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666 lines
18 KiB
Haxe
666 lines
18 KiB
Haxe
package funkin.modding.events;
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import funkin.play.song.SongData.SongNoteData;
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import flixel.FlxState;
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import flixel.FlxSubState;
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import funkin.play.notes.NoteSprite;
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import funkin.play.cutscene.dialogue.Conversation;
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import funkin.play.Countdown.CountdownStep;
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import funkin.play.notes.NoteDirection;
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import openfl.events.EventType;
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import openfl.events.KeyboardEvent;
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typedef ScriptEventType = EventType<ScriptEvent>;
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/**
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* This is a base class for all events that are issued to scripted classes.
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* It can be used to identify the type of event called, store data, and cancel event propagation.
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*/
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class ScriptEvent
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{
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/**
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* Called when the relevant object is created.
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* Keep in mind that the constructor may be called before the object is needed,
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* for the purposes of caching data or otherwise.
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*
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* This event is not cancelable.
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*/
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public static inline final CREATE:ScriptEventType = 'CREATE';
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/**
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* Called when the relevant object is destroyed.
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* This should perform relevant cleanup to ensure good performance.
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*
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* This event is not cancelable.
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*/
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public static inline final DESTROY:ScriptEventType = 'DESTROY';
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/**
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* Called when the relevent object is added to the game state.
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* This assumes all data is loaded and ready to go.
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*
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* This event is not cancelable.
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*/
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public static inline final ADDED:ScriptEventType = 'ADDED';
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/**
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* Called during the update function.
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* This is called every frame, so be careful!
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*
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* This event is not cancelable.
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*/
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public static inline final UPDATE:ScriptEventType = 'UPDATE';
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/**
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* Called when the player moves to pause the game.
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*
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* This event IS cancelable! Canceling the event will prevent the game from pausing.
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*/
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public static inline final PAUSE:ScriptEventType = 'PAUSE';
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/**
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* Called when the player moves to unpause the game while paused.
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*
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* This event IS cancelable! Canceling the event will prevent the game from resuming.
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*/
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public static inline final RESUME:ScriptEventType = 'RESUME';
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/**
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* Called once per step in the song. This happens 4 times per measure.
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*
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* This event is not cancelable.
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*/
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public static inline final SONG_BEAT_HIT:ScriptEventType = 'BEAT_HIT';
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/**
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* Called once per step in the song. This happens 16 times per measure.
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*
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* This event is not cancelable.
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*/
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public static inline final SONG_STEP_HIT:ScriptEventType = 'STEP_HIT';
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/**
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* Called when a character hits a note.
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* Important information such as judgement/timing, note data, player/opponent, etc. are all provided.
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*
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* This event IS cancelable! Canceling this event prevents the note from being hit,
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* and will likely result in a miss later.
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*/
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public static inline final NOTE_HIT:ScriptEventType = 'NOTE_HIT';
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/**
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* Called when a character misses a note.
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* Important information such as note data, player/opponent, etc. are all provided.
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*
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* This event IS cancelable! Canceling this event prevents the note from being considered missed,
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* avoiding a combo break and lost health.
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*/
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public static inline final NOTE_MISS:ScriptEventType = 'NOTE_MISS';
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/**
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* Called when a character presses a note when there was none there, causing them to lose health.
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* Important information such as direction pressed, etc. are all provided.
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*
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* This event IS cancelable! Canceling this event prevents the note from being considered missed,
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* avoiding lost health/score and preventing the miss animation.
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*/
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public static inline final NOTE_GHOST_MISS:ScriptEventType = 'NOTE_GHOST_MISS';
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/**
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* Called when a song event is reached in the chart.
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*
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* This event IS cancelable! Cancelling this event prevents the event from being triggered,
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* thus blocking its normal functionality.
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*/
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public static inline final SONG_EVENT:ScriptEventType = 'SONG_EVENT';
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/**
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* Called when the song starts. This occurs as the countdown ends and the instrumental and vocals begin.
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*
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* This event is not cancelable.
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*/
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public static inline final SONG_START:ScriptEventType = 'SONG_START';
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/**
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* Called when the song ends. This happens as the instrumental and vocals end.
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*
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* This event is not cancelable.
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*/
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public static inline final SONG_END:ScriptEventType = 'SONG_END';
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/**
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* Called when the countdown begins. This occurs before the song starts.
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*
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* This event IS cancelable! Canceling this event will prevent the countdown from starting.
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* - The song will not start until you call Countdown.performCountdown() later.
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* - Note that calling performCountdown() will trigger this event again, so be sure to add logic to ignore it.
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*/
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public static inline final COUNTDOWN_START:ScriptEventType = 'COUNTDOWN_START';
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/**
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* Called when a step of the countdown happens.
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* Includes information about what step of the countdown was hit.
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*
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* This event IS cancelable! Canceling this event will pause the countdown.
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* - The countdown will not resume until you call PlayState.resumeCountdown().
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*/
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public static inline final COUNTDOWN_STEP:ScriptEventType = 'COUNTDOWN_STEP';
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/**
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* Called when the countdown is done but just before the song starts.
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*
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* This event is not cancelable.
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*/
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public static inline final COUNTDOWN_END:ScriptEventType = 'COUNTDOWN_END';
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/**
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* Called before the game over screen triggers and the death animation plays.
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*
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* This event is not cancelable.
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*/
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public static inline final GAME_OVER:ScriptEventType = 'GAME_OVER';
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/**
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* Called after the player presses a key to restart the game.
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* This can happen from the pause menu or the game over screen.
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*
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* This event IS cancelable! Canceling this event will prevent the game from restarting.
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*/
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public static inline final SONG_RETRY:ScriptEventType = 'SONG_RETRY';
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/**
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* Called when the player pushes down any key on the keyboard.
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*
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* This event is not cancelable.
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*/
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public static inline final KEY_DOWN:ScriptEventType = 'KEY_DOWN';
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/**
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* Called when the player releases a key on the keyboard.
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*
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* This event is not cancelable.
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*/
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public static inline final KEY_UP:ScriptEventType = 'KEY_UP';
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/**
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* Called when the game has finished loading the notes from JSON.
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* This allows modders to mutate the notes before they are used in the song.
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*
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* This event is not cancelable.
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*/
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public static inline final SONG_LOADED:ScriptEventType = 'SONG_LOADED';
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/**
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* Called when the game is about to switch the current FlxState.
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*
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* This event is not cancelable.
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*/
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public static inline final STATE_CHANGE_BEGIN:ScriptEventType = 'STATE_CHANGE_BEGIN';
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/**
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* Called when the game has finished switching the current FlxState.
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*
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* This event is not cancelable.
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*/
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public static inline final STATE_CHANGE_END:ScriptEventType = 'STATE_CHANGE_END';
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/**
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* Called when the game is about to open a new FlxSubState.
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*
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* This event is not cancelable.
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*/
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public static inline final SUBSTATE_OPEN_BEGIN:ScriptEventType = 'SUBSTATE_OPEN_BEGIN';
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/**
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* Called when the game has finished opening a new FlxSubState.
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*
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* This event is not cancelable.
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*/
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public static inline final SUBSTATE_OPEN_END:ScriptEventType = 'SUBSTATE_OPEN_END';
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/**
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* Called when the game is about to close the current FlxSubState.
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*
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* This event is not cancelable.
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*/
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public static inline final SUBSTATE_CLOSE_BEGIN:ScriptEventType = 'SUBSTATE_CLOSE_BEGIN';
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/**
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* Called when the game has finished closing the current FlxSubState.
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*
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* This event is not cancelable.
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*/
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public static inline final SUBSTATE_CLOSE_END:ScriptEventType = 'SUBSTATE_CLOSE_END';
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/**
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* Called when the game starts a conversation.
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*
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* This event is not cancelable.
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*/
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public static inline final DIALOGUE_START:ScriptEventType = 'DIALOGUE_START';
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/**
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* Called to display the next line of conversation.
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*
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* This event IS cancelable! Canceling this event will prevent the conversation from moving to the next line.
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* - This event is called when the conversation starts, or when the user presses ACCEPT to advance the conversation.
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*/
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public static inline final DIALOGUE_LINE:ScriptEventType = 'DIALOGUE_LINE';
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/**
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* Called to skip scrolling the current line of conversation.
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*
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* This event IS cancelable! Canceling this event will prevent the conversation from skipping to the next line.
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* - This event is called when the user presses ACCEPT to advance the conversation while it is already advancing.
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*/
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public static inline final DIALOGUE_COMPLETE_LINE:ScriptEventType = 'DIALOGUE_COMPLETE_LINE';
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/**
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* Called to skip the conversation.
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*
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* This event IS cancelable! Canceling this event will prevent the conversation from skipping.
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*/
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public static inline final DIALOGUE_SKIP:ScriptEventType = 'DIALOGUE_SKIP';
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/**
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* Called when the game ends a conversation.
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*
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* This event is not cancelable.
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*/
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public static inline final DIALOGUE_END:ScriptEventType = 'DIALOGUE_END';
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/**
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* If true, the behavior associated with this event can be prevented.
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* For example, cancelling COUNTDOWN_START should prevent the countdown from starting,
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* until another script restarts it, or cancelling NOTE_HIT should cause the note to be missed.
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*/
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public var cancelable(default, null):Bool;
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/**
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* The type associated with the event.
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*/
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public var type(default, null):ScriptEventType;
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/**
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* Whether the event should continue to be triggered on additional targets.
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*/
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public var shouldPropagate(default, null):Bool;
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/**
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* Whether the event has been canceled by one of the scripts that received it.
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*/
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public var eventCanceled(default, null):Bool;
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public function new(type:ScriptEventType, cancelable:Bool = false):Void
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{
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this.type = type;
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this.cancelable = cancelable;
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this.eventCanceled = false;
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this.shouldPropagate = true;
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}
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/**
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* Call this function on a cancelable event to cancel the associated behavior.
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* For example, cancelling COUNTDOWN_START will prevent the countdown from starting.
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*/
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public function cancelEvent():Void
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{
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if (cancelable)
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{
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eventCanceled = true;
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}
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}
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/**
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* Cancel this event.
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* This is an alias for cancelEvent() but I make this typo all the time.
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*/
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public function cancel():Void
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{
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cancelEvent();
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}
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/**
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* Call this function to stop any other Scripteds from receiving the event.
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*/
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public function stopPropagation():Void
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{
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shouldPropagate = false;
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}
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public function toString():String
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{
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return 'ScriptEvent(type=$type, cancelable=$cancelable)';
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}
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}
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/**
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* SPECIFIC EVENTS
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*/
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/**
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* An event that is fired associated with a specific note.
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*/
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class NoteScriptEvent extends ScriptEvent
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{
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/**
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* The note associated with this event.
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* You cannot replace it, but you can edit it.
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*/
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public var note(default, null):NoteSprite;
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/**
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* The combo count as it is with this event.
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* Will be (combo) on miss events and (combo + 1) on hit events (the stored combo count won't update if the event is cancelled).
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*/
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public var comboCount(default, null):Int;
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/**
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* Whether to play the record scratch sound (if this eventn type is `NOTE_MISS`).
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*/
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public var playSound(default, default):Bool;
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public function new(type:ScriptEventType, note:NoteSprite, comboCount:Int = 0, cancelable:Bool = false):Void
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{
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super(type, cancelable);
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this.note = note;
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this.comboCount = comboCount;
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this.playSound = true;
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}
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public override function toString():String
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{
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return 'NoteScriptEvent(type=' + type + ', cancelable=' + cancelable + ', note=' + note + ', comboCount=' + comboCount + ')';
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}
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}
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/**
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* An event that is fired when you press a key with no note present.
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*/
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class GhostMissNoteScriptEvent extends ScriptEvent
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{
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/**
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* The direction that was mistakenly pressed.
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*/
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public var dir(default, null):NoteDirection;
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/**
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* Whether there was a note within judgement range when this ghost note was pressed.
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*/
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public var hasPossibleNotes(default, null):Bool;
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/**
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* How much health should be lost when this ghost note is pressed.
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* Remember that max health is 2.00.
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*/
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public var healthChange(default, default):Float;
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/**
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* How much score should be lost when this ghost note is pressed.
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*/
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public var scoreChange(default, default):Int;
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/**
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* Whether to play the record scratch sound.
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*/
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public var playSound(default, default):Bool;
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/**
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* Whether to play the miss animation on the player.
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*/
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public var playAnim(default, default):Bool;
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public function new(dir:NoteDirection, hasPossibleNotes:Bool, healthChange:Float, scoreChange:Int):Void
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{
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super(ScriptEvent.NOTE_GHOST_MISS, true);
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this.dir = dir;
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this.hasPossibleNotes = hasPossibleNotes;
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this.healthChange = healthChange;
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this.scoreChange = scoreChange;
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this.playSound = true;
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this.playAnim = true;
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}
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public override function toString():String
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{
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return 'GhostMissNoteScriptEvent(dir=' + dir + ', hasPossibleNotes=' + hasPossibleNotes + ')';
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}
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}
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/**
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* An event that is fired when the song reaches an event.
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*/
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class SongEventScriptEvent extends ScriptEvent
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{
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/**
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* The note associated with this event.
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* You cannot replace it, but you can edit it.
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*/
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public var event(default, null):funkin.play.song.SongData.SongEventData;
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public function new(event:funkin.play.song.SongData.SongEventData):Void
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{
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super(ScriptEvent.SONG_EVENT, true);
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this.event = event;
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}
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public override function toString():String
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{
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return 'SongEventScriptEvent(event=' + event + ')';
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}
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}
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/**
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* An event that is fired during the update loop.
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*/
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class UpdateScriptEvent extends ScriptEvent
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{
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/**
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* The note associated with this event.
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* You cannot replace it, but you can edit it.
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*/
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public var elapsed(default, null):Float;
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public function new(elapsed:Float):Void
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{
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super(ScriptEvent.UPDATE, false);
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this.elapsed = elapsed;
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}
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public override function toString():String
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{
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return 'UpdateScriptEvent(elapsed=$elapsed)';
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}
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}
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/**
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* An event that is fired regularly during the song.
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* May be on beat or on step.
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*/
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class SongTimeScriptEvent extends ScriptEvent
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{
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/**
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* The current beat of the song.
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*/
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public var beat(default, null):Int;
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/**
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* The current step of the song.
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*/
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public var step(default, null):Int;
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public function new(type:ScriptEventType, beat:Int, step:Int):Void
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{
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super(type, true);
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this.beat = beat;
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this.step = step;
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}
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public override function toString():String
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{
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return 'SongTimeScriptEvent(type=' + type + ', beat=' + beat + ', step=' + step + ')';
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}
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}
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/**
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* An event that is fired regularly during the song.
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* May be on beat or on step.
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*/
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class CountdownScriptEvent extends ScriptEvent
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{
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/**
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* The current step of the countdown.
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*/
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public var step(default, null):CountdownStep;
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public function new(type:ScriptEventType, step:CountdownStep, cancelable:Bool = true):Void
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{
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super(type, cancelable);
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this.step = step;
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}
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public override function toString():String
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{
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return 'CountdownScriptEvent(type=' + type + ', step=' + step + ')';
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}
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}
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/**
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* An event that is fired during a dialogue.
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*/
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class DialogueScriptEvent extends ScriptEvent
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{
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/**
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* The dialogue being referenced by the event.
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*/
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public var conversation(default, null):Conversation;
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public function new(type:ScriptEventType, conversation:Conversation, cancelable:Bool = true):Void
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{
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super(type, cancelable);
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this.conversation = conversation;
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}
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public override function toString():String
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{
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return 'DialogueScriptEvent(type=$type, conversation=$conversation)';
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}
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}
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/**
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* An event that is fired when the player presses a key.
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*/
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class KeyboardInputScriptEvent extends ScriptEvent
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{
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/**
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* The associated keyboard event.
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*/
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public var event(default, null):KeyboardEvent;
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public function new(type:ScriptEventType, event:KeyboardEvent):Void
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{
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super(type, false);
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this.event = event;
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}
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public override function toString():String
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{
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return 'KeyboardInputScriptEvent(type=' + type + ', event=' + event + ')';
|
|
}
|
|
}
|
|
|
|
/**
|
|
* An event that is fired once the song's chart has been parsed.
|
|
*/
|
|
class SongLoadScriptEvent extends ScriptEvent
|
|
{
|
|
/**
|
|
* The note associated with this event.
|
|
* You cannot replace it, but you can edit it.
|
|
*/
|
|
public var notes(default, set):Array<SongNoteData>;
|
|
|
|
public var id(default, null):String;
|
|
|
|
public var difficulty(default, null):String;
|
|
|
|
function set_notes(notes:Array<SongNoteData>):Array<SongNoteData>
|
|
{
|
|
this.notes = notes;
|
|
return this.notes;
|
|
}
|
|
|
|
public function new(id:String, difficulty:String, notes:Array<SongNoteData>):Void
|
|
{
|
|
super(ScriptEvent.SONG_LOADED, false);
|
|
this.id = id;
|
|
this.difficulty = difficulty;
|
|
this.notes = notes;
|
|
}
|
|
|
|
public override function toString():String
|
|
{
|
|
var noteStr = notes == null ? 'null' : 'Array(' + notes.length + ')';
|
|
return 'SongLoadScriptEvent(notes=$noteStr, id=$id, difficulty=$difficulty)';
|
|
}
|
|
}
|
|
|
|
/**
|
|
* An event that is fired when moving out of or into an FlxState.
|
|
*/
|
|
class StateChangeScriptEvent extends ScriptEvent
|
|
{
|
|
/**
|
|
* The state the game is moving into.
|
|
*/
|
|
public var targetState(default, null):FlxState;
|
|
|
|
public function new(type:ScriptEventType, targetState:FlxState, cancelable:Bool = false):Void
|
|
{
|
|
super(type, cancelable);
|
|
this.targetState = targetState;
|
|
}
|
|
|
|
public override function toString():String
|
|
{
|
|
return 'StateChangeScriptEvent(type=' + type + ', targetState=' + targetState + ')';
|
|
}
|
|
}
|
|
|
|
/**
|
|
* An event that is fired when moving out of or into an FlxSubState.
|
|
*/
|
|
class SubStateScriptEvent extends ScriptEvent
|
|
{
|
|
/**
|
|
* The state the game is moving into.
|
|
*/
|
|
public var targetState(default, null):FlxSubState;
|
|
|
|
public function new(type:ScriptEventType, targetState:FlxSubState, cancelable:Bool = false):Void
|
|
{
|
|
super(type, cancelable);
|
|
this.targetState = targetState;
|
|
}
|
|
|
|
public override function toString():String
|
|
{
|
|
return 'SubStateScriptEvent(type=' + type + ', targetState=' + targetState + ')';
|
|
}
|
|
}
|
|
|
|
/**
|
|
* An event which is called when the player attempts to pause the game.
|
|
*/
|
|
class PauseScriptEvent extends ScriptEvent
|
|
{
|
|
/**
|
|
* Whether to use the Gitaroo Man pause.
|
|
*/
|
|
public var gitaroo(default, default):Bool;
|
|
|
|
public function new(gitaroo:Bool):Void
|
|
{
|
|
super(ScriptEvent.PAUSE, true);
|
|
this.gitaroo = gitaroo;
|
|
}
|
|
}
|