mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-23 16:17:53 -05:00
715 lines
21 KiB
Haxe
715 lines
21 KiB
Haxe
package;
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import Section.SwagSection;
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import flixel.FlxSprite;
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import flixel.animation.FlxBaseAnimation;
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import flixel.graphics.frames.FlxAtlasFrames;
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import flixel.util.FlxSort;
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import haxe.io.Path;
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using StringTools;
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class Character extends FlxSprite
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{
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public var animOffsets:Map<String, Array<Dynamic>>;
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public var debugMode:Bool = false;
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public var isPlayer:Bool = false;
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public var curCharacter:String = 'bf';
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public var holdTimer:Float = 0;
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public var animationNotes:Array<Dynamic> = [];
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public function new(x:Float, y:Float, ?character:String = "bf", ?isPlayer:Bool = false)
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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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curCharacter = character;
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this.isPlayer = isPlayer;
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var tex:FlxAtlasFrames;
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antialiasing = true;
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switch (curCharacter)
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{
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case 'gf':
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// GIRLFRIEND CODE
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tex = Paths.getSparrowAtlas('characters/GF_assets');
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frames = tex;
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quickAnimAdd('cheer', 'GF Cheer');
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quickAnimAdd('singLEFT', 'GF left note');
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quickAnimAdd('singRIGHT', 'GF Right Note');
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quickAnimAdd('singUP', 'GF Up Note');
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quickAnimAdd('singDOWN', 'GF Down Note');
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animation.addByIndices('sad', 'gf sad', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], "", 24, true);
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animation.addByIndices('danceLeft', 'GF Dancing Beat', [30, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14], "", 24, false);
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animation.addByIndices('danceRight', 'GF Dancing Beat', [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29], "", 24, false);
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animation.addByIndices('hairBlow', "GF Dancing Beat Hair blowing", [0, 1, 2, 3], "", 24);
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animation.addByIndices('hairFall', "GF Dancing Beat Hair Landing", [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11], "", 24, false);
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animation.addByPrefix('scared', 'GF FEAR', 24, true);
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loadOffsetFile(curCharacter);
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playAnim('danceRight');
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case 'gf-christmas':
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tex = Paths.getSparrowAtlas('characters/gfChristmas');
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frames = tex;
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quickAnimAdd('cheer', 'GF Cheer');
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quickAnimAdd('singLEFT', 'GF left note');
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quickAnimAdd('singRIGHT', 'GF Right Note');
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quickAnimAdd('singUP', 'GF Up Note');
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quickAnimAdd('singDOWN', 'GF Down Note');
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animation.addByIndices('sad', 'gf sad', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], "", 24, false);
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animation.addByIndices('danceLeft', 'GF Dancing Beat', [30, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14], "", 24, false);
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animation.addByIndices('danceRight', 'GF Dancing Beat', [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29], "", 24, false);
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animation.addByIndices('hairBlow', "GF Dancing Beat Hair blowing", [0, 1, 2, 3], "", 24);
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animation.addByIndices('hairFall', "GF Dancing Beat Hair Landing", [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11], "", 24, false);
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animation.addByPrefix('scared', 'GF FEAR', 24, true);
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loadOffsetFile(curCharacter);
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playAnim('danceRight');
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case 'gf-tankmen':
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frames = Paths.getSparrowAtlas('characters/gfTankmen');
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animation.addByIndices('sad', 'GF Crying at Gunpoint', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], "", 24, true);
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animation.addByIndices('danceLeft', 'GF Dancing at Gunpoint', [30, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14], "", 24, false);
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animation.addByIndices('danceRight', 'GF Dancing at Gunpoint', [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29], "", 24, false);
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loadOffsetFile('gf');
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playAnim('danceRight');
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case 'bf-holding-gf':
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frames = Paths.getSparrowAtlas('characters/bfAndGF');
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quickAnimAdd('idle', 'BF idle dance');
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quickAnimAdd('singDOWN', 'BF NOTE DOWN0');
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quickAnimAdd('singLEFT', 'BF NOTE LEFT0');
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quickAnimAdd('singRIGHT', 'BF NOTE RIGHT0');
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quickAnimAdd('singUP', 'BF NOTE UP0');
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quickAnimAdd('singDOWNmiss', 'BF NOTE DOWN MISS');
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quickAnimAdd('singLEFTmiss', 'BF NOTE LEFT MISS');
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quickAnimAdd('singRIGHTmiss', 'BF NOTE RIGHT MISS');
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quickAnimAdd('singUPmiss', 'BF NOTE UP MISS');
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quickAnimAdd('bfCatch', 'BF catches GF');
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loadOffsetFile(curCharacter);
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playAnim('idle');
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flipX = true;
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case 'gf-car':
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tex = Paths.getSparrowAtlas('characters/gfCar');
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frames = tex;
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animation.addByIndices('singUP', 'GF Dancing Beat Hair blowing CAR', [0], "", 24, false);
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animation.addByIndices('danceLeft', 'GF Dancing Beat Hair blowing CAR', [30, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14], "", 24, false);
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animation.addByIndices('danceRight', 'GF Dancing Beat Hair blowing CAR', [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29], "", 24,
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false);
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animation.addByIndices('idleHair', 'GF Dancing Beat Hair blowing CAR', [10, 11, 12, 25, 26, 27], "", 24, true);
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loadOffsetFile(curCharacter);
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playAnim('danceRight');
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case 'gf-pixel':
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tex = Paths.getSparrowAtlas('characters/gfPixel');
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frames = tex;
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animation.addByIndices('singUP', 'GF IDLE', [2], "", 24, false);
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animation.addByIndices('danceLeft', 'GF IDLE', [30, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14], "", 24, false);
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animation.addByIndices('danceRight', 'GF IDLE', [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29], "", 24, false);
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loadOffsetFile(curCharacter);
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playAnim('danceRight');
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setGraphicSize(Std.int(width * PlayState.daPixelZoom));
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updateHitbox();
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antialiasing = false;
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case 'dad':
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// DAD ANIMATION LOADING CODE
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tex = Paths.getSparrowAtlas('characters/DADDY_DEAREST');
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frames = tex;
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quickAnimAdd('idle', 'Dad idle dance');
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quickAnimAdd('singUP', 'Dad Sing Note UP');
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quickAnimAdd('singRIGHT', 'Dad Sing Note RIGHT');
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quickAnimAdd('singDOWN', 'Dad Sing Note DOWN');
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quickAnimAdd('singLEFT', 'Dad Sing Note LEFT');
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loadOffsetFile(curCharacter);
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playAnim('idle');
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case 'spooky':
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tex = Paths.getSparrowAtlas('characters/spooky_kids_assets');
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frames = tex;
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quickAnimAdd('singUP', 'spooky UP NOTE');
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quickAnimAdd('singDOWN', 'spooky DOWN note');
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quickAnimAdd('singLEFT', 'note sing left');
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quickAnimAdd('singRIGHT', 'spooky sing right');
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animation.addByIndices('danceLeft', 'spooky dance idle', [0, 2, 6], "", 12, false);
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animation.addByIndices('danceRight', 'spooky dance idle', [8, 10, 12, 14], "", 12, false);
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loadOffsetFile(curCharacter);
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playAnim('danceRight');
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case 'mom':
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tex = Paths.getSparrowAtlas('characters/Mom_Assets');
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frames = tex;
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quickAnimAdd('idle', "Mom Idle");
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quickAnimAdd('singUP', "Mom Up Pose");
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quickAnimAdd('singDOWN', "MOM DOWN POSE");
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quickAnimAdd('singLEFT', 'Mom Left Pose');
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// ANIMATION IS CALLED MOM LEFT POSE BUT ITS FOR THE RIGHT
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// CUZ DAVE IS DUMB!
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quickAnimAdd('singRIGHT', 'Mom Pose Left');
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loadOffsetFile(curCharacter);
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playAnim('idle');
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case 'mom-car':
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tex = Paths.getSparrowAtlas('characters/momCar');
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frames = tex;
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quickAnimAdd('idle', "Mom Idle");
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quickAnimAdd('singUP', "Mom Up Pose");
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quickAnimAdd('singDOWN', "MOM DOWN POSE");
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quickAnimAdd('singLEFT', 'Mom Left Pose');
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// ANIMATION IS CALLED MOM LEFT POSE BUT ITS FOR THE RIGHT
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// CUZ DAVE IS DUMB!
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quickAnimAdd('singRIGHT', 'Mom Pose Left');
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animation.addByIndices('idleHair', "Mom Idle", [10, 11, 12, 13], "", 24, true);
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loadOffsetFile(curCharacter);
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playAnim('idle');
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case 'monster':
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tex = Paths.getSparrowAtlas('characters/Monster_Assets');
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frames = tex;
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quickAnimAdd('idle', 'monster idle');
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quickAnimAdd('singUP', 'monster up note');
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quickAnimAdd('singDOWN', 'monster down');
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quickAnimAdd('singLEFT', 'Monster left note');
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quickAnimAdd('singRIGHT', 'Monster Right note');
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loadOffsetFile(curCharacter);
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playAnim('idle');
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case 'monster-christmas':
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tex = Paths.getSparrowAtlas('characters/monsterChristmas');
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frames = tex;
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quickAnimAdd('idle', 'monster idle');
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quickAnimAdd('singUP', 'monster up note');
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quickAnimAdd('singDOWN', 'monster down');
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quickAnimAdd('singLEFT', 'Monster left note');
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quickAnimAdd('singRIGHT', 'Monster Right note');
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loadOffsetFile(curCharacter);
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playAnim('idle');
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case 'pico':
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tex = Paths.getSparrowAtlas('characters/Pico_FNF_assetss');
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frames = tex;
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quickAnimAdd('idle', "Pico Idle Dance");
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quickAnimAdd('singUP', 'pico Up note0');
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quickAnimAdd('singDOWN', 'Pico Down Note0');
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// isPlayer = true;
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// Need to be flipped! REDO THIS LATER!
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quickAnimAdd('singLEFT', 'Pico Note Right0');
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quickAnimAdd('singRIGHT', 'Pico NOTE LEFT0');
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quickAnimAdd('singRIGHTmiss', 'Pico NOTE LEFT miss');
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quickAnimAdd('singLEFTmiss', 'Pico Note Right Miss');
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quickAnimAdd('singUPmiss', 'pico Up note miss');
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quickAnimAdd('singDOWNmiss', 'Pico Down Note MISS');
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// right now it loads a seperate offset file for pico, would be cool if could generalize it!
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var playerShit:String = "";
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if (isPlayer)
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playerShit += "Player";
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loadOffsetFile(curCharacter + playerShit);
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playAnim('idle');
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flipX = true;
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case 'pico-speaker':
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frames = Paths.getSparrowAtlas('characters/picoSpeaker');
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quickAnimAdd('shoot1', "Pico shoot 1");
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quickAnimAdd('shoot2', "Pico shoot 2");
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quickAnimAdd('shoot3', "Pico shoot 3");
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quickAnimAdd('shoot4', "Pico shoot 4");
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// here for now, will be replaced later for less copypaste
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loadOffsetFile(curCharacter);
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playAnim('shoot1');
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loadMappedAnims();
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case 'bf':
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var tex = Paths.getSparrowAtlas('characters/BOYFRIEND');
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frames = tex;
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quickAnimAdd('idle', 'BF idle dance');
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quickAnimAdd('singUP', 'BF NOTE UP0');
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quickAnimAdd('singLEFT', 'BF NOTE LEFT0');
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quickAnimAdd('singRIGHT', 'BF NOTE RIGHT0');
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quickAnimAdd('singDOWN', 'BF NOTE DOWN0');
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quickAnimAdd('singUPmiss', 'BF NOTE UP MISS');
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quickAnimAdd('singLEFTmiss', 'BF NOTE LEFT MISS');
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quickAnimAdd('singRIGHTmiss', 'BF NOTE RIGHT MISS');
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quickAnimAdd('singDOWNmiss', 'BF NOTE DOWN MISS');
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quickAnimAdd('hey', 'BF HEY');
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quickAnimAdd('firstDeath', "BF dies");
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animation.addByPrefix('deathLoop', "BF Dead Loop", 24, true);
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quickAnimAdd('deathConfirm', "BF Dead confirm");
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animation.addByPrefix('scared', 'BF idle shaking', 24, true);
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loadOffsetFile(curCharacter);
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playAnim('idle');
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flipX = true;
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loadOffsetFile(curCharacter);
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case 'bf-christmas':
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var tex = Paths.getSparrowAtlas('characters/bfChristmas');
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frames = tex;
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quickAnimAdd('idle', 'BF idle dance');
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quickAnimAdd('singUP', 'BF NOTE UP0');
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quickAnimAdd('singLEFT', 'BF NOTE LEFT0');
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quickAnimAdd('singRIGHT', 'BF NOTE RIGHT0');
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quickAnimAdd('singDOWN', 'BF NOTE DOWN0');
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quickAnimAdd('singUPmiss', 'BF NOTE UP MISS');
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quickAnimAdd('singLEFTmiss', 'BF NOTE LEFT MISS');
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quickAnimAdd('singRIGHTmiss', 'BF NOTE RIGHT MISS');
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quickAnimAdd('singDOWNmiss', 'BF NOTE DOWN MISS');
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quickAnimAdd('hey', 'BF HEY');
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loadOffsetFile(curCharacter);
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playAnim('idle');
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flipX = true;
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case 'bf-car':
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var tex = Paths.getSparrowAtlas('characters/bfCar');
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frames = tex;
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quickAnimAdd('idle', 'BF idle dance');
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quickAnimAdd('singUP', 'BF NOTE UP0');
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quickAnimAdd('singLEFT', 'BF NOTE LEFT0');
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quickAnimAdd('singRIGHT', 'BF NOTE RIGHT0');
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quickAnimAdd('singDOWN', 'BF NOTE DOWN0');
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quickAnimAdd('singUPmiss', 'BF NOTE UP MISS');
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quickAnimAdd('singLEFTmiss', 'BF NOTE LEFT MISS');
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quickAnimAdd('singRIGHTmiss', 'BF NOTE RIGHT MISS');
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quickAnimAdd('singDOWNmiss', 'BF NOTE DOWN MISS');
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animation.addByIndices('idleHair', 'BF idle dance', [10, 11, 12, 13], "", 24, true);
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loadOffsetFile(curCharacter);
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playAnim('idle');
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flipX = true;
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case 'bf-pixel':
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frames = Paths.getSparrowAtlas('characters/bfPixel');
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quickAnimAdd('idle', 'BF IDLE');
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quickAnimAdd('singUP', 'BF UP NOTE');
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quickAnimAdd('singLEFT', 'BF LEFT NOTE');
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quickAnimAdd('singRIGHT', 'BF RIGHT NOTE');
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quickAnimAdd('singDOWN', 'BF DOWN NOTE');
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quickAnimAdd('singUPmiss', 'BF UP MISS');
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quickAnimAdd('singLEFTmiss', 'BF LEFT MISS');
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quickAnimAdd('singRIGHTmiss', 'BF RIGHT MISS');
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quickAnimAdd('singDOWNmiss', 'BF DOWN MISS');
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loadOffsetFile(curCharacter);
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setGraphicSize(Std.int(width * 6));
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updateHitbox();
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playAnim('idle');
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width -= 100;
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height -= 100;
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antialiasing = false;
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flipX = true;
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case 'bf-pixel-dead':
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frames = Paths.getSparrowAtlas('characters/bfPixelsDEAD');
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quickAnimAdd('singUP', "BF Dies pixel");
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quickAnimAdd('firstDeath', "BF Dies pixel");
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animation.addByPrefix('deathLoop', "Retry Loop", 24, true);
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quickAnimAdd('deathConfirm', "RETRY CONFIRM");
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animation.play('firstDeath');
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loadOffsetFile(curCharacter);
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playAnim('firstDeath');
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// pixel bullshit
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setGraphicSize(Std.int(width * 6));
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updateHitbox();
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antialiasing = false;
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flipX = true;
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case 'bf-holding-gf-dead':
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frames = Paths.getSparrowAtlas('characters/bfHoldingGF-DEAD');
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quickAnimAdd('singUP', 'BF Dead with GF Loop');
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quickAnimAdd('firstDeath', 'BF Dies with GF');
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animation.addByPrefix('deathLoop', 'BF Dead with GF Loop', 24, true);
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quickAnimAdd('deathConfirm', 'RETRY confirm holding gf');
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loadOffsetFile(curCharacter);
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playAnim('firstDeath');
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flipX = true;
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case 'senpai':
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frames = Paths.getSparrowAtlas('characters/senpai');
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quickAnimAdd('idle', 'Senpai Idle');
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// at framerate 16.8 animation plays over 2 beats at 144bpm,
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// but if the game lags or the bpm is > 144 (mods etc.)
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// he may miss his next dance
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// animation.getByName('idle').frameRate = 16.8;
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quickAnimAdd('singUP', 'SENPAI UP NOTE');
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quickAnimAdd('singLEFT', 'SENPAI LEFT NOTE');
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quickAnimAdd('singRIGHT', 'SENPAI RIGHT NOTE');
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quickAnimAdd('singDOWN', 'SENPAI DOWN NOTE');
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loadOffsetFile(curCharacter);
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playAnim('idle');
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setGraphicSize(Std.int(width * 6));
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updateHitbox();
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antialiasing = false;
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case 'senpai-angry':
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frames = Paths.getSparrowAtlas('characters/senpai');
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quickAnimAdd('idle', 'Angry Senpai Idle');
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quickAnimAdd('singUP', 'Angry Senpai UP NOTE');
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quickAnimAdd('singLEFT', 'Angry Senpai LEFT NOTE');
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quickAnimAdd('singRIGHT', 'Angry Senpai RIGHT NOTE');
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quickAnimAdd('singDOWN', 'Angry Senpai DOWN NOTE');
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loadOffsetFile(curCharacter);
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playAnim('idle');
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setGraphicSize(Std.int(width * 6));
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updateHitbox();
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antialiasing = false;
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case 'spirit':
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frames = Paths.getPackerAtlas('characters/spirit');
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quickAnimAdd('idle', "idle spirit_");
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quickAnimAdd('singUP', "up_");
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quickAnimAdd('singRIGHT', "right_");
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quickAnimAdd('singLEFT', "left_");
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quickAnimAdd('singDOWN', "spirit down_");
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loadOffsetFile(curCharacter);
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setGraphicSize(Std.int(width * 6));
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updateHitbox();
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playAnim('idle');
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antialiasing = false;
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case 'parents-christmas':
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frames = Paths.getSparrowAtlas('characters/mom_dad_christmas_assets');
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quickAnimAdd('idle', 'Parent Christmas Idle');
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quickAnimAdd('singUP', 'Parent Up Note Dad');
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quickAnimAdd('singDOWN', 'Parent Down Note Dad');
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quickAnimAdd('singLEFT', 'Parent Left Note Dad');
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quickAnimAdd('singRIGHT', 'Parent Right Note Dad');
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quickAnimAdd('singUP-alt', 'Parent Up Note Mom');
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quickAnimAdd('singDOWN-alt', 'Parent Down Note Mom');
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quickAnimAdd('singLEFT-alt', 'Parent Left Note Mom');
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quickAnimAdd('singRIGHT-alt', 'Parent Right Note Mom');
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loadOffsetFile(curCharacter);
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playAnim('idle');
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case 'tankman':
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frames = Paths.getSparrowAtlas('characters/tankmanCaptain');
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quickAnimAdd('idle', "Tankman Idle Dance");
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if (isPlayer)
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{
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quickAnimAdd('singLEFT', 'Tankman Note Left ');
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quickAnimAdd('singRIGHT', 'Tankman Right Note ');
|
|
quickAnimAdd('singLEFTmiss', 'Tankman Note Left MISS');
|
|
quickAnimAdd('singRIGHTmiss', 'Tankman Right Note MISS');
|
|
}
|
|
else
|
|
{
|
|
// Need to be flipped! REDO THIS LATER
|
|
quickAnimAdd('singLEFT', 'Tankman Right Note ');
|
|
quickAnimAdd('singRIGHT', 'Tankman Note Left ');
|
|
quickAnimAdd('singLEFTmiss', 'Tankman Right Note MISS');
|
|
quickAnimAdd('singRIGHTmiss', 'Tankman Note Left MISS');
|
|
}
|
|
|
|
quickAnimAdd('singUP', 'Tankman UP note ');
|
|
quickAnimAdd('singDOWN', 'Tankman DOWN note ');
|
|
quickAnimAdd('singUPmiss', 'Tankman UP note MISS');
|
|
quickAnimAdd('singDOWNmiss', 'Tankman DOWN note MISS');
|
|
|
|
// PRETTY GOOD tankman
|
|
// TANKMAN UGH instanc
|
|
|
|
quickAnimAdd('singDOWN-alt', 'PRETTY GOOD');
|
|
quickAnimAdd('singUP-alt', 'TANKMAN UGH');
|
|
|
|
loadOffsetFile(curCharacter);
|
|
|
|
playAnim('idle');
|
|
|
|
flipX = true;
|
|
case 'darnell':
|
|
frames = Paths.getSparrowAtlas('characters/darnell');
|
|
|
|
quickAnimAdd('idle', 'Darnell Idle');
|
|
quickAnimAdd('singUP', "Darnell pose up");
|
|
quickAnimAdd('singDOWN', 'Darnell Pose Down');
|
|
quickAnimAdd('singRIGHT', 'darnell pose left');
|
|
quickAnimAdd('singLEFT', 'Darnell pose right'); // naming is reversed for left/right for darnell!
|
|
quickAnimAdd('laugh', 'darnell laugh');
|
|
|
|
// temp
|
|
loadOffsetFile(curCharacter);
|
|
|
|
playAnim('idle');
|
|
|
|
animation.finishCallback = function(animShit:String)
|
|
{
|
|
if (animShit.startsWith('sing'))
|
|
{
|
|
// loop the anim
|
|
// this way is a little verbose, but basically sets it to the same animation, but 8 frames before finish
|
|
playAnim(animShit, true, false, animation.getByName(animShit).frames.length - 8);
|
|
}
|
|
}
|
|
}
|
|
|
|
dance();
|
|
animation.finish();
|
|
|
|
if (isPlayer)
|
|
{
|
|
flipX = !flipX;
|
|
|
|
// Doesn't flip for BF, since his are already in the right place???
|
|
if (!curCharacter.startsWith('bf'))
|
|
{
|
|
// var animArray
|
|
var oldRight = animation.getByName('singRIGHT').frames;
|
|
animation.getByName('singRIGHT').frames = animation.getByName('singLEFT').frames;
|
|
animation.getByName('singLEFT').frames = oldRight;
|
|
|
|
// IF THEY HAVE MISS ANIMATIONS??
|
|
if (animation.getByName('singRIGHTmiss') != null)
|
|
{
|
|
var oldMiss = animation.getByName('singRIGHTmiss').frames;
|
|
animation.getByName('singRIGHTmiss').frames = animation.getByName('singLEFTmiss').frames;
|
|
animation.getByName('singLEFTmiss').frames = oldMiss;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public function loadMappedAnims()
|
|
{
|
|
var swagshit = Song.loadFromJson('picospeaker', 'stress');
|
|
|
|
var notes = swagshit.notes;
|
|
|
|
for (section in notes)
|
|
{
|
|
for (idk in section.sectionNotes)
|
|
{
|
|
animationNotes.push(idk);
|
|
}
|
|
}
|
|
|
|
TankmenBG.animationNotes = animationNotes;
|
|
|
|
trace(animationNotes);
|
|
animationNotes.sort(sortAnims);
|
|
}
|
|
|
|
function sortAnims(val1:Array<Dynamic>, val2:Array<Dynamic>):Int
|
|
{
|
|
return FlxSort.byValues(FlxSort.ASCENDING, val1[0], val2[0]);
|
|
}
|
|
|
|
function quickAnimAdd(name:String, prefix:String)
|
|
{
|
|
animation.addByPrefix(name, prefix, 24, false);
|
|
}
|
|
|
|
private function loadOffsetFile(offsetCharacter:String)
|
|
{
|
|
var daFile:Array<String> = CoolUtil.coolTextFile(Paths.file("images/characters/" + offsetCharacter + "Offsets.txt", TEXT, 'shared'));
|
|
|
|
for (i in daFile)
|
|
{
|
|
var splitWords:Array<String> = i.split(" ");
|
|
addOffset(splitWords[0], Std.parseInt(splitWords[1]), Std.parseInt(splitWords[2]));
|
|
}
|
|
}
|
|
|
|
override function update(elapsed:Float)
|
|
{
|
|
if (!curCharacter.startsWith('bf'))
|
|
{
|
|
if (animation.curAnim.name.startsWith('sing'))
|
|
{
|
|
holdTimer += elapsed;
|
|
}
|
|
|
|
var dadVar:Float = 4;
|
|
|
|
if (curCharacter == 'dad')
|
|
dadVar = 6.1;
|
|
if (holdTimer >= Conductor.stepCrochet * dadVar * 0.001)
|
|
{
|
|
dance();
|
|
holdTimer = 0;
|
|
}
|
|
}
|
|
|
|
if (curCharacter.endsWith('-car'))
|
|
{
|
|
// looping hair anims after idle finished
|
|
if (!animation.curAnim.name.startsWith('sing') && animation.curAnim.finished)
|
|
playAnim('idleHair');
|
|
}
|
|
|
|
switch (curCharacter)
|
|
{
|
|
case 'gf':
|
|
if (animation.curAnim.name == 'hairFall' && animation.curAnim.finished)
|
|
playAnim('danceRight');
|
|
case "pico-speaker":
|
|
// for pico??
|
|
if (animationNotes.length > 0)
|
|
{
|
|
if (Conductor.songPosition > animationNotes[0][0])
|
|
{
|
|
trace('played shoot anim' + animationNotes[0][1]);
|
|
|
|
var shootAnim:Int = 1;
|
|
|
|
if (animationNotes[0][1] >= 2)
|
|
shootAnim = 3;
|
|
|
|
shootAnim += FlxG.random.int(0, 1);
|
|
|
|
playAnim('shoot' + shootAnim, true);
|
|
animationNotes.shift();
|
|
}
|
|
}
|
|
|
|
if (animation.curAnim.finished)
|
|
{
|
|
playAnim(animation.curAnim.name, false, false, animation.curAnim.numFrames - 3);
|
|
}
|
|
}
|
|
|
|
super.update(elapsed);
|
|
}
|
|
|
|
private var danced:Bool = false;
|
|
|
|
/**
|
|
* FOR GF DANCING SHIT
|
|
*/
|
|
public function dance()
|
|
{
|
|
if (!debugMode)
|
|
{
|
|
switch (curCharacter)
|
|
{
|
|
case 'gf' | 'gf-christmas' | 'gf-car' | 'gf-pixel' | 'gf-tankmen':
|
|
if (!animation.curAnim.name.startsWith('hair'))
|
|
{
|
|
danced = !danced;
|
|
|
|
if (danced)
|
|
playAnim('danceRight');
|
|
else
|
|
playAnim('danceLeft');
|
|
}
|
|
|
|
case 'tankman':
|
|
if (!animation.curAnim.name.endsWith('DOWN-alt'))
|
|
playAnim('idle');
|
|
|
|
case 'spooky':
|
|
danced = !danced;
|
|
|
|
if (danced)
|
|
playAnim('danceRight');
|
|
else
|
|
playAnim('danceLeft');
|
|
default:
|
|
playAnim('idle');
|
|
}
|
|
}
|
|
}
|
|
|
|
public function playAnim(AnimName:String, Force:Bool = false, Reversed:Bool = false, Frame:Int = 0):Void
|
|
{
|
|
animation.play(AnimName, Force, Reversed, Frame);
|
|
|
|
var daOffset = animOffsets.get(AnimName);
|
|
if (animOffsets.exists(AnimName))
|
|
{
|
|
offset.set(daOffset[0], daOffset[1]);
|
|
}
|
|
else
|
|
offset.set(0, 0);
|
|
|
|
if (curCharacter == 'gf')
|
|
{
|
|
if (AnimName == 'singLEFT')
|
|
{
|
|
danced = true;
|
|
}
|
|
else if (AnimName == 'singRIGHT')
|
|
{
|
|
danced = false;
|
|
}
|
|
|
|
if (AnimName == 'singUP' || AnimName == 'singDOWN')
|
|
{
|
|
danced = !danced;
|
|
}
|
|
}
|
|
}
|
|
|
|
public function addOffset(name:String, x:Float = 0, y:Float = 0)
|
|
{
|
|
animOffsets[name] = [x, y];
|
|
}
|
|
}
|