change:Int = 0):Void
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{
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var prevEntry:Int = currentEntry;
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currentEntry += change;
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if (currentEntry < 0) currentEntry = currentMenuEntries.length - 1;
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if (currentEntry >= currentMenuEntries.length) currentEntry = 0;
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if (currentEntry != prevEntry) FunkinSound.playOnce(Paths.sound('scrollMenu'), 0.4);
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for (entryIndex in 0...currentMenuEntries.length)
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{
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var isCurrent:Bool = entryIndex == currentEntry;
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var entry:PauseMenuEntry = currentMenuEntries[entryIndex];
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var text:AtlasText = entry.sprite;
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// Set the transparency.
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text.alpha = isCurrent ? 1.0 : 0.6;
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// Set the position.
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var targetX = FlxMath.remapToRange((entryIndex - currentEntry), 0, 1, 0, 1.3) * 20 + 90;
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var targetY = FlxMath.remapToRange((entryIndex - currentEntry), 0, 1, 0, 1.3) * 120 + (FlxG.height * 0.48);
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FlxTween.globalManager.cancelTweensOf(text);
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FlxTween.tween(text, {x: targetX, y: targetY}, 0.33, {ease: FlxEase.quartOut});
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}
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}
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// ===============
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// Menu Functions
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// ===============
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/**
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* Clear the current menu entries and regenerate them based on the current mode.
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* @param targetMode Optionally specify a mode to switch to before regenerating the menu.
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*/
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function regenerateMenu(?targetMode:PauseMode):Void
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{
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// If targetMode is null, keep the current mode.
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if (targetMode == null) targetMode = this.currentMode;
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var previousMode:PauseMode = this.currentMode;
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this.currentMode = targetMode;
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resetSelection();
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chooseMenuEntries();
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clearAndAddMenuEntries();
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updateMetadataText();
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changeSelection();
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}
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/**
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* Reset the current selection to the first entry.
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*/
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function resetSelection():Void
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{
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this.currentEntry = 0;
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}
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/**
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* Select which menu entries to display based on the current mode.
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*/
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function chooseMenuEntries():Void
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{
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// Choose the correct menu entries.
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// NOTE: We clone the arrays to prevent modifications to the arrays from affecting the original.
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switch (this.currentMode)
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{
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case PauseMode.Standard:
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currentMenuEntries = PAUSE_MENU_ENTRIES_STANDARD.clone();
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case PauseMode.Charting:
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currentMenuEntries = PAUSE_MENU_ENTRIES_CHARTING.clone();
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case PauseMode.Difficulty:
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// Prepend the difficulties.
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var entries:Array<PauseMenuEntry> = [];
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if (PlayState.instance.currentChart != null)
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{
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var difficultiesInVariation = PlayState.instance.currentSong.listDifficulties(PlayState.instance.currentChart.variation, true);
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trace('DIFFICULTIES: ${difficultiesInVariation}');
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for (difficulty in difficultiesInVariation)
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{
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entries.push({text: difficulty.toTitleCase(), callback: (state) -> changeDifficulty(state, difficulty)});
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}
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}
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// Add the back button.
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currentMenuEntries = entries.concat(PAUSE_MENU_ENTRIES_DIFFICULTY.clone());
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case PauseMode.Conversation:
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currentMenuEntries = PAUSE_MENU_ENTRIES_CONVERSATION.clone();
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case PauseMode.Cutscene:
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currentMenuEntries = PAUSE_MENU_ENTRIES_VIDEO_CUTSCENE.clone();
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}
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}
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|
|
|
/**
|
|
* Clear the `menuEntryText` group and render the current menu entries to it.
|
|
* We first create the `menuEntryText` group if it doesn't already exist.
|
|
*/
|
|
function clearAndAddMenuEntries():Void
|
|
{
|
|
if (menuEntryText == null)
|
|
{
|
|
menuEntryText = new FlxTypedSpriteGroup<AtlasText>();
|
|
menuEntryText.scrollFactor.set(0, 0);
|
|
add(menuEntryText);
|
|
}
|
|
menuEntryText.clear();
|
|
|
|
// Render out the entries depending on the mode.
|
|
var entryIndex:Int = 0;
|
|
var toRemove = [];
|
|
for (entry in currentMenuEntries)
|
|
{
|
|
if (entry == null || (entry.filter != null && !entry.filter()))
|
|
{
|
|
// Remove entries that should be hidden.
|
|
toRemove.push(entry);
|
|
}
|
|
else
|
|
{
|
|
// Handle visible entries.
|
|
var yPos:Float = 70 * entryIndex + 30;
|
|
var text:AtlasText = new AtlasText(0, yPos, entry.text, AtlasFont.BOLD);
|
|
text.scrollFactor.set(0, 0);
|
|
text.alpha = 0;
|
|
menuEntryText.add(text);
|
|
|
|
entry.sprite = text;
|
|
|
|
entryIndex++;
|
|
}
|
|
}
|
|
for (entry in toRemove)
|
|
{
|
|
currentMenuEntries.remove(entry);
|
|
}
|
|
}
|
|
|
|
// ===============
|
|
// Metadata Functions
|
|
// ===============
|
|
|
|
/**
|
|
* Update the values for the metadata text in the top right.
|
|
*/
|
|
function updateMetadataText():Void
|
|
{
|
|
metadataPractice.visible = PlayState.instance?.isPracticeMode ?? false;
|
|
|
|
switch (this.currentMode)
|
|
{
|
|
case Standard | Difficulty:
|
|
metadataDeaths.text = '${PlayState.instance?.deathCounter} Blue Balls';
|
|
case Charting:
|
|
metadataDeaths.text = 'Chart Editor Preview';
|
|
case Conversation:
|
|
metadataDeaths.text = 'Dialogue Paused';
|
|
case Cutscene:
|
|
metadataDeaths.text = 'Video Paused';
|
|
}
|
|
}
|
|
|
|
// ===============
|
|
// Menu Callbacks
|
|
// ===============
|
|
|
|
/**
|
|
* Close the pause menu and resume the game.
|
|
* @param state The current PauseSubState.
|
|
*/
|
|
static function resume(state:PauseSubState):Void
|
|
{
|
|
// Resume a paused video if it exists.
|
|
VideoCutscene.resumeVideo();
|
|
|
|
state.close();
|
|
}
|
|
|
|
/**
|
|
* Switch the pause menu to the indicated mode.
|
|
* Create a callback from this using `.bind(_, targetMode)`.
|
|
* @param state The current PauseSubState.
|
|
* @param targetMode The mode to switch to.
|
|
*/
|
|
static function switchMode(state:PauseSubState, targetMode:PauseMode):Void
|
|
{
|
|
state.regenerateMenu(targetMode);
|
|
}
|
|
|
|
/**
|
|
* Switch the game's difficulty to the indicated difficulty, then resume the game.
|
|
* @param state The current PauseSubState.
|
|
* @param difficulty The difficulty to switch to.
|
|
*/
|
|
static function changeDifficulty(state:PauseSubState, difficulty:String):Void
|
|
{
|
|
PlayState.instance.currentSong = SongRegistry.instance.fetchEntry(PlayState.instance.currentSong.id.toLowerCase());
|
|
|
|
// Reset campaign score when changing difficulty
|
|
// So if you switch difficulty on the last song of a week you get a really low overall score.
|
|
PlayStatePlaylist.campaignScore = 0;
|
|
PlayStatePlaylist.campaignDifficulty = difficulty;
|
|
PlayState.instance.currentDifficulty = PlayStatePlaylist.campaignDifficulty;
|
|
|
|
FreeplayState.rememberedDifficulty = difficulty;
|
|
|
|
PlayState.instance.needsReset = true;
|
|
|
|
state.close();
|
|
}
|
|
|
|
/**
|
|
* Restart the current level, then resume the game.
|
|
* @param state The current PauseSubState.
|
|
*/
|
|
static function restartPlayState(state:PauseSubState):Void
|
|
{
|
|
PlayState.instance.needsReset = true;
|
|
state.close();
|
|
}
|
|
|
|
/**
|
|
* Force the game into practice mode, then update the pause menu.
|
|
* @param state The current PauseSubState.
|
|
*/
|
|
static function enablePracticeMode(state:PauseSubState):Void
|
|
{
|
|
if (PlayState.instance == null) return;
|
|
|
|
PlayState.instance.isPracticeMode = true;
|
|
state.regenerateMenu();
|
|
}
|
|
|
|
/**
|
|
* Restart the paused video cutscene, then resume the game.
|
|
* @param state The current PauseSubState.
|
|
*/
|
|
static function restartVideoCutscene(state:PauseSubState):Void
|
|
{
|
|
VideoCutscene.restartVideo();
|
|
state.close();
|
|
}
|
|
|
|
/**
|
|
* Skip the paused video cutscene, then resume the game.
|
|
* @param state The current PauseSubState.
|
|
*/
|
|
static function skipVideoCutscene(state:PauseSubState):Void
|
|
{
|
|
VideoCutscene.finishVideo();
|
|
state.close();
|
|
}
|
|
|
|
/**
|
|
* Restart the paused conversation, then resume the game.
|
|
* @param state The current PauseSubState.
|
|
*/
|
|
static function restartConversation(state:PauseSubState):Void
|
|
{
|
|
if (PlayState.instance?.currentConversation == null) return;
|
|
|
|
PlayState.instance.currentConversation.resetConversation();
|
|
state.close();
|
|
}
|
|
|
|
/**
|
|
* Skip the paused conversation, then resume the game.
|
|
* @param state The current PauseSubState.
|
|
*/
|
|
static function skipConversation(state:PauseSubState):Void
|
|
{
|
|
if (PlayState.instance?.currentConversation == null) return;
|
|
|
|
PlayState.instance.currentConversation.skipConversation();
|
|
state.close();
|
|
}
|
|
|
|
/**
|
|
* Quit the game and return to the main menu.
|
|
* @param state The current PauseSubState.
|
|
*/
|
|
static function quitToMenu(state:PauseSubState):Void
|
|
{
|
|
state.allowInput = false;
|
|
|
|
PlayState.instance.deathCounter = 0;
|
|
|
|
FlxTransitionableState.skipNextTransIn = true;
|
|
FlxTransitionableState.skipNextTransOut = true;
|
|
|
|
if (PlayStatePlaylist.isStoryMode)
|
|
{
|
|
PlayStatePlaylist.reset();
|
|
state.openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new funkin.ui.story.StoryMenuState(sticker)));
|
|
}
|
|
else
|
|
{
|
|
state.openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> FreeplayState.build(null, sticker)));
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Quit the game and return to the chart editor.
|
|
* @param state The current PauseSubState.
|
|
*/
|
|
static function quitToChartEditor(state:PauseSubState):Void
|
|
{
|
|
state.close();
|
|
if (FlxG.sound.music != null) FlxG.sound.music.pause(); // Don't reset song position!
|
|
PlayState.instance.close(); // This only works because PlayState is a substate!
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Which set of options the pause menu should display.
|
|
*/
|
|
enum PauseMode
|
|
{
|
|
/**
|
|
* The menu displayed when the player pauses the game during a song.
|
|
*/
|
|
Standard;
|
|
|
|
/**
|
|
* The menu displayed when the player pauses the game during a song while in charting mode.
|
|
*/
|
|
Charting;
|
|
|
|
/**
|
|
* The menu displayed when the player moves to change the game's difficulty.
|
|
*/
|
|
Difficulty;
|
|
|
|
/**
|
|
* The menu displayed when the player pauses the game during a conversation.
|
|
*/
|
|
Conversation;
|
|
|
|
/**
|
|
* The menu displayed when the player pauses the game during a video cutscene.
|
|
*/
|
|
Cutscene;
|
|
}
|
|
|
|
/**
|
|
* Represents a single entry in the pause menu.
|
|
*/
|
|
typedef PauseMenuEntry =
|
|
{
|
|
/**
|
|
* The text to display for this entry.
|
|
* TODO: Implement localization.
|
|
*/
|
|
var text:String;
|
|
|
|
/**
|
|
* The callback to execute when the user selects this entry.
|
|
*/
|
|
var callback:PauseSubState->Void;
|
|
|
|
/**
|
|
* If this returns true, the entry will be displayed. If it returns false, the entry will be hidden.
|
|
*/
|
|
var ?filter:Void->Bool;
|
|
|
|
// Instance-specific properties
|
|
|
|
/**
|
|
* The text object currently displaying this entry.
|
|
*/
|
|
var ?sprite:AtlasText;
|
|
};
|