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https://github.com/FunkinCrew/Funkin.git
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240 lines
6.6 KiB
Haxe
240 lines
6.6 KiB
Haxe
package funkin.effects;
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import flixel.FlxObject;
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import flixel.util.FlxDestroyUtil.IFlxDestroyable;
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import flixel.util.FlxPool;
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import flixel.util.FlxTimer;
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import flixel.math.FlxPoint;
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import flixel.util.FlxAxes;
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import flixel.tweens.FlxEase.EaseFunction;
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import flixel.math.FlxMath;
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/**
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* pretty much a copy of FlxFlicker geared towards making sprites
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* shake around at a set interval and slow down over time.
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*/
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class IntervalShake implements IFlxDestroyable
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{
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static var _pool:FlxPool<IntervalShake> = new FlxPool<IntervalShake>(IntervalShake.new);
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/**
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* Internal map for looking up which objects are currently shaking and getting their shake data.
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*/
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static var _boundObjects:Map<FlxObject, IntervalShake> = new Map<FlxObject, IntervalShake>();
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/**
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* An effect that shakes the sprite on a set interval and a starting intensity that goes down over time.
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*
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* @param Object The object to shake.
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* @param Duration How long to shake for (in seconds). `0` means "forever".
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* @param Interval In what interval to update the shake position. Set to `FlxG.elapsed` if `<= 0`!
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* @param StartIntensity The starting intensity of the shake.
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* @param EndIntensity The ending intensity of the shake.
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* @param Ease Control the easing of the intensity over the shake.
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* @param CompletionCallback Callback on shake completion
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* @param ProgressCallback Callback on each shake interval
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* @return The `IntervalShake` object. `IntervalShake`s are pooled internally, so beware of storing references.
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*/
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public static function shake(Object:FlxObject, Duration:Float = 1, Interval:Float = 0.04, StartIntensity:Float = 0, EndIntensity:Float = 0,
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Ease:EaseFunction, ?CompletionCallback:IntervalShake->Void, ?ProgressCallback:IntervalShake->Void):IntervalShake
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{
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if (isShaking(Object))
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{
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// if (ForceRestart)
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// {
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// stopShaking(Object);
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// }
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// else
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// {
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// Ignore this call if object is already flickering.
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return _boundObjects[Object];
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// }
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}
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if (Interval <= 0)
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{
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Interval = FlxG.elapsed;
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}
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var shake:IntervalShake = _pool.get();
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shake.start(Object, Duration, Interval, StartIntensity, EndIntensity, Ease, CompletionCallback, ProgressCallback);
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return _boundObjects[Object] = shake;
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}
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/**
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* Returns whether the object is shaking or not.
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*
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* @param Object The object to test.
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*/
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public static function isShaking(Object:FlxObject):Bool
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{
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return _boundObjects.exists(Object);
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}
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/**
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* Stops shaking the object.
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*
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* @param Object The object to stop shaking.
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*/
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public static function stopShaking(Object:FlxObject):Void
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{
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var boundShake:IntervalShake = _boundObjects[Object];
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if (boundShake != null)
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{
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boundShake.stop();
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}
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}
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/**
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* The shaking object.
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*/
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public var object(default, null):FlxObject;
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/**
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* The shaking timer. You can check how many seconds has passed since shaking started etc.
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*/
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public var timer(default, null):FlxTimer;
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/**
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* The starting intensity of the shake.
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*/
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public var startIntensity(default, null):Float;
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/**
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* The ending intensity of the shake.
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*/
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public var endIntensity(default, null):Float;
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/**
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* How long to shake for (in seconds). `0` means "forever".
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*/
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public var duration(default, null):Float;
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/**
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* The interval of the shake.
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*/
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public var interval(default, null):Float;
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/**
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* Defines on what axes to `shake()`. Default value is `XY` / both.
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*/
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public var axes(default, null):FlxAxes;
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/**
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* Defines the initial position of the object at the beginning of the shake effect.
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*/
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public var initialOffset(default, null):FlxPoint;
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/**
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* The callback that will be triggered after the shake has completed.
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*/
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public var completionCallback(default, null):IntervalShake->Void;
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/**
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* The callback that will be triggered every time the object shakes.
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*/
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public var progressCallback(default, null):IntervalShake->Void;
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/**
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* The easing of the intensity over the shake.
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*/
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public var ease(default, null):EaseFunction;
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/**
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* Nullifies the references to prepare object for reuse and avoid memory leaks.
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*/
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public function destroy():Void
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{
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object = null;
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timer = null;
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ease = null;
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completionCallback = null;
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progressCallback = null;
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}
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/**
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* Starts shaking behavior.
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*/
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function start(Object:FlxObject, Duration:Float = 1, Interval:Float = 0.04, StartIntensity:Float = 0, EndIntensity:Float = 0, Ease:EaseFunction,
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?CompletionCallback:IntervalShake->Void, ?ProgressCallback:IntervalShake->Void):Void
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{
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object = Object;
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duration = Duration;
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interval = Interval;
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completionCallback = CompletionCallback;
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startIntensity = StartIntensity;
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endIntensity = EndIntensity;
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initialOffset = new FlxPoint(Object.x, Object.y);
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ease = Ease;
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axes = FlxAxes.XY;
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_secondsSinceStart = 0;
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timer = new FlxTimer().start(interval, shakeProgress, Std.int(duration / interval));
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}
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/**
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* Prematurely ends shaking.
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*/
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public function stop():Void
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{
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timer.cancel();
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// object.visible = true;
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object.x = initialOffset.x;
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object.y = initialOffset.y;
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release();
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}
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/**
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* Unbinds the object from shaking and releases it into pool for reuse.
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*/
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function release():Void
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{
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_boundObjects.remove(object);
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_pool.put(this);
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}
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public var _secondsSinceStart(default, null):Float = 0;
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public var scale(default, null):Float = 0;
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/**
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* Just a helper function for shake() to update object's position.
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*/
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function shakeProgress(timer:FlxTimer):Void
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{
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_secondsSinceStart += interval;
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scale = _secondsSinceStart / duration;
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if (ease != null)
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{
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scale = 1 - ease(scale);
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// trace(scale);
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}
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var curIntensity:Float = 0;
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curIntensity = FlxMath.lerp(endIntensity, startIntensity, scale);
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if (axes.x) object.x = initialOffset.x + FlxG.random.float((-curIntensity) * object.width, (curIntensity) * object.width);
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if (axes.y) object.y = initialOffset.y + FlxG.random.float((-curIntensity) * object.width, (curIntensity) * object.width);
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// object.visible = !object.visible;
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if (progressCallback != null) progressCallback(this);
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if (timer.loops > 0 && timer.loopsLeft == 0)
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{
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object.x = initialOffset.x;
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object.y = initialOffset.y;
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if (completionCallback != null)
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{
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completionCallback(this);
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}
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if (this.timer == timer) release();
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}
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}
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/**
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* Internal constructor. Use static methods.
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*/
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@:keep
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function new() {}
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}
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