Funkin/source/funkin/play/PlayState.hx
2023-07-13 01:13:26 -04:00

2594 lines
74 KiB
Haxe

package funkin.play;
import haxe.Int64;
import flixel.addons.display.FlxPieDial;
import flixel.addons.transition.FlxTransitionableState;
import flixel.FlxCamera;
import flixel.FlxObject;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.FlxSubState;
import flixel.input.keyboard.FlxKey;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.text.FlxText;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.ui.FlxBar;
import flixel.util.FlxColor;
import flixel.util.FlxTimer;
import funkin.audio.VoicesGroup;
import funkin.Highscore.Tallies;
import funkin.input.PreciseInputManager;
import funkin.modding.events.ScriptEvent;
import funkin.modding.events.ScriptEventDispatcher;
import funkin.play.character.BaseCharacter;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.play.cutscene.dialogue.Conversation;
import funkin.play.cutscene.dialogue.ConversationDataParser;
import funkin.play.cutscene.VanillaCutscenes;
import funkin.play.cutscene.VideoCutscene;
import funkin.play.event.SongEventData.SongEventParser;
import funkin.play.notes.NoteSprite;
import funkin.play.notes.NoteDirection;
import funkin.play.notes.Strumline;
import funkin.play.notes.SustainTrail;
import funkin.play.scoring.Scoring;
import funkin.NoteSplash;
import funkin.play.song.Song;
import funkin.play.song.SongData.SongDataParser;
import funkin.play.song.SongData.SongEventData;
import funkin.play.song.SongData.SongNoteData;
import funkin.play.song.SongData.SongPlayableChar;
import funkin.play.stage.Stage;
import funkin.play.stage.StageData.StageDataParser;
import funkin.ui.PopUpStuff;
import funkin.ui.PreferencesMenu;
import funkin.ui.stageBuildShit.StageOffsetSubState;
import funkin.ui.story.StoryMenuState;
import funkin.util.SerializerUtil;
import funkin.util.SortUtil;
import lime.ui.Haptic;
#if discord_rpc
import Discord.DiscordClient;
#end
/**
* Parameters used to initialize the PlayState.
*/
typedef PlayStateParams =
{
/**
* The song to play.
*/
targetSong:Song,
/**
* The difficulty to play the song on.
* @default `Constants.DEFAULT_DIFFICULTY`
*/
?targetDifficulty:String,
/**
* The character to play as.
* @default `bf`, or the first character in the song's character list.
*/
?targetCharacter:String,
}
/**
* The gameplay state, where all the rhythm gaming happens.
*/
class PlayState extends MusicBeatState
{
/**
* STATIC VARIABLES
* Static variables should be used for information that must be persisted between states or between resets,
* such as the active song or song playlist.
*/
/**
* The currently active PlayState.
* There should be only one PlayState in existance at a time, we can use a singleton.
*/
public static var instance:PlayState = null;
/**
* This sucks. We need this because FlxG.resetState(); assumes the constructor has no arguments.
* @see https://github.com/HaxeFlixel/flixel/issues/2541
*/
static var lastParams:PlayStateParams = null;
/**
* PUBLIC INSTANCE VARIABLES
* Public instance variables should be used for information that must be reset or dereferenced
* every time the state is changed, but may need to be accessed externally.
*/
/**
* The currently selected stage.
*/
public var currentSong:Song = null;
/**
* The currently selected difficulty.
*/
public var currentDifficulty:String = Constants.DEFAULT_DIFFICULTY;
/**
* The player character being used for this level, as a character ID.
*/
public var currentPlayerId:String = 'bf';
/**
* The currently active Stage. This is the object containing all the props.
*/
public var currentStage:Stage = null;
/**
* Gets set to true when the PlayState needs to reset (player opted to restart or died).
* Gets disabled once resetting happens.
*/
public var needsReset:Bool = false;
/**
* The current 'Blueball Counter' to display in the pause menu.
* Resets when you beat a song or go back to the main menu.
*/
public var deathCounter:Int = 0;
/**
* The player's current health.
*/
public var health:Float = Constants.HEALTH_STARTING;
/**
* The player's current score.
* TODO: Move this to its own class.
*/
public var songScore:Int = 0;
/**
* An empty FlxObject contained in the scene.
* The current gameplay camera will always follow this object. Tween its position to move the camera smoothly.
*
* It needs to be an object in the scene for the camera to be configured to follow it.
* We optionally make this an FlxSprite so we can draw a debug graphic with it.
*/
public var cameraFollowPoint:FlxObject;
/**
* The camera follow point from the last stage.
* Used to persist the position of the `cameraFollowPosition` between levels.
*/
public var previousCameraFollowPoint:FlxSprite = null;
/**
* The current camera zoom level.
*
* The camera zoom is increased every beat, and lerped back to this value every frame, creating a smooth 'zoom-in' effect.
* Defaults to 1.05 but may be larger or smaller depending on the current stage,
* and may be changed by the `ZoomCamera` song event.
*/
public var defaultCameraZoom:Float = FlxCamera.defaultZoom * 1.05;
/**
* The current HUD camera zoom level.
*
* The camera zoom is increased every beat, and lerped back to this value every frame, creating a smooth 'zoom-in' effect.
*/
public var defaultHUDCameraZoom:Float = FlxCamera.defaultZoom * 1.0;
/**
* Intensity of the gameplay camera zoom.
* @default `1.5%`
*/
public var cameraZoomIntensity:Float = Constants.DEFAULT_ZOOM_INTENSITY;
/**
* Intensity of the HUD camera zoom.
* @default `3.0%`
*/
public var hudCameraZoomIntensity:Float = Constants.DEFAULT_ZOOM_INTENSITY * 2.0;
/**
* How many beats (quarter notes) between camera zooms.
* @default One camera zoom per measure (four beats).
*/
public var cameraZoomRate:Int = Constants.DEFAULT_ZOOM_RATE;
/**
* Whether the game is currently in the countdown before the song resumes.
*/
public var isInCountdown:Bool = false;
/**
* Whether the game is currently in Practice Mode.
* If true, player will not lose gain or lose score from notes.
*/
public var isPracticeMode:Bool = false;
/**
* Whether the game is currently in an animated cutscene, and gameplay should be stopped.
*/
public var isInCutscene:Bool = false;
/**
* Whether the inputs should be disabled for whatever reason... used for the stage edit lol!
*/
public var disableKeys:Bool = false;
/**
* The current dialogue.
*/
public var currentConversation:Conversation;
/**
* Key press inputs which have been received but not yet processed.
* These are encoded with an OS timestamp, so they
**/
var inputPressQueue:Array<PreciseInputEvent> = [];
/**
* Key release inputs which have been received but not yet processed.
* These are encoded with an OS timestamp, so they
**/
var inputReleaseQueue:Array<PreciseInputEvent> = [];
/**
* PRIVATE INSTANCE VARIABLES
* Private instance variables should be used for information that must be reset or dereferenced
* every time the state is reset, but should not be accessed externally.
*/
/**
* The Array containing the upcoming song events.
* The `update()` function regularly shifts these out to trigger events.
*/
var songEvents:Array<SongEventData>;
/**
* If true, the player is allowed to pause the game.
* Disabled during the ending of a song.
*/
var mayPauseGame:Bool = true;
/**
* The displayed value of the player's health.
* Used to provide smooth animations based on linear interpolation of the player's health.
*/
var healthLerp:Float = Constants.HEALTH_STARTING;
/**
* How long the user has held the "Skip Video Cutscene" button for.
*/
var skipHeldTimer:Float = 0;
/**
* Forcibly disables all update logic while the game moves back to the Menu state.
* This is used only when a critical error occurs and the game absolutely cannot continue.
*/
var criticalFailure:Bool = false;
/**
* False as long as the countdown has not finished yet.
*/
var startingSong:Bool = false;
/**
* A group of audio tracks, used to play the song's vocals.
*/
var vocals:VoicesGroup;
#if discord_rpc
// Discord RPC variables
var storyDifficultyText:String = '';
var iconRPC:String = '';
var detailsText:String = '';
var detailsPausedText:String = '';
#end
/**
* RENDER OBJECTS
*/
/**
* The FlxText which displays the current score.
*/
var scoreText:FlxText;
/**
* The bar which displays the player's health.
* Dynamically updated based on the value of `healthLerp` (which is based on `health`).
*/
public var healthBar:FlxBar;
/**
* The background image used for the health bar.
* Emma says the image is slightly skewed so I'm leaving it as an image instead of a `createGraphic`.
*/
public var healthBarBG:FlxSprite;
/**
* The health icon representing the player.
*/
public var iconP1:HealthIcon;
/**
* The health icon representing the opponent.
*/
public var iconP2:HealthIcon;
/**
* The sprite group containing active player's strumline notes.
*/
public var playerStrumline:Strumline;
/**
* The sprite group containing opponent's strumline notes.
*/
public var opponentStrumline:Strumline;
/**
* The camera which contains, and controls visibility of, the user interface elements.
*/
public var camHUD:FlxCamera;
/**
* The camera which contains, and controls visibility of, the stage and characters.
*/
public var camGame:FlxCamera;
/**
* The camera which contains, and controls visibility of, a video cutscene.
*/
public var camCutscene:FlxCamera;
/**
* The combo popups. Includes the real-time combo counter and the rating.
*/
var comboPopUps:PopUpStuff;
/**
* The circular sprite that appears while the user is holding down the Skip Cutscene button.
*/
var skipTimer:FlxPieDial;
/**
* PROPERTIES
*/
/**
* If a substate is rendering over the PlayState, it is paused and normal update logic is skipped.
* Examples include:
* - The Pause screen is open.
* - The Game Over screen is open.
* - The Chart Editor screen is open.
*/
var isGamePaused(get, never):Bool;
function get_isGamePaused():Bool
{
// Note: If there is a substate which requires the game to act unpaused,
// this should be changed to include something like `&& Std.isOfType()`
return this.subState != null;
}
/**
* Data for the current difficulty for the current song.
* Includes chart data, scroll speed, and other information.
*/
public var currentChart(get, null):SongDifficulty;
function get_currentChart():SongDifficulty
{
if (currentSong == null || currentDifficulty == null) return null;
return currentSong.getDifficulty(currentDifficulty);
}
/**
* The internal ID of the currently active Stage.
* Used to retrieve the data required to build the `currentStage`.
*/
public var currentStageId(get, null):String;
function get_currentStageId():String
{
if (currentChart == null || currentChart.stage == null || currentChart.stage == '') return Constants.DEFAULT_STAGE;
return currentChart.stage;
}
/**
* The length of the current song, in milliseconds.
*/
var currentSongLengthMs(get, never):Float;
function get_currentSongLengthMs():Float
{
return FlxG?.sound?.music?.length;
}
// TODO: Refactor or document
var generatedMusic:Bool = false;
var perfectMode:Bool = false;
/**
* Instantiate a new PlayState.
* @param params The parameters used to initialize the PlayState.
* Includes information about what song to play and more.
*/
public function new(params:PlayStateParams)
{
super();
// Validate parameters.
if (params == null && lastParams == null)
{
throw 'PlayState constructor called with no available parameters.';
}
else if (params == null)
{
trace('WARNING: PlayState constructor called with no parameters. Reusing previous parameters.');
params = lastParams;
}
else
{
lastParams = params;
}
// Apply parameters.
currentSong = params.targetSong;
if (params.targetDifficulty != null) currentDifficulty = params.targetDifficulty;
if (params.targetCharacter != null) currentPlayerId = params.targetCharacter;
// Don't do anything else here! Wait until create() when we attach to the camera.
}
/**
* Called when the PlayState is switched to.
*/
public override function create():Void
{
super.create();
if (instance != null)
{
// TODO: Do something in this case? IDK.
trace('WARNING: PlayState instance already exists. This should not happen.');
}
instance = this;
NoteSplash.buildSplashFrames();
if (currentSong != null)
{
// Load and cache the song's charts.
// TODO: Do this in the loading state.
currentSong.cacheCharts(true);
}
// Returns null if the song failed to load or doesn't have the selected difficulty.
if (currentSong == null || currentChart == null)
{
// We have encountered a critical error. Prevent Flixel from trying to run any gameplay logic.
criticalFailure = true;
// Choose an error message.
var message:String = 'There was a critical error. Click OK to return to the main menu.';
if (currentSong == null)
{
message = 'The was a critical error loading this song\'s chart. Click OK to return to the main menu.';
}
else if (currentDifficulty == null)
{
message = 'The was a critical error selecting a difficulty for this song. Click OK to return to the main menu.';
}
else if (currentSong.getDifficulty(currentDifficulty) == null)
{
message = 'The was a critical error retrieving data for this song on "$currentDifficulty" difficulty. Click OK to return to the main menu.';
}
// Display a popup. This blocks the application until the user clicks OK.
lime.app.Application.current.window.alert(message, 'Error loading PlayState');
// Force the user back to the main menu.
FlxG.switchState(new MainMenuState());
return;
}
if (false)
{
// Displays the camera follow point as a sprite for debug purposes.
cameraFollowPoint = new FlxSprite(0, 0).makeGraphic(8, 8, 0xFF00FF00);
cameraFollowPoint.visible = false;
cameraFollowPoint.zIndex = 1000000;
}
else
{
// Camera follow point is an invisible point in space.
cameraFollowPoint = new FlxObject(0, 0);
}
// Reduce physics accuracy (who cares!!!) to improve animation quality.
FlxG.fixedTimestep = false;
// This state receives update() even when a substate is active.
this.persistentUpdate = true;
// This state receives draw calls even when a substate is active.
this.persistentDraw = true;
// Stop any pre-existing music.
if (FlxG.sound.music != null) FlxG.sound.music.stop();
// Prepare the current song's instrumental and vocals to be played.
if (currentChart != null)
{
currentChart.cacheInst(currentPlayerId);
currentChart.cacheVocals(currentPlayerId);
}
// Prepare the Conductor.
Conductor.mapTimeChanges(currentChart.timeChanges);
Conductor.update(-5000);
// The song is now loaded. We can continue to initialize the play state.
initCameras();
initHealthBar();
initStage();
initCharacters();
initStrumlines();
// Initialize the judgements and combo meter.
comboPopUps = new PopUpStuff();
comboPopUps.cameras = [camHUD];
add(comboPopUps);
// The little dial that shows up when you hold the Skip Cutscene key.
skipTimer = new FlxPieDial(16, 16, 32, FlxColor.WHITE, 36, CIRCLE, true, 24);
skipTimer.amount = 0;
skipTimer.zIndex = 1000;
add(skipTimer);
// Renders only in video cutscene mode.
skipTimer.cameras = [camCutscene];
#if discord_rpc
// Initialize Discord Rich Presence.
initDiscord();
#end
// Read the song's note data and pass it to the strumlines.
generateSong();
// Reset the camera's zoom and force it to focus on the camera follow point.
resetCamera();
initPreciseInputs();
FlxG.worldBounds.set(0, 0, FlxG.width, FlxG.height);
// The song is loaded and in the process of starting.
// This gets set back to false when the chart actually starts.
startingSong = true;
// TODO: We hardcoded the transition into Winter Horrorland. Do this with a ScriptedSong instead.
if ((currentSong?.songId ?? '').toLowerCase() == 'winter-horrorland')
{
// VanillaCutscenes will call startCountdown later.
VanillaCutscenes.playHorrorStartCutscene();
}
else
{
// Call a script event to start the countdown.
// Songs with cutscenes should call event.cancel().
// As long as they call `PlayState.instance.startCountdown()` later, the countdown will start.
startCountdown();
}
leftWatermarkText.cameras = [camHUD];
rightWatermarkText.cameras = [camHUD];
// Initialize some debug stuff.
#if debug
// Display the version number (and git commit hash) in the bottom right corner.
this.rightWatermarkText.text = Constants.VERSION;
FlxG.console.registerObject('playState', this);
#end
}
public override function update(elapsed:Float):Void
{
if (criticalFailure) return;
super.update(elapsed);
if (FlxG.keys.justPressed.U)
{
// hack for HaxeUI generation, doesn't work unless persistentUpdate is false at state creation!!
disableKeys = true;
persistentUpdate = false;
openSubState(new StageOffsetSubState());
}
updateHealthBar();
updateScoreText();
// Handle restarting the song when needed (player death or pressing Retry)
if (needsReset)
{
dispatchEvent(new ScriptEvent(ScriptEvent.SONG_RETRY));
resetCamera();
persistentUpdate = true;
persistentDraw = true;
startingSong = true;
inputSpitter = [];
// Reset music properly.
FlxG.sound.music.pause();
vocals.pause();
FlxG.sound.music.time = 0;
vocals.time = 0;
FlxG.sound.music.volume = 1;
vocals.volume = 1;
vocals.playerVolume = 1;
vocals.opponentVolume = 1;
currentStage.resetStage();
// Delete all notes and reset the arrays.
regenNoteData();
// Reset camera zooming
cameraZoomIntensity = Constants.DEFAULT_ZOOM_INTENSITY;
hudCameraZoomIntensity = Constants.DEFAULT_ZOOM_INTENSITY * 2.0;
cameraZoomRate = Constants.DEFAULT_ZOOM_RATE;
health = Constants.HEALTH_STARTING;
songScore = 0;
Highscore.tallies.combo = 0;
Countdown.performCountdown(currentStageId.startsWith('school'));
needsReset = false;
}
// Update the conductor.
if (startingSong)
{
if (isInCountdown)
{
Conductor.songPosition += elapsed * 1000;
if (Conductor.songPosition >= 0) startSong();
}
}
else
{
// DO NOT FORGET TO REMOVE THE HARDCODE! WHEN I MAKE BETTER OFFSET SYSTEM!
// :nerd: um ackshually it's not 13 it's 11.97278911564
if (Paths.SOUND_EXT == 'mp3') Conductor.offset = Constants.MP3_DELAY_MS;
Conductor.update();
if (!isGamePaused)
{
// Interpolation type beat
if (Conductor.lastSongPos != Conductor.songPosition)
{
Conductor.lastSongPos = Conductor.songPosition;
}
}
}
var androidPause:Bool = false;
#if android
androidPause = FlxG.android.justPressed.BACK;
#end
// Attempt to pause the game.
if ((controls.PAUSE || androidPause) && isInCountdown && mayPauseGame)
{
var event = new PauseScriptEvent(FlxG.random.bool(1 / 1000));
dispatchEvent(event);
if (!event.eventCanceled)
{
// Pause updates while the substate is open, preventing the game state from advancing.
persistentUpdate = false;
// Enable drawing while the substate is open, allowing the game state to be shown behind the pause menu.
persistentDraw = true;
// There is a 1/1000 change to use a special pause menu.
// This prevents the player from resuming, but that's the point.
// It's a reference to Gitaroo Man, which doesn't let you pause the game.
if (event.gitaroo)
{
FlxG.switchState(new GitarooPause(
{
targetSong: currentSong,
targetDifficulty: currentDifficulty,
targetCharacter: currentPlayerId,
}));
}
else
{
var boyfriendPos:FlxPoint = new FlxPoint(0, 0);
// Prevent the game from crashing if Boyfriend isn't present.
if (currentStage != null && currentStage.getBoyfriend() != null)
{
boyfriendPos = currentStage.getBoyfriend().getScreenPosition();
}
var pauseSubState:FlxSubState = new PauseSubState();
openSubState(pauseSubState);
pauseSubState.camera = camHUD;
// boyfriendPos.put(); // TODO: Why is this here?
}
#if discord_rpc
DiscordClient.changePresence(detailsPausedText, currentSong.song + ' (' + storyDifficultyText + ')', iconRPC);
#end
}
}
// Cap health.
if (health > Constants.HEALTH_MAX) health = Constants.HEALTH_MAX;
if (health < Constants.HEALTH_MIN) health = Constants.HEALTH_MIN;
// Lerp the camera zoom towards the target level.
if (subState == null)
{
FlxG.camera.zoom = FlxMath.lerp(defaultCameraZoom, FlxG.camera.zoom, 0.95);
camHUD.zoom = FlxMath.lerp(defaultHUDCameraZoom, camHUD.zoom, 0.95);
}
FlxG.watch.addQuick('beatShit', Conductor.currentBeat);
FlxG.watch.addQuick('stepShit', Conductor.currentStep);
if (currentStage != null)
{
FlxG.watch.addQuick('bfAnim', currentStage.getBoyfriend().getCurrentAnimation());
}
FlxG.watch.addQuick('songPos', Conductor.songPosition);
// TODO: Add a song event for Handle GF dance speed.
// Handle player death.
if (!isInCutscene && !disableKeys && !_exiting)
{
// RESET = Quick Game Over Screen
if (controls.RESET)
{
health = Constants.HEALTH_MIN;
trace('RESET = True');
}
#if CAN_CHEAT // brandon's a pussy
if (controls.CHEAT)
{
health += 0.25 * Constants.HEALTH_MAX; // +25% health.
trace('User is cheating!');
}
#end
if (health <= Constants.HEALTH_MIN && !isPracticeMode)
{
vocals.pause();
FlxG.sound.music.pause();
deathCounter += 1;
dispatchEvent(new ScriptEvent(ScriptEvent.GAME_OVER));
// Disable updates, preventing animations in the background from playing.
persistentUpdate = false;
#if debug
if (FlxG.keys.pressed.THREE)
{
// TODO: Change the key or delete this?
// In debug builds, pressing 3 to kill the player makes the background transparent.
persistentDraw = true;
}
else
{
#end
persistentDraw = false;
#if debug
}
#end
var gameOverSubState = new GameOverSubState();
openSubState(gameOverSubState);
#if discord_rpc
// Game Over doesn't get his own variable because it's only used here
DiscordClient.changePresence('Game Over - ' + detailsText, currentSong.song + ' (' + storyDifficultyText + ')', iconRPC);
#end
}
}
// Query and activate song events.
// TODO: Check that these work even when songPosition is less than 0.
if (songEvents != null && songEvents.length > 0)
{
var songEventsToActivate:Array<SongEventData> = SongEventParser.queryEvents(songEvents, Conductor.songPosition);
if (songEventsToActivate.length > 0)
{
trace('Found ${songEventsToActivate.length} event(s) to activate.');
for (event in songEventsToActivate)
{
var eventEvent:SongEventScriptEvent = new SongEventScriptEvent(event);
dispatchEvent(eventEvent);
// Calling event.cancelEvent() skips the event. Neat!
if (!eventEvent.eventCanceled)
{
SongEventParser.handleEvent(event);
}
}
}
}
// Handle keybinds.
// if (!isInCutscene && !disableKeys) keyShit(true);
processInputQueue();
if (!isInCutscene && !disableKeys) debugKeyShit();
if (isInCutscene && !disableKeys) handleCutsceneKeys(elapsed);
// Moving notes into position is now done by Strumline.update().
processNotes(elapsed);
// Dispatch the onUpdate event to scripted elements.
dispatchEvent(new UpdateScriptEvent(elapsed));
}
public override function dispatchEvent(event:ScriptEvent):Void
{
// ORDER: Module, Stage, Character, Song, Conversation, Note
// Modules should get the first chance to cancel the event.
// super.dispatchEvent(event) dispatches event to module scripts.
super.dispatchEvent(event);
// Dispatch event to stage script.
ScriptEventDispatcher.callEvent(currentStage, event);
// Dispatch event to character script(s).
if (currentStage != null) currentStage.dispatchToCharacters(event);
// Dispatch event to song script.
ScriptEventDispatcher.callEvent(currentSong, event);
// Dispatch event to conversation script.
ScriptEventDispatcher.callEvent(currentConversation, event);
// TODO: Dispatch event to note scripts
}
/**
* Function called before opening a new substate.
* @param subState The substate to open.
*/
public override function openSubState(subState:FlxSubState):Void
{
// If there is a substate which requires the game to continue,
// then make this a condition.
var shouldPause = true;
if (shouldPause)
{
// Pause the music.
if (FlxG.sound.music != null)
{
FlxG.sound.music.pause();
if (vocals != null) vocals.pause();
}
// Pause the countdown.
Countdown.pauseCountdown();
}
super.openSubState(subState);
}
/**
* Function called before closing the current substate.
* @param subState
*/
public override function closeSubState():Void
{
if (isGamePaused)
{
var event:ScriptEvent = new ScriptEvent(ScriptEvent.RESUME, true);
dispatchEvent(event);
if (event.eventCanceled) return;
if (FlxG.sound.music != null && !startingSong && !isInCutscene) resyncVocals();
// Resume the countdown.
Countdown.resumeCountdown();
#if discord_rpc
if (startTimer.finished)
{
DiscordClient.changePresence(detailsText, '${currentChart.songName} ($storyDifficultyText)', iconRPC, true,
currentSongLengthMs - Conductor.songPosition);
}
else
{
DiscordClient.changePresence(detailsText, '${currentChart.songName} ($storyDifficultyText)', iconRPC);
}
#end
}
super.closeSubState();
}
#if discord_rpc
/**
* Function called when the game window gains focus.
*/
public override function onFocus():Void
{
if (health > Constants.HEALTH_MIN && !paused && FlxG.autoPause)
{
if (Conductor.songPosition > 0.0) DiscordClient.changePresence(detailsText, currentSong.song
+ ' ('
+ storyDifficultyText
+ ')', iconRPC, true,
currentSongLengthMs
- Conductor.songPosition);
else
DiscordClient.changePresence(detailsText, currentSong.song + ' (' + storyDifficultyText + ')', iconRPC);
}
super.onFocus();
}
/**
* Function called when the game window loses focus.
*/
public override function onFocusLost():Void
{
if (health > Constants.HEALTH_MIN && !paused && FlxG.autoPause) DiscordClient.changePresence(detailsPausedText,
currentSong.song + ' (' + storyDifficultyText + ')', iconRPC);
super.onFocusLost();
}
#end
/**
* This function is called whenever Flixel switches switching to a new FlxState.
* @return Whether to actually switch to the new state.
*/
override function switchTo(nextState:FlxState):Bool
{
var result:Bool = super.switchTo(nextState);
if (result)
{
performCleanup();
}
return result;
}
/**
* Removes any references to the current stage, then clears the stage cache,
* then reloads all the stages.
*
* This is useful for when you want to edit a stage without reloading the whole game.
* Reloading works on both the JSON and the HXC, if applicable.
*
* Call this by pressing F5 on a debug build.
*/
override function debug_refreshModules():Void
{
// Remove the current stage. If the stage gets deleted while it's still in use,
// it'll probably crash the game or something.
if (this.currentStage != null)
{
remove(currentStage);
var event:ScriptEvent = new ScriptEvent(ScriptEvent.DESTROY, false);
ScriptEventDispatcher.callEvent(currentStage, event);
currentStage = null;
}
// Stop the vocals.
if (vocals != null)
{
vocals.stop();
}
super.debug_refreshModules();
var event:ScriptEvent = new ScriptEvent(ScriptEvent.CREATE, false);
ScriptEventDispatcher.callEvent(currentSong, event);
}
override function stepHit():Bool
{
// super.stepHit() returns false if a module cancelled the event.
if (!super.stepHit()) return false;
if (FlxG.sound.music != null
&& (Math.abs(FlxG.sound.music.time - (Conductor.songPosition - Conductor.offset)) > 200
|| Math.abs(vocals.checkSyncError(Conductor.songPosition - Conductor.offset)) > 200))
{
trace("VOCALS NEED RESYNC");
if (vocals != null) trace(vocals.checkSyncError(Conductor.songPosition - Conductor.offset));
trace(FlxG.sound.music.time - (Conductor.songPosition - Conductor.offset));
resyncVocals();
}
if (iconP1 != null) iconP1.onStepHit(Std.int(Conductor.currentStep));
if (iconP2 != null) iconP2.onStepHit(Std.int(Conductor.currentStep));
return true;
}
override function beatHit():Bool
{
// super.beatHit() returns false if a module cancelled the event.
if (!super.beatHit()) return false;
if (generatedMusic)
{
// TODO: Sort more efficiently, or less often, to improve performance.
// activeNotes.sort(SortUtil.byStrumtime, FlxSort.DESCENDING);
}
// Only zoom camera if we are zoomed by less than 35%.
if (FlxG.camera.zoom < (1.35 * defaultCameraZoom) && cameraZoomRate > 0 && Conductor.currentBeat % cameraZoomRate == 0)
{
// Zoom camera in (1.5%)
FlxG.camera.zoom += cameraZoomIntensity * defaultCameraZoom;
// Hud zooms double (3%)
camHUD.zoom += hudCameraZoomIntensity * defaultHUDCameraZoom;
}
// trace('Not bopping camera: ${FlxG.camera.zoom} < ${(1.35 * defaultCameraZoom)} && ${cameraZoomRate} > 0 && ${Conductor.currentBeat} % ${cameraZoomRate} == ${Conductor.currentBeat % cameraZoomRate}}');
// That combo milestones that got spoiled that one time.
// Comes with NEAT visual and audio effects.
// bruh this var is bonkers i thot it was a function lmfaooo
// Break up into individual lines to aid debugging.
var shouldShowComboText:Bool = false;
// TODO: Re-enable combo text (how to do this without sections?).
// if (currentSong != null)
// {
// shouldShowComboText = (Conductor.currentBeat % 8 == 7);
// var daSection = .getSong()[Std.int(Conductor.currentBeat / 16)];
// shouldShowComboText = shouldShowComboText && (daSection != null && daSection.mustHitSection);
// shouldShowComboText = shouldShowComboText && (Highscore.tallies.combo > 5);
//
// var daNextSection = .getSong()[Std.int(Conductor.currentBeat / 16) + 1];
// var isEndOfSong = .getSong().length < Std.int(Conductor.currentBeat / 16);
// shouldShowComboText = shouldShowComboText && (isEndOfSong || (daNextSection != null && !daNextSection.mustHitSection));
// }
if (shouldShowComboText)
{
var animShit:ComboMilestone = new ComboMilestone(-100, 300, Highscore.tallies.combo);
animShit.scrollFactor.set(0.6, 0.6);
animShit.cameras = [camHUD];
add(animShit);
var frameShit:Float = (1 / 24) * 2; // equals 2 frames in the animation
new FlxTimer().start(((Conductor.beatLengthMs / 1000) * 1.25) - frameShit, function(tmr) {
animShit.forceFinish();
});
}
if (playerStrumline != null) playerStrumline.onBeatHit();
if (opponentStrumline != null) opponentStrumline.onBeatHit();
// Make the characters dance on the beat
danceOnBeat();
return true;
}
override function destroy():Void
{
if (currentConversation != null)
{
remove(currentConversation);
currentConversation.kill();
}
super.destroy();
}
/**
* Handles characters dancing to the beat of the current song.
*
* TODO: Move some of this logic into `Bopper.hx`, or individual character scripts.
*/
function danceOnBeat():Void
{
if (currentStage == null) return;
// TODO: Add HEY! song events to Tutorial.
if (Conductor.currentBeat % 16 == 15
&& currentStage.getDad().characterId == 'gf'
&& Conductor.currentBeat > 16
&& Conductor.currentBeat < 48)
{
currentStage.getBoyfriend().playAnimation('hey', true);
currentStage.getDad().playAnimation('cheer', true);
}
}
/**
* Initializes the game and HUD cameras.
*/
function initCameras():Void
{
camGame = new SwagCamera();
camHUD = new FlxCamera();
camHUD.bgColor.alpha = 0; // Show the game scene behind the camera.
camCutscene = new FlxCamera();
camCutscene.bgColor.alpha = 0; // Show the game scene behind the camera.
FlxG.cameras.reset(camGame);
FlxG.cameras.add(camHUD, false);
FlxG.cameras.add(camCutscene, false);
// Configure camera follow point.
if (previousCameraFollowPoint != null)
{
cameraFollowPoint.setPosition(previousCameraFollowPoint.x, previousCameraFollowPoint.y);
previousCameraFollowPoint = null;
}
add(cameraFollowPoint);
}
/**
* Initializes the health bar on the HUD.
*/
function initHealthBar():Void
{
var healthBarYPos:Float = PreferencesMenu.getPref('downscroll') ? FlxG.height * 0.1 : FlxG.height * 0.9;
healthBarBG = new FlxSprite(0, healthBarYPos).loadGraphic(Paths.image('healthBar'));
healthBarBG.screenCenter(X);
healthBarBG.scrollFactor.set(0, 0);
add(healthBarBG);
healthBar = new FlxBar(healthBarBG.x + 4, healthBarBG.y + 4, RIGHT_TO_LEFT, Std.int(healthBarBG.width - 8), Std.int(healthBarBG.height - 8), this,
'healthLerp', 0, 2);
healthBar.scrollFactor.set();
healthBar.createFilledBar(Constants.COLOR_HEALTH_BAR_RED, Constants.COLOR_HEALTH_BAR_GREEN);
add(healthBar);
// The score text below the health bar.
scoreText = new FlxText(healthBarBG.x + healthBarBG.width - 190, healthBarBG.y + 30, 0, '', 20);
scoreText.setFormat(Paths.font('vcr.ttf'), 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
scoreText.scrollFactor.set();
add(scoreText);
// Move the health bar to the HUD camera.
healthBar.cameras = [camHUD];
healthBarBG.cameras = [camHUD];
scoreText.cameras = [camHUD];
}
/**
* Generates the stage and all its props.
*/
function initStage():Void
{
loadStage(currentStageId);
}
/**
* Loads stage data from cache, assembles the props,
* and adds it to the state.
* @param id
*/
function loadStage(id:String):Void
{
currentStage = StageDataParser.fetchStage(id);
if (currentStage != null)
{
// Actually create and position the sprites.
var event:ScriptEvent = new ScriptEvent(ScriptEvent.CREATE, false);
ScriptEventDispatcher.callEvent(currentStage, event);
// Apply camera zoom level from stage data.
defaultCameraZoom = currentStage.camZoom;
// Add the stage to the scene.
this.add(currentStage);
#if debug
FlxG.console.registerObject('stage', currentStage);
#end
}
else
{
// lolol
lime.app.Application.current.window.alert('Nice job, you ignoramus. $id isn\'t a real stage.\nI\'m falling back to the default so the game doesn\'t shit itself.',
'Stage Error');
}
}
/**
* Generates the character sprites and adds them to the stage.
*/
function initCharacters():Void
{
if (currentSong == null || currentChart == null)
{
trace('Song difficulty could not be loaded.');
}
// Switch the character we are playing as by manipulating currentPlayerId.
// TODO: How to choose which one to use for story mode?
var playableChars:Array<String> = currentChart.getPlayableChars();
if (playableChars.length == 0)
{
trace('WARNING: No playable characters found for this song.');
}
else if (playableChars.indexOf(currentPlayerId) == -1)
{
currentPlayerId = playableChars[0];
}
//
var currentCharData:SongPlayableChar = currentChart.getPlayableChar(currentPlayerId);
//
// GIRLFRIEND
//
var girlfriend:BaseCharacter = CharacterDataParser.fetchCharacter(currentCharData.girlfriend);
if (girlfriend != null)
{
girlfriend.characterType = CharacterType.GF;
}
else if (currentCharData.girlfriend != '')
{
trace('WARNING: Could not load girlfriend character with ID ${currentCharData.girlfriend}, skipping...');
}
else
{
// Chosen GF was '' so we don't load one.
}
//
// DAD
//
var dad:BaseCharacter = CharacterDataParser.fetchCharacter(currentCharData.opponent);
if (dad != null)
{
dad.characterType = CharacterType.DAD;
}
//
// OPPONENT HEALTH ICON
//
iconP2 = new HealthIcon(currentCharData.opponent, 1);
iconP2.y = healthBar.y - (iconP2.height / 2);
dad.initHealthIcon(true);
add(iconP2);
iconP2.cameras = [camHUD];
//
// BOYFRIEND
//
var boyfriend:BaseCharacter = CharacterDataParser.fetchCharacter(currentPlayerId);
if (boyfriend != null)
{
boyfriend.characterType = CharacterType.BF;
}
//
// PLAYER HEALTH ICON
//
iconP1 = new HealthIcon(currentPlayerId, 0);
iconP1.y = healthBar.y - (iconP1.height / 2);
boyfriend.initHealthIcon(false);
add(iconP1);
iconP1.cameras = [camHUD];
//
// ADD CHARACTERS TO SCENE
//
if (currentStage != null)
{
// Characters get added to the stage, not the main scene.
if (girlfriend != null)
{
currentStage.addCharacter(girlfriend, GF);
#if debug
FlxG.console.registerObject('gf', girlfriend);
#end
}
if (boyfriend != null)
{
currentStage.addCharacter(boyfriend, BF);
#if debug
FlxG.console.registerObject('bf', boyfriend);
#end
}
if (dad != null)
{
currentStage.addCharacter(dad, DAD);
// Camera starts at dad.
cameraFollowPoint.setPosition(dad.cameraFocusPoint.x, dad.cameraFocusPoint.y);
#if debug
FlxG.console.registerObject('dad', dad);
#end
}
// Rearrange by z-indexes.
currentStage.refresh();
}
}
/**
* Constructs the strumlines for each player.
*/
function initStrumlines():Void
{
// var strumlineStyle:StrumlineStyle = NORMAL;
//
//// TODO: Put this in the chart or something?
// switch (currentStageId)
// {
// case 'school':
// strumlineStyle = PIXEL;
// case 'schoolEvil':
// strumlineStyle = PIXEL;
// }
playerStrumline = new Strumline(true);
opponentStrumline = new Strumline(false);
add(playerStrumline);
add(opponentStrumline);
// Position the player strumline on the right half of the screen
playerStrumline.x = FlxG.width / 2 + Constants.STRUMLINE_X_OFFSET; // Classic style
// playerStrumline.x = FlxG.width - playerStrumline.width - Constants.STRUMLINE_X_OFFSET; // Centered style
playerStrumline.y = PreferencesMenu.getPref('downscroll') ? FlxG.height - playerStrumline.height - Constants.STRUMLINE_Y_OFFSET : Constants.STRUMLINE_Y_OFFSET;
playerStrumline.zIndex = 200;
playerStrumline.cameras = [camHUD];
// Position the opponent strumline on the left half of the screen
opponentStrumline.x = Constants.STRUMLINE_X_OFFSET;
opponentStrumline.y = PreferencesMenu.getPref('downscroll') ? FlxG.height - opponentStrumline.height - Constants.STRUMLINE_Y_OFFSET : Constants.STRUMLINE_Y_OFFSET;
opponentStrumline.zIndex = 100;
opponentStrumline.cameras = [camHUD];
if (!PlayStatePlaylist.isStoryMode)
{
playerStrumline.fadeInArrows();
opponentStrumline.fadeInArrows();
}
this.refresh();
}
/**
* Initializes the Discord Rich Presence.
*/
function initDiscord():Void
{
#if discord_rpc
storyDifficultyText = difficultyString();
iconRPC = currentSong.player2;
// To avoid having duplicate images in Discord assets
switch (iconRPC)
{
case 'senpai-angry':
iconRPC = 'senpai';
case 'monster-christmas':
iconRPC = 'monster';
case 'mom-car':
iconRPC = 'mom';
}
// String that contains the mode defined here so it isn't necessary to call changePresence for each mode
detailsText = isStoryMode ? 'Story Mode: Week $storyWeek' : 'Freeplay';
detailsPausedText = 'Paused - $detailsText';
// Updating Discord Rich Presence.
DiscordClient.changePresence(detailsText, '${currentChart.songName} ($storyDifficultyText)', iconRPC);
#end
}
function initPreciseInputs():Void
{
FlxG.keys.preventDefaultKeys = [];
PreciseInputManager.instance.onInputPressed.add(onKeyPress);
PreciseInputManager.instance.onInputReleased.add(onKeyRelease);
}
/**
* Initializes the song (applying the chart, generating the notes, etc.)
* Should be done before the countdown starts.
*/
function generateSong():Void
{
if (currentChart == null)
{
trace('Song difficulty could not be loaded.');
}
Conductor.forceBPM(currentChart.getStartingBPM());
vocals = currentChart.buildVocals(currentPlayerId);
if (vocals.members.length == 0)
{
trace('WARNING: No vocals found for this song.');
}
regenNoteData();
generatedMusic = true;
}
/**
* Read note data from the chart and generate the notes.
*/
function regenNoteData():Void
{
Highscore.tallies.combo = 0;
Highscore.tallies = new Tallies();
// Reset song events.
songEvents = currentChart.getEvents();
SongEventParser.resetEvents(songEvents);
// TODO: Put this in the chart or something?
// var strumlineStyle:StrumlineStyle = null;
// switch (currentStageId)
// {
// case 'school':
// strumlineStyle = PIXEL;
// case 'schoolEvil':
// strumlineStyle = PIXEL;
// default:
// strumlineStyle = NORMAL;
// }
// Reset the notes on each strumline.
var playerNoteData:Array<SongNoteData> = [];
var opponentNoteData:Array<SongNoteData> = [];
for (songNote in currentChart.notes)
{
var strumTime:Float = songNote.time;
var noteData:Int = songNote.getDirection();
var playerNote:Bool = true;
if (noteData > 3) playerNote = false;
switch (songNote.getStrumlineIndex())
{
case 0:
playerNoteData.push(songNote);
case 1:
opponentNoteData.push(songNote);
}
}
playerStrumline.applyNoteData(playerNoteData);
opponentStrumline.applyNoteData(opponentNoteData);
}
/**
* Prepares to start the countdown.
* Ends any running cutscenes, creates the strumlines, and starts the countdown.
* This is public so that scripts can call it.
*/
public function startCountdown():Void
{
// If Countdown.performCountdown returns false, then the countdown was canceled by a script.
var result:Bool = Countdown.performCountdown(currentStageId.startsWith('school'));
if (!result) return;
isInCutscene = false;
camCutscene.visible = false;
camHUD.visible = true;
}
/**
* Displays a dialogue cutscene with the given ID.
* This is used by song scripts to display dialogue.
*/
public function startConversation(conversationId:String):Void
{
isInCutscene = true;
currentConversation = ConversationDataParser.fetchConversation(conversationId);
if (currentConversation == null) return;
currentConversation.completeCallback = onConversationComplete;
currentConversation.cameras = [camCutscene];
currentConversation.zIndex = 1000;
add(currentConversation);
refresh();
var event:ScriptEvent = new ScriptEvent(ScriptEvent.CREATE, false);
ScriptEventDispatcher.callEvent(currentConversation, event);
}
/**
* Handler function called when a conversation ends.
*/
function onConversationComplete():Void
{
isInCutscene = true;
remove(currentConversation);
currentConversation = null;
if (startingSong && !isInCountdown)
{
startCountdown();
}
}
/**
* Starts playing the song after the countdown has completed.
*/
function startSong():Void
{
dispatchEvent(new ScriptEvent(ScriptEvent.SONG_START));
startingSong = false;
if (!isGamePaused && currentChart != null)
{
currentChart.playInst(1.0, false);
}
FlxG.sound.music.onComplete = endSong;
trace('Playing vocals...');
add(vocals);
vocals.play();
#if discord_rpc
// Updating Discord Rich Presence (with Time Left)
DiscordClient.changePresence(detailsText, '${currentChart.songName} ($storyDifficultyText)', iconRPC, true, currentSongLengthMs);
#end
}
/**
* Resyncronize the vocal tracks if they have become offset from the instrumental.
*/
function resyncVocals():Void
{
if (_exiting || vocals == null) return;
vocals.pause();
FlxG.sound.music.play();
Conductor.update();
vocals.time = FlxG.sound.music.time;
vocals.play();
}
/**
* Updates the position and contents of the score display.
*/
function updateScoreText():Void
{
// TODO: Add functionality for modules to update the score text.
scoreText.text = 'Score:' + songScore;
}
/**
* Updates the values of the health bar.
*/
function updateHealthBar():Void
{
healthLerp = FlxMath.lerp(healthLerp, health, 0.15);
}
/**
* Callback executed when one of the note keys is pressed.
*/
function onKeyPress(event:PreciseInputEvent):Void
{
// Do the minimal possible work here.
inputPressQueue.push(event);
}
/**
* Callback executed when one of the note keys is released.
*/
function onKeyRelease(event:PreciseInputEvent):Void
{
// Do the minimal possible work here.
inputReleaseQueue.push(event);
}
/**
* Handles opponent note hits and player note misses.
*/
function processNotes(elapsed:Float):Void
{
// Process notes on the opponent's side.
for (note in opponentStrumline.notes.members)
{
if (note == null) continue;
var hitWindowStart = note.strumTime - Conductor.HIT_WINDOW_MS;
var hitWindowCenter = note.strumTime;
var hitWindowEnd = note.strumTime + Conductor.HIT_WINDOW_MS;
if (Conductor.songPosition > hitWindowEnd)
{
if (note.hasMissed) continue;
note.tooEarly = false;
note.mayHit = false;
note.hasMissed = true;
if (note.holdNoteSprite != null) note.holdNoteSprite.missedNote = true;
}
else if (Conductor.songPosition > hitWindowCenter)
{
if (note.hasBeenHit) continue;
// Call an event to allow canceling the note hit.
// NOTE: This is what handles the character animations!
var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, note, 0, true);
dispatchEvent(event);
// Calling event.cancelEvent() skips all the other logic! Neat!
if (event.eventCanceled) continue;
// Command the opponent to hit the note on time.
// NOTE: This is what handles the strumline and cleaning up the note itself!
opponentStrumline.hitNote(note);
if (note.holdNoteSprite != null)
{
opponentStrumline.playNoteHoldCover(note.holdNoteSprite);
}
}
else if (Conductor.songPosition > hitWindowStart)
{
if (note.hasBeenHit || note.hasMissed) continue;
note.tooEarly = false;
note.mayHit = true;
note.hasMissed = false;
if (note.holdNoteSprite != null) note.holdNoteSprite.missedNote = false;
}
else
{
note.tooEarly = true;
note.mayHit = false;
note.hasMissed = false;
if (note.holdNoteSprite != null) note.holdNoteSprite.missedNote = false;
}
}
// Process hold notes on the opponent's side.
for (holdNote in opponentStrumline.holdNotes.members)
{
if (holdNote == null || !holdNote.alive) continue;
// While the hold note is being hit, and there is length on the hold note...
if (holdNote.hitNote && !holdNote.missedNote && holdNote.sustainLength > 0)
{
// Make sure the opponent keeps singing while the note is held.
if (currentStage != null && currentStage.getDad() != null && currentStage.getDad().isSinging())
{
currentStage.getDad().holdTimer = 0;
}
}
// TODO: Potential penalty for dropping a hold note?
// if (holdNote.missedNote && !holdNote.handledMiss) { holdNote.handledMiss = true; }
}
// Process notes on the player's side.
for (note in playerStrumline.notes.members)
{
if (note == null || note.hasBeenHit) continue;
var hitWindowStart = note.strumTime - Conductor.HIT_WINDOW_MS;
var hitWindowCenter = note.strumTime;
var hitWindowEnd = note.strumTime + Conductor.HIT_WINDOW_MS;
if (Conductor.songPosition > hitWindowEnd)
{
note.tooEarly = false;
note.mayHit = false;
note.hasMissed = true;
if (note.holdNoteSprite != null) note.holdNoteSprite.missedNote = true;
}
else if (Conductor.songPosition > hitWindowStart)
{
note.tooEarly = false;
note.mayHit = true;
note.hasMissed = false;
if (note.holdNoteSprite != null) note.holdNoteSprite.missedNote = false;
}
else
{
note.tooEarly = true;
note.mayHit = false;
note.hasMissed = false;
if (note.holdNoteSprite != null) note.holdNoteSprite.missedNote = false;
}
// This becomes true when the note leaves the hit window.
// It might still be on screen.
if (note.hasMissed && !note.handledMiss)
{
// Call an event to allow canceling the note miss.
// NOTE: This is what handles the character animations!
var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_MISS, note, 0, true);
dispatchEvent(event);
// Calling event.cancelEvent() skips all the other logic! Neat!
if (event.eventCanceled) continue;
// Judge the miss.
// NOTE: This is what handles the scoring.
onNoteMiss(note);
note.handledMiss = true;
}
}
// Process hold notes on the player's side.
// This handles scoring so we don't need it on the opponent's side.
for (holdNote in playerStrumline.holdNotes.members)
{
if (holdNote == null || !holdNote.alive) continue;
// While the hold note is being hit, and there is length on the hold note...
if (holdNote.hitNote && !holdNote.missedNote && holdNote.sustainLength > 0)
{
// Grant the player health.
health += Constants.HEALTH_HOLD_BONUS_PER_SECOND * elapsed;
}
// TODO: Potential penalty for dropping a hold note?
// if (holdNote.missedNote && !holdNote.handledMiss) { holdNote.handledMiss = true; }
}
}
/**
* Spitting out the input for ravy 🙇‍♂️!!
*/
var inputSpitter:Array<ScoreInput> = [];
/**
* PreciseInputEvents are put into a queue between update() calls,
* and then processed here.
*/
function processInputQueue():Void
{
if (inputPressQueue.length + inputReleaseQueue.length == 0) return;
// Ignore inputs during cutscenes.
if (isInCutscene || disableKeys)
{
inputPressQueue = [];
inputReleaseQueue = [];
return;
}
// Generate a list of notes within range.
var notesInRange:Array<NoteSprite> = playerStrumline.getNotesMayHit();
var holdNotesInRange:Array<SustainTrail> = playerStrumline.getHoldNotesHitOrMissed();
// If there are notes in range, pressing a key will cause a ghost miss.
var notesByDirection:Array<Array<NoteSprite>> = [[], [], [], []];
for (note in notesInRange)
notesByDirection[note.direction].push(note);
while (inputPressQueue.length > 0)
{
var input:PreciseInputEvent = inputPressQueue.shift();
playerStrumline.pressKey(input.noteDirection);
var notesInDirection:Array<NoteSprite> = notesByDirection[input.noteDirection];
if (!Constants.GHOST_TAPPING && notesInDirection.length == 0)
{
// Pressed a wrong key with no notes nearby.
// Perform a ghost miss (anti-spam).
ghostNoteMiss(input.noteDirection, notesInRange.length > 0);
// Play the strumline animation.
playerStrumline.playPress(input.noteDirection);
}
else if (Constants.GHOST_TAPPING && (holdNotesInRange.length + notesInRange.length > 0) && notesInDirection.length == 0)
{
// Pressed a wrong key with no notes nearby AND with notes in a different direction available.
// Perform a ghost miss (anti-spam).
ghostNoteMiss(input.noteDirection, notesInRange.length > 0);
// Play the strumline animation.
playerStrumline.playPress(input.noteDirection);
}
else if (notesInDirection.length > 0)
{
// Choose the first note, deprioritizing low priority notes.
var targetNote:Null<NoteSprite> = notesInDirection.find((note) -> !note.lowPriority);
if (targetNote == null) targetNote = notesInDirection[0];
if (targetNote == null) continue;
// Judge and hit the note.
goodNoteHit(targetNote, input);
targetNote.visible = false;
targetNote.kill();
notesInDirection.remove(targetNote);
// Play the strumline animation.
playerStrumline.playConfirm(input.noteDirection);
}
else
{
// Play the strumline animation.
playerStrumline.playPress(input.noteDirection);
}
}
while (inputReleaseQueue.length > 0)
{
var input:PreciseInputEvent = inputReleaseQueue.shift();
// Play the strumline animation.
playerStrumline.playStatic(input.noteDirection);
playerStrumline.releaseKey(input.noteDirection);
}
}
/**
* Handle player inputs.
*/
function keyShit(test:Bool):Void
{
// control arrays, order L D R U
var holdArray:Array<Bool> = [controls.NOTE_LEFT, controls.NOTE_DOWN, controls.NOTE_UP, controls.NOTE_RIGHT];
var pressArray:Array<Bool> = [
controls.NOTE_LEFT_P,
controls.NOTE_DOWN_P,
controls.NOTE_UP_P,
controls.NOTE_RIGHT_P
];
var releaseArray:Array<Bool> = [
controls.NOTE_LEFT_R,
controls.NOTE_DOWN_R,
controls.NOTE_UP_R,
controls.NOTE_RIGHT_R
];
// if (pressArray.contains(true))
// {
// var lol:Array<Int> = cast pressArray;
// inputSpitter.push(Std.int(Conductor.songPosition) + ' ' + lol.join(' '));
// }
// HOLDS, check for sustain notes
if (holdArray.contains(true) && generatedMusic)
{
/*
activeNotes.forEachAlive(function(daNote:Note) {
if (daNote.isSustainNote && daNote.canBeHit && daNote.mustPress && holdArray[daNote.data.noteData]) goodNoteHit(daNote);
});
*/
}
// PRESSES, check for note hits
if (pressArray.contains(true) && generatedMusic)
{
Haptic.vibrate(100, 100);
if (currentStage != null && currentStage.getBoyfriend() != null)
{
currentStage.getBoyfriend().holdTimer = 0;
}
var possibleNotes:Array<NoteSprite> = []; // notes that can be hit
var directionList:Array<Int> = []; // directions that can be hit
var dumbNotes:Array<NoteSprite> = []; // notes to kill later
for (note in dumbNotes)
{
FlxG.log.add('killing dumb ass note at ' + note.noteData.time);
note.kill();
// activeNotes.remove(note, true);
note.destroy();
}
possibleNotes.sort((a, b) -> Std.int(a.noteData.time - b.noteData.time));
if (perfectMode)
{
goodNoteHit(possibleNotes[0], null);
}
else if (possibleNotes.length > 0)
{
for (shit in 0...pressArray.length)
{ // if a direction is hit that shouldn't be
if (pressArray[shit] && !directionList.contains(shit)) ghostNoteMiss(shit);
}
for (coolNote in possibleNotes)
{
if (pressArray[coolNote.noteData.getDirection()]) goodNoteHit(coolNote, null);
}
}
else
{
// HNGGG I really want to add an option for ghost tapping
// L + ratio
for (shit in 0...pressArray.length)
if (pressArray[shit]) ghostNoteMiss(shit, false);
}
}
if (currentStage == null) return;
for (keyId => isPressed in pressArray)
{
if (playerStrumline == null) continue;
var dir:NoteDirection = Strumline.DIRECTIONS[keyId];
if (isPressed && !playerStrumline.isConfirm(dir)) playerStrumline.playPress(dir);
if (!holdArray[keyId]) playerStrumline.playStatic(dir);
}
}
function goodNoteHit(note:NoteSprite, input:PreciseInputEvent):Void
{
var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, note, Highscore.tallies.combo + 1, true);
dispatchEvent(event);
// Calling event.cancelEvent() skips all the other logic! Neat!
if (event.eventCanceled) return;
if (!note.isHoldNote)
{
Highscore.tallies.combo++;
Highscore.tallies.totalNotesHit++;
if (Highscore.tallies.combo > Highscore.tallies.maxCombo) Highscore.tallies.maxCombo = Highscore.tallies.combo;
popUpScore(note, input);
}
playerStrumline.hitNote(note);
if (note.holdNoteSprite != null)
{
playerStrumline.playNoteHoldCover(note.holdNoteSprite);
}
vocals.playerVolume = 1;
}
/**
* Called when a note leaves the screen and is considered missed by the player.
* @param note
*/
function onNoteMiss(note:NoteSprite):Void
{
// a MISS is when you let a note scroll past you!!
Highscore.tallies.missed++;
var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_MISS, note, Highscore.tallies.combo, true);
dispatchEvent(event);
// Calling event.cancelEvent() skips all the other logic! Neat!
if (event.eventCanceled) return;
health -= Constants.HEALTH_MISS_PENALTY;
if (!isPracticeMode)
{
songScore -= 10;
// messy copy paste rn lol
var pressArray:Array<Bool> = [
controls.NOTE_LEFT_P,
controls.NOTE_DOWN_P,
controls.NOTE_UP_P,
controls.NOTE_RIGHT_P
];
var indices:Array<Int> = [];
for (i in 0...pressArray.length)
{
if (pressArray[i]) indices.push(i);
}
if (indices.length > 0)
{
for (i in 0...indices.length)
{
inputSpitter.push(
{
t: Std.int(Conductor.songPosition),
d: indices[i],
l: 20
});
}
}
else
{
inputSpitter.push(
{
t: Std.int(Conductor.songPosition),
d: -1,
l: 20
});
}
}
vocals.playerVolume = 0;
if (Highscore.tallies.combo != 0)
{
Highscore.tallies.combo = comboPopUps.displayCombo(0);
}
if (event.playSound)
{
vocals.playerVolume = 0;
FlxG.sound.play(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.1, 0.2));
}
}
/**
* Called when a player presses a key with no note present.
* Scripts can modify the amount of health/score lost, whether player animations or sounds are used,
* or even cancel the event entirely.
*
* @param direction
* @param hasPossibleNotes
*/
function ghostNoteMiss(direction:NoteDirection, hasPossibleNotes:Bool = true):Void
{
var event:GhostMissNoteScriptEvent = new GhostMissNoteScriptEvent(direction, // Direction missed in.
hasPossibleNotes, // Whether there was a note you could have hit.
- 1 * Constants.HEALTH_MISS_PENALTY, // How much health to add (negative).
- 10 // Amount of score to add (negative).
);
dispatchEvent(event);
// Calling event.cancelEvent() skips animations and penalties. Neat!
if (event.eventCanceled) return;
health += event.healthChange;
if (!isPracticeMode)
{
songScore += event.scoreChange;
var pressArray:Array<Bool> = [
controls.NOTE_LEFT_P,
controls.NOTE_DOWN_P,
controls.NOTE_UP_P,
controls.NOTE_RIGHT_P
];
var indices:Array<Int> = [];
for (i in 0...pressArray.length)
{
if (pressArray[i]) indices.push(i);
}
for (i in 0...indices.length)
{
inputSpitter.push(
{
t: Std.int(Conductor.songPosition),
d: indices[i],
l: 20
});
}
}
if (event.playSound)
{
vocals.playerVolume = 0;
FlxG.sound.play(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.1, 0.2));
}
}
/**
* Debug keys. Disabled while in cutscenes.
*/
function debugKeyShit():Void
{
#if !debug
perfectMode = false;
#else
if (FlxG.keys.justPressed.H) camHUD.visible = !camHUD.visible;
#end
if (FlxG.keys.justPressed.F4) FlxG.switchState(new MainMenuState());
if (FlxG.keys.justPressed.F5) debug_refreshModules();
// Press U to open stage ditor.
if (FlxG.keys.justPressed.U)
{
// hack for HaxeUI generation, doesn't work unless persistentUpdate is false at state creation!!
disableKeys = true;
persistentUpdate = false;
openSubState(new StageOffsetSubState());
}
#if debug
// 1: End the song immediately.
if (FlxG.keys.justPressed.ONE) endSong();
// 2: Gain 10% health.
if (FlxG.keys.justPressed.TWO) health += 0.1 * Constants.HEALTH_MAX;
// 3: Lose 5% health.
if (FlxG.keys.justPressed.THREE) health -= 0.05 * Constants.HEALTH_MAX;
#end
// 7: Move to the charter.
if (FlxG.keys.justPressed.SEVEN)
{
lime.app.Application.current.window.alert("Press ~ on the main menu to get to the editor", 'LOL');
}
// 8: Move to the offset editor.
if (FlxG.keys.justPressed.EIGHT) FlxG.switchState(new funkin.ui.animDebugShit.DebugBoundingState());
// 9: Toggle the old icon.
if (FlxG.keys.justPressed.NINE) iconP1.toggleOldIcon();
#if debug
// PAGEUP: Skip forward one section.
// SHIFT+PAGEUP: Skip forward ten sections.
if (FlxG.keys.justPressed.PAGEUP) changeSection(FlxG.keys.pressed.SHIFT ? 10 : 1);
// PAGEDOWN: Skip backward one section. Doesn't replace notes.
// SHIFT+PAGEDOWN: Skip backward ten sections.
if (FlxG.keys.justPressed.PAGEDOWN) changeSection(FlxG.keys.pressed.SHIFT ? -10 : -1);
#end
if (FlxG.keys.justPressed.B) trace(inputSpitter.join('\n'));
}
/**
* Handles health, score, and rating popups when a note is hit.
*/
function popUpScore(daNote:NoteSprite, input:PreciseInputEvent):Void
{
vocals.playerVolume = 1;
// Calculate the input latency (do this as late as possible).
var inputLatencyMs:Float = haxe.Int64.toInt(PreciseInputManager.getCurrentTimestamp() - input.timestamp) / 1000.0 / 1000.0;
trace('Input: ${daNote.noteData.getDirectionName()} pressed ${inputLatencyMs}ms ago!');
// Get the offset and compensate for input latency.
// Round inward (trim remainder) for consistency.
var noteDiff:Int = Std.int(Conductor.songPosition - daNote.noteData.time - inputLatencyMs);
var score = Scoring.scoreNote(noteDiff, PBOT1);
var daRating = Scoring.judgeNote(noteDiff, PBOT1);
switch (daRating)
{
case 'killer':
Highscore.tallies.killer += 1;
health += Constants.HEALTH_KILLER_BONUS;
case 'sick':
Highscore.tallies.sick += 1;
health += Constants.HEALTH_SICK_BONUS;
case 'good':
Highscore.tallies.good += 1;
health += Constants.HEALTH_GOOD_BONUS;
case 'bad':
Highscore.tallies.bad += 1;
health += Constants.HEALTH_BAD_BONUS;
case 'shit':
Highscore.tallies.shit += 1;
health += Constants.HEALTH_SHIT_BONUS;
case 'miss':
Highscore.tallies.missed += 1;
health -= Constants.HEALTH_MISS_PENALTY;
}
if (daRating == "sick" || daRating == "killer")
{
playerStrumline.playNoteSplash(daNote.noteData.getDirection());
}
// Only add the score if you're not on practice mode
if (!isPracticeMode)
{
songScore += score;
// TODO: Input splitter uses old input system, make it pull from the precise input queue directly.
var pressArray:Array<Bool> = [
controls.NOTE_LEFT_P,
controls.NOTE_DOWN_P,
controls.NOTE_UP_P,
controls.NOTE_RIGHT_P
];
var indices:Array<Int> = [];
for (i in 0...pressArray.length)
{
if (pressArray[i]) indices.push(i);
}
if (indices.length > 0)
{
for (i in 0...indices.length)
{
inputSpitter.push(
{
t: Std.int(Conductor.songPosition),
d: indices[i],
l: 20
});
}
}
else
{
inputSpitter.push(
{
t: Std.int(Conductor.songPosition),
d: -1,
l: 20
});
}
}
comboPopUps.displayRating(daRating);
if (Highscore.tallies.combo >= 10 || Highscore.tallies.combo == 0) comboPopUps.displayCombo(Highscore.tallies.combo);
}
/**
* Handle keyboard inputs during cutscenes.
* This includes advancing conversations and skipping videos.
* @param elapsed Time elapsed since last game update.
*/
function handleCutsceneKeys(elapsed:Float):Void
{
if (currentConversation != null)
{
if (controls.CUTSCENE_ADVANCE) currentConversation?.advanceConversation();
if (controls.CUTSCENE_SKIP)
{
currentConversation?.trySkipConversation(elapsed);
}
else
{
currentConversation?.trySkipConversation(-1);
}
}
else if (VideoCutscene.isPlaying())
{
// This is a video cutscene.
if (controls.CUTSCENE_SKIP)
{
trySkipVideoCutscene(elapsed);
}
else
{
trySkipVideoCutscene(-1);
}
}
}
/**
* Handle logic for the skip timer.
* If the skip button is being held, pass the amount of time elapsed since last game update.
* If the skip button has been released, pass a negative number.
*/
function trySkipVideoCutscene(elapsed:Float):Void
{
if (skipTimer == null || skipTimer.animation == null) return;
if (elapsed < 0)
{
skipHeldTimer = 0.0;
}
else
{
skipHeldTimer += elapsed;
}
skipTimer.visible = skipHeldTimer >= 0.05;
skipTimer.amount = Math.min(skipHeldTimer / 1.5, 1.0);
if (skipHeldTimer >= 1.5)
{
VideoCutscene.finishVideo();
}
}
/**
* End the song. Handle saving high scores and transitioning to the results screen.
*/
function endSong():Void
{
dispatchEvent(new ScriptEvent(ScriptEvent.SONG_END));
#if sys
// spitter for ravy, teehee!!
var output = SerializerUtil.toJSON(inputSpitter);
sys.io.File.saveContent("./scores.json", output);
#end
deathCounter = 0;
mayPauseGame = false;
FlxG.sound.music.volume = 0;
vocals.volume = 0;
if (currentSong != null && currentSong.validScore)
{
// crackhead double thingie, sets whether was new highscore, AND saves the song!
Highscore.tallies.isNewHighscore = Highscore.saveScoreForDifficulty(currentSong.songId, songScore, currentDifficulty);
Highscore.saveCompletionForDifficulty(currentSong.songId, Highscore.tallies.totalNotesHit / Highscore.tallies.totalNotes, currentDifficulty);
}
if (PlayStatePlaylist.isStoryMode)
{
PlayStatePlaylist.campaignScore += songScore;
// Pop the next song ID from the list.
// Returns null if the list is empty.
var targetSongId:String = PlayStatePlaylist.playlistSongIds.shift();
if (targetSongId == null)
{
FlxG.sound.playMusic(Paths.music('freakyMenu'));
transIn = FlxTransitionableState.defaultTransIn;
transOut = FlxTransitionableState.defaultTransOut;
// TODO: Rework week unlock logic.
// StoryMenuState.weekUnlocked[Std.int(Math.min(storyWeek + 1, StoryMenuState.weekUnlocked.length - 1))] = true;
if (currentSong.validScore)
{
NGio.unlockMedal(60961);
Highscore.saveWeekScoreForDifficulty(PlayStatePlaylist.campaignId, PlayStatePlaylist.campaignScore, currentDifficulty);
}
// FlxG.save.data.weekUnlocked = StoryMenuState.weekUnlocked;
FlxG.save.flush();
moveToResultsScreen();
}
else
{
var difficulty:String = '';
trace('Loading next song ($targetSongId : $difficulty)');
FlxTransitionableState.skipNextTransIn = true;
FlxTransitionableState.skipNextTransOut = true;
FlxG.sound.music.stop();
vocals.stop();
// TODO: Softcode this cutscene.
if (currentSong.songId == 'eggnog')
{
var blackShit:FlxSprite = new FlxSprite(-FlxG.width * FlxG.camera.zoom,
-FlxG.height * FlxG.camera.zoom).makeGraphic(FlxG.width * 3, FlxG.height * 3, FlxColor.BLACK);
blackShit.scrollFactor.set();
add(blackShit);
camHUD.visible = false;
isInCutscene = true;
FlxG.sound.play(Paths.sound('Lights_Shut_off'), function() {
// no camFollow so it centers on horror tree
var targetSong:Song = SongDataParser.fetchSong(targetSongId);
var nextPlayState:PlayState = new PlayState(
{
targetSong: targetSong,
targetDifficulty: currentDifficulty,
targetCharacter: currentPlayerId,
});
nextPlayState.previousCameraFollowPoint = new FlxSprite(cameraFollowPoint.x, cameraFollowPoint.y);
LoadingState.loadAndSwitchState(nextPlayState);
});
}
else
{
var targetSong:Song = SongDataParser.fetchSong(targetSongId);
var nextPlayState:PlayState = new PlayState(
{
targetSong: targetSong,
targetDifficulty: currentDifficulty,
targetCharacter: currentPlayerId,
});
nextPlayState.previousCameraFollowPoint = new FlxSprite(cameraFollowPoint.x, cameraFollowPoint.y);
LoadingState.loadAndSwitchState(nextPlayState);
}
}
}
else
{
moveToResultsScreen();
}
}
/**
* Perform necessary cleanup before leaving the PlayState.
*/
function performCleanup():Void
{
if (currentChart != null)
{
// TODO: Uncache the song.
}
// Remove reference to stage and remove sprites from it to save memory.
if (currentStage != null)
{
remove(currentStage);
currentStage.kill();
dispatchEvent(new ScriptEvent(ScriptEvent.DESTROY, false));
currentStage = null;
}
GameOverSubState.reset();
// Clear the static reference to this state.
instance = null;
}
/**
* Play the camera zoom animation and move to the results screen.
*/
function moveToResultsScreen():Void
{
trace('WENT TO RESULTS SCREEN!');
// Stop camera zooming on beat.
cameraZoomRate = 0;
// If the opponent is GF, zoom in on the opponent.
// Else, if there is no GF, zoom in on BF.
// Else, zoom in on GF.
var targetDad:Bool = currentStage.getDad() != null && currentStage.getDad().characterId == 'gf';
var targetBF:Bool = currentStage.getGirlfriend() == null && !targetDad;
if (targetBF)
{
FlxG.camera.follow(currentStage.getBoyfriend(), null, 0.05);
FlxG.camera.targetOffset.y -= 350;
FlxG.camera.targetOffset.x += 20;
}
else if (targetDad)
{
FlxG.camera.follow(currentStage.getDad(), null, 0.05);
FlxG.camera.targetOffset.y -= 350;
FlxG.camera.targetOffset.x += 20;
}
else
{
FlxG.camera.follow(currentStage.getGirlfriend(), null, 0.05);
FlxG.camera.targetOffset.y -= 350;
FlxG.camera.targetOffset.x += 20;
}
FlxTween.tween(camHUD, {alpha: 0}, 0.6);
// Zoom in on Girlfriend (or BF if no GF)
new FlxTimer().start(0.8, function(_) {
if (targetBF)
{
currentStage.getBoyfriend().animation.play('hey');
}
else if (targetDad)
{
currentStage.getDad().animation.play('cheer');
}
else
{
currentStage.getGirlfriend().animation.play('cheer');
}
// Zoom over to the Results screen.
FlxTween.tween(FlxG.camera, {zoom: 1200}, 1.1,
{
ease: FlxEase.expoIn,
onComplete: function(_) {
persistentUpdate = false;
vocals.stop();
camHUD.alpha = 1;
var res:ResultState = new ResultState();
res.camera = camHUD;
openSubState(res);
}
});
});
}
/**
* Pauses music and vocals easily.
*/
public function pauseMusic():Void
{
FlxG.sound.music.pause();
vocals.pause();
}
/**
* Resets the camera's zoom level and focus point.
*/
public function resetCamera():Void
{
FlxG.camera.follow(cameraFollowPoint, LOCKON, 0.04);
FlxG.camera.targetOffset.set();
FlxG.camera.zoom = defaultCameraZoom;
FlxG.camera.focusOn(cameraFollowPoint.getPosition());
}
#if debug
/**
* Jumps forward or backward a number of sections in the song.
* Accounts for BPM changes, does not prevent death from skipped notes.
* @param sections The number of sections to jump, negative to go backwards.
*/
function changeSection(sections:Int):Void
{
FlxG.sound.music.pause();
FlxG.sound.music.time += sections * Conductor.measureLengthMs;
Conductor.update(FlxG.sound.music.time);
/**
*
// TODO: Redo this for the new conductor.
var daBPM:Float = Conductor.bpm;
var daPos:Float = 0;
for (i in 0...(Std.int(Conductor.currentStep / 16 + sec)))
{
var section = .getSong()[i];
if (section == null) continue;
if (section.changeBPM)
{
daBPM = .getSong()[i].bpm;
}
daPos += 4 * (1000 * 60 / daBPM);
}
Conductor.songPosition = FlxG.sound.music.time = daPos;
Conductor.songPosition += Conductor.offset;
*/
resyncVocals();
}
#end
}