mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-27 10:05:41 -05:00
21f44edf1d
* A bunch of smaller syntax tweaks. * New crash handler catches and logs critical errors! * Chart editor now has null safety enabled. * Fix -W build issue. * Actually update hmm.json to use the crash handling branch * Fix issues causing crash handler to trigger
129 lines
3.7 KiB
Haxe
129 lines
3.7 KiB
Haxe
package funkin;
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import flixel.FlxSprite;
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import flixel.FlxState;
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import flixel.graphics.FlxGraphic;
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import flixel.graphics.frames.FlxAtlasFrames;
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import flixel.math.FlxMath;
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import flixel.math.FlxPoint;
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import flixel.math.FlxRect;
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import flixel.system.FlxAssets.FlxGraphicAsset;
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import flixel.tweens.FlxEase;
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import flixel.tweens.FlxTween;
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import funkin.play.PlayState;
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import funkin.shaderslmfao.ScreenWipeShader;
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import haxe.format.JsonParser;
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import lime.math.Rectangle;
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import lime.utils.Assets;
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import openfl.filters.ShaderFilter;
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class CoolUtil
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{
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public static function coolBaseLog(base:Float, fin:Float):Float
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{
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return Math.log(fin) / Math.log(base);
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}
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public static function coolTextFile(path:String):Array<String>
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{
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var daList:Array<String> = [];
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var swagArray:Array<String> = Assets.getText(path).trim().split('\n');
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for (item in swagArray)
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{
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// comment support in the quick lil text formats??? using //
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if (!item.trim().startsWith('//')) daList.push(item);
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}
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for (i in 0...daList.length)
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{
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daList[i] = daList[i].trim();
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}
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return daList;
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}
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public static function numberArray(max:Int, ?min = 0):Array<Int>
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{
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var dumbArray:Array<Int> = [];
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for (i in min...max)
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{
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dumbArray.push(i);
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}
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return dumbArray;
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}
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static var oldCamPos:FlxPoint = new FlxPoint();
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static var oldMousePos:FlxPoint = new FlxPoint();
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/**
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* Used to be for general camera middle click dragging, now generalized for any click and drag type shit!
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* Listen I don't make the rules here
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* @param target what you want to be dragged, defaults to CAMERA SCROLL
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* @param jusPres the "justPressed", should be a button of some sort
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* @param pressed the "pressed", which should be the same button as `jusPres`
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*/
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public static function mouseCamDrag(?target:FlxPoint, ?jusPres:Bool, ?pressed:Bool):Void
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{
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if (target == null) target = FlxG.camera.scroll;
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if (jusPres == null) jusPres = FlxG.mouse.justPressedMiddle;
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if (pressed == null) pressed = FlxG.mouse.pressedMiddle;
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if (jusPres)
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{
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oldCamPos.set(target.x, target.y);
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oldMousePos.set(FlxG.mouse.screenX, FlxG.mouse.screenY);
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}
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if (pressed)
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{
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target.x = oldCamPos.x - (FlxG.mouse.screenX - oldMousePos.x);
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target.y = oldCamPos.y - (FlxG.mouse.screenY - oldMousePos.y);
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}
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}
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public static function mouseWheelZoom():Void
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{
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if (FlxG.mouse.wheel != 0) FlxG.camera.zoom += FlxG.mouse.wheel * (0.1 * FlxG.camera.zoom);
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}
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/**
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Lerps camera, but accountsfor framerate shit?
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Right now it's simply for use to change the followLerp variable of a camera during update
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TODO LATER MAYBE:
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Actually make and modify the scroll and lerp shit in it's own function
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instead of solely relying on changing the lerp on the fly
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*/
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public static function camLerpShit(lerp:Float):Float
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{
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return lerp * (FlxG.elapsed / (1 / 60));
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}
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public static function coolSwitchState(state:FlxState, transitionTex:String = "shaderTransitionStuff/coolDots", time:Float = 2)
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{
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var screenShit:FlxSprite = new FlxSprite().loadGraphic(Paths.image("shaderTransitionStuff/coolDots"));
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var screenWipeShit:ScreenWipeShader = new ScreenWipeShader();
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screenWipeShit.funnyShit.input = screenShit.pixels;
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FlxTween.tween(screenWipeShit, {daAlphaShit: 1}, time,
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{
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ease: FlxEase.quadInOut,
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onComplete: function(twn) {
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screenShit.destroy();
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FlxG.switchState(new MainMenuState());
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}
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});
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FlxG.camera.setFilters([new ShaderFilter(screenWipeShit)]);
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}
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/*
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* frame dependant lerp kinda lol
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*/
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public static function coolLerp(base:Float, target:Float, ratio:Float):Float
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{
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return base + camLerpShit(ratio) * (target - base);
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}
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}
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