mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-12-12 01:01:07 -05:00
499 lines
14 KiB
Haxe
499 lines
14 KiB
Haxe
package funkin.ui.transition;
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import flixel.FlxSprite;
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import flixel.math.FlxMath;
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import flixel.tweens.FlxEase;
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import funkin.graphics.FunkinSprite;
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import flixel.tweens.FlxTween;
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import flixel.util.FlxTimer;
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import funkin.graphics.shaders.ScreenWipeShader;
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import funkin.play.PlayState;
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import funkin.play.PlayStatePlaylist;
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import funkin.play.song.Song.SongDifficulty;
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import funkin.ui.MusicBeatState;
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import haxe.io.Path;
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import funkin.graphics.FunkinSprite;
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import lime.app.Future;
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import lime.app.Promise;
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import lime.utils.AssetLibrary;
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import lime.utils.AssetManifest;
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import lime.utils.Assets as LimeAssets;
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import openfl.filters.ShaderFilter;
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import openfl.utils.Assets;
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import flixel.util.typeLimit.NextState;
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class LoadingState extends MusicBeatSubState
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{
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inline static var MIN_TIME = 1.0;
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var asSubState:Bool = false;
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var target:NextState;
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var playParams:Null<PlayStateParams>;
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var stopMusic:Bool = false;
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var callbacks:MultiCallback;
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var danceLeft:Bool = false;
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var loadBar:FlxSprite;
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var funkay:FlxSprite;
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function new(target:NextState, stopMusic:Bool, playParams:Null<PlayStateParams> = null)
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{
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super();
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this.target = target;
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this.playParams = playParams;
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this.stopMusic = stopMusic;
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}
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override function create():Void
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{
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var bg:FunkinSprite = new FunkinSprite().makeSolidColor(FlxG.width, FlxG.height, 0xFFcaff4d);
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add(bg);
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funkay = FunkinSprite.create('funkay');
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funkay.setGraphicSize(0, FlxG.height);
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funkay.updateHitbox();
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add(funkay);
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funkay.scrollFactor.set();
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funkay.screenCenter();
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loadBar = new FunkinSprite(0, FlxG.height - 20).makeSolidColor(FlxG.width, 10, 0xFFff16d2);
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loadBar.screenCenter(X);
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add(loadBar);
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initSongsManifest().onComplete(function(lib) {
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callbacks = new MultiCallback(onLoad);
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var introComplete = callbacks.add('introComplete');
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if (playParams != null)
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{
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// Load and cache the song's charts.
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if (playParams.targetSong != null)
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{
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playParams.targetSong.cacheCharts(true);
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}
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// Preload the song for the play state.
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var difficulty:String = playParams.targetDifficulty ?? Constants.DEFAULT_DIFFICULTY;
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var variation:String = playParams.targetVariation ?? Constants.DEFAULT_VARIATION;
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var targetChart:SongDifficulty = playParams.targetSong?.getDifficulty(difficulty, variation);
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var instPath:String = Paths.inst(targetChart.song.id);
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var voicesPaths:Array<String> = targetChart.buildVoiceList();
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checkLoadSong(instPath);
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for (voicePath in voicesPaths)
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{
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checkLoadSong(voicePath);
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}
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}
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checkLibrary('shared');
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checkLibrary(PlayStatePlaylist.campaignId);
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checkLibrary('tutorial');
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var fadeTime:Float = 0.5;
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FlxG.camera.fade(FlxG.camera.bgColor, fadeTime, true);
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new FlxTimer().start(fadeTime + MIN_TIME, function(_) introComplete());
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});
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}
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function checkLoadSong(path:String):Void
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{
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if (!Assets.cache.hasSound(path))
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{
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var library = Assets.getLibrary('songs');
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var symbolPath = path.split(':').pop();
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// @:privateAccess
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// library.types.set(symbolPath, SOUND);
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// @:privateAccess
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// library.pathGroups.set(symbolPath, [library.__cacheBreak(symbolPath)]);
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var callback = callbacks.add('song:' + path);
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Assets.loadSound(path).onComplete(function(_) {
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callback();
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});
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}
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}
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function checkLibrary(library:String):Void
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{
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trace(Assets.hasLibrary(library));
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if (Assets.getLibrary(library) == null)
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{
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@:privateAccess
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if (!LimeAssets.libraryPaths.exists(library)) throw 'Missing library: ' + library;
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var callback = callbacks.add('library:' + library);
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Assets.loadLibrary(library).onComplete(function(_) {
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callback();
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});
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}
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}
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override function beatHit():Bool
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{
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// super.beatHit() returns false if a module cancelled the event.
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if (!super.beatHit()) return false;
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danceLeft = !danceLeft;
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return true;
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}
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var targetShit:Float = 0;
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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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funkay.setGraphicSize(Std.int(FlxMath.lerp(FlxG.width * 0.88, funkay.width, 0.9)));
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funkay.updateHitbox();
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// funkay.updateHitbox();
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if (controls.ACCEPT)
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{
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funkay.setGraphicSize(Std.int(funkay.width + 60));
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funkay.updateHitbox();
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// funkay.setGraphicSize(0, Std.int(funkay.height + 50));
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// funkay.updateHitbox();
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// funkay.screenCenter();
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}
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if (callbacks != null)
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{
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targetShit = FlxMath.remapToRange(callbacks.numRemaining / callbacks.length, 1, 0, 0, 1);
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loadBar.scale.x = FlxMath.lerp(loadBar.scale.x, targetShit, 0.50);
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FlxG.watch.addQuick('percentage?', callbacks.numRemaining / callbacks.length);
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}
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#if debug
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if (FlxG.keys.justPressed.SPACE) trace('fired: ' + callbacks.getFired() + ' unfired:' + callbacks.getUnfired());
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#end
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}
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function onLoad():Void
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{
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// Stop the instrumental.
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if (stopMusic && FlxG.sound.music != null)
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{
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FlxG.sound.music.destroy();
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FlxG.sound.music = null;
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}
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if (asSubState)
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{
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this.close();
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// We will assume the target is a valid substate.
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FlxG.state.openSubState(cast target);
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}
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else
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{
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FlxG.switchState(target);
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}
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}
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static function getSongPath():String
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{
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return Paths.inst(PlayState.instance.currentSong.id);
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}
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/**
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* Starts the transition to a new `PlayState` to start a new song.
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* First switches to the `LoadingState` if assets need to be loaded.
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* @param params The parameters for the next `PlayState`.
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* @param asSubState Whether to open as a substate rather than switching to the `PlayState`.
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* @param shouldStopMusic Whether to stop the current music while loading.
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*/
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public static function loadPlayState(params:PlayStateParams, shouldStopMusic = false, asSubState = false, ?onConstruct:PlayState->Void):Void
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{
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Paths.setCurrentLevel(PlayStatePlaylist.campaignId);
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var playStateCtor:() -> PlayState = function() {
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return new PlayState(params);
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};
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if (onConstruct != null)
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{
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playStateCtor = function() {
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var result = new PlayState(params);
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onConstruct(result);
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return result;
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};
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}
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#if NO_PRELOAD_ALL
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// Switch to loading state while we load assets (default on HTML5 target).
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var loadStateCtor = function() {
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var result = new LoadingState(playStateCtor, shouldStopMusic, params);
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@:privateAccess
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result.asSubState = asSubState;
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return result;
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}
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if (asSubState)
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{
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FlxG.state.openSubState(cast loadStateCtor());
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}
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else
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{
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FlxG.switchState(loadStateCtor);
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}
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#else
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// All assets preloaded, switch directly to play state (defualt on other targets).
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if (shouldStopMusic && FlxG.sound.music != null)
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{
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FlxG.sound.music.destroy();
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FlxG.sound.music = null;
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}
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// Load and cache the song's charts.
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// Don't do this if we already provided the music and charts.
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if (params?.targetSong != null && !params.overrideMusic)
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{
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params.targetSong.cacheCharts(true);
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}
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var shouldPreloadLevelAssets:Bool = !(params?.minimalMode ?? false);
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if (shouldPreloadLevelAssets) preloadLevelAssets();
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if (asSubState)
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{
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FlxG.state.openSubState(cast playStateCtor());
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}
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else
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{
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FlxG.switchState(playStateCtor);
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}
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#end
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}
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#if NO_PRELOAD_ALL
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static function isSoundLoaded(path:String):Bool
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{
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return Assets.cache.hasSound(path);
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}
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static function isLibraryLoaded(library:String):Bool
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{
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return Assets.getLibrary(library) != null;
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}
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#else
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static function preloadLevelAssets():Void
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{
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// TODO: This section is a hack! Redo this later when we have a proper asset caching system.
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FunkinSprite.preparePurgeCache();
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FunkinSprite.cacheTexture(Paths.image('healthBar'));
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FunkinSprite.cacheTexture(Paths.image('menuDesat'));
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FunkinSprite.cacheTexture(Paths.image('combo'));
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FunkinSprite.cacheTexture(Paths.image('num0'));
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FunkinSprite.cacheTexture(Paths.image('num1'));
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FunkinSprite.cacheTexture(Paths.image('num2'));
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FunkinSprite.cacheTexture(Paths.image('num3'));
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FunkinSprite.cacheTexture(Paths.image('num4'));
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FunkinSprite.cacheTexture(Paths.image('num5'));
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FunkinSprite.cacheTexture(Paths.image('num6'));
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FunkinSprite.cacheTexture(Paths.image('num7'));
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FunkinSprite.cacheTexture(Paths.image('num8'));
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FunkinSprite.cacheTexture(Paths.image('num9'));
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FunkinSprite.cacheTexture(Paths.image('notes', 'shared'));
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FunkinSprite.cacheTexture(Paths.image('noteSplashes', 'shared'));
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FunkinSprite.cacheTexture(Paths.image('noteStrumline', 'shared'));
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FunkinSprite.cacheTexture(Paths.image('NOTE_hold_assets'));
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FunkinSprite.cacheTexture(Paths.image('ready', 'shared'));
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FunkinSprite.cacheTexture(Paths.image('set', 'shared'));
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FunkinSprite.cacheTexture(Paths.image('go', 'shared'));
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FunkinSprite.cacheTexture(Paths.image('sick', 'shared'));
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FunkinSprite.cacheTexture(Paths.image('good', 'shared'));
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FunkinSprite.cacheTexture(Paths.image('bad', 'shared'));
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FunkinSprite.cacheTexture(Paths.image('shit', 'shared'));
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FunkinSprite.cacheTexture(Paths.image('miss', 'shared')); // TODO: remove this
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// List all image assets in the level's library.
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// This is crude and I want to remove it when we have a proper asset caching system.
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// TODO: Get rid of this junk!
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var library = PlayStatePlaylist.campaignId != null ? openfl.utils.Assets.getLibrary(PlayStatePlaylist.campaignId) : null;
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if (library == null) return; // We don't need to do anymore precaching.
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var assets = library.list(lime.utils.AssetType.IMAGE);
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trace('Got ${assets.length} assets: ${assets}');
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// TODO: assets includes non-images! This is a bug with Polymod
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for (asset in assets)
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{
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// Exclude items of the wrong type.
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var path = '${PlayStatePlaylist.campaignId}:${asset}';
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// TODO DUMB HACK DUMB HACK why doesn't filtering by AssetType.IMAGE above work
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// I will fix this properly later I swear -eric
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if (!path.endsWith('.png')) continue;
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FunkinSprite.cacheTexture(path);
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// Another dumb hack: FlxAnimate fetches from OpenFL's BitmapData cache directly and skips the FlxGraphic cache.
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// Since FlxGraphic tells OpenFL to not cache it, we have to do it manually.
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if (path.endsWith('spritemap1.png'))
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{
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openfl.Assets.getBitmapData(path, true);
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}
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}
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// FunkinSprite.cacheAllNoteStyleTextures(noteStyle) // This will replace the stuff above!
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// FunkinSprite.cacheAllCharacterTextures(player)
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// FunkinSprite.cacheAllCharacterTextures(girlfriend)
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// FunkinSprite.cacheAllCharacterTextures(opponent)
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// FunkinSprite.cacheAllStageTextures(stage)
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// FunkinSprite.cacheAllSongTextures(stage)
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FunkinSprite.purgeCache();
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}
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#end
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override function destroy():Void
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{
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super.destroy();
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callbacks = null;
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}
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static function initSongsManifest():Future<AssetLibrary>
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{
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var id = 'songs';
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var promise = new Promise<AssetLibrary>();
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var library = LimeAssets.getLibrary(id);
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if (library != null)
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{
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return Future.withValue(library);
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}
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var path = id;
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var rootPath = null;
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@:privateAccess
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var libraryPaths = LimeAssets.libraryPaths;
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if (libraryPaths.exists(id))
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{
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path = libraryPaths[id];
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rootPath = Path.directory(path);
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}
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else
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{
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if (path.endsWith('.bundle'))
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{
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rootPath = path;
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path += '/library.json';
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}
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else
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{
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rootPath = Path.directory(path);
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}
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@:privateAccess
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path = LimeAssets.__cacheBreak(path);
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}
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AssetManifest.loadFromFile(path, rootPath).onComplete(function(manifest) {
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if (manifest == null)
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{
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promise.error('Cannot parse asset manifest for library \'' + id + '\'');
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return;
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}
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var library = AssetLibrary.fromManifest(manifest);
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if (library == null)
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{
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promise.error('Cannot open library \'' + id + '\'');
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}
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else
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{
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@:privateAccess
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LimeAssets.libraries.set(id, library);
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library.onChange.add(LimeAssets.onChange.dispatch);
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promise.completeWith(Future.withValue(library));
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}
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}).onError(function(_) {
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promise.error('There is no asset library with an ID of \'' + id + '\'');
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});
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return promise.future;
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}
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}
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class MultiCallback
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{
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public var callback:Void->Void;
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public var logId:String = null;
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public var length(default, null) = 0;
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public var numRemaining(default, null) = 0;
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var unfired = new Map<String, Void->Void>();
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var fired = new Array<String>();
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public function new(callback:Void->Void, logId:String = null)
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{
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this.callback = callback;
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this.logId = logId;
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}
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public function add(id = 'untitled'):Void->Void
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{
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id = '$length:$id';
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length++;
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numRemaining++;
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var func:Void->Void = null;
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func = function() {
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if (unfired.exists(id))
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{
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unfired.remove(id);
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fired.push(id);
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numRemaining--;
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if (logId != null) log('fired $id, $numRemaining remaining');
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if (numRemaining == 0)
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{
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if (logId != null) log('all callbacks fired');
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callback();
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}
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}
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else
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log('already fired $id');
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}
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unfired[id] = func;
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return func;
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}
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inline function log(msg):Void
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{
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if (logId != null) trace('$logId: $msg');
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}
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public function getFired():Array<String>
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return fired.copy();
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public function getUnfired():Array<Void->Void>
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return unfired.array();
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/**
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* Perform an FlxG.switchState with a nice transition
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* @param state
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* @param transitionTex
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* @param time
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*/
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public static function coolSwitchState(state:NextState, transitionTex:String = "shaderTransitionStuff/coolDots", time:Float = 2)
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{
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var screenShit:FunkinSprite = FunkinSprite.create('shaderTransitionStuff/coolDots');
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var screenWipeShit:ScreenWipeShader = new ScreenWipeShader();
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screenWipeShit.funnyShit.input = screenShit.pixels;
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FlxTween.tween(screenWipeShit, {daAlphaShit: 1}, time,
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{
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ease: FlxEase.quadInOut,
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onComplete: function(twn) {
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screenShit.destroy();
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FlxG.switchState(state);
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}
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});
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FlxG.camera.filters = [new ShaderFilter(screenWipeShit)];
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}
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}
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