Funkin/source/funkin/play/cutscene/dialogue/DialogueBox.hx
2023-08-31 18:47:23 -04:00

377 lines
10 KiB
Haxe

package funkin.play.cutscene.dialogue;
import flixel.FlxSprite;
import flixel.group.FlxSpriteGroup;
import flixel.graphics.frames.FlxFramesCollection;
import flixel.text.FlxText;
import flixel.addons.text.FlxTypeText;
import funkin.util.assets.FlxAnimationUtil;
import funkin.modding.events.ScriptEvent;
import funkin.modding.IScriptedClass.IDialogueScriptedClass;
import flixel.util.FlxColor;
class DialogueBox extends FlxSpriteGroup implements IDialogueScriptedClass
{
public final dialogueBoxId:String;
public var dialogueBoxName(get, never):String;
function get_dialogueBoxName():String
{
return boxData?.name ?? 'UNKNOWN';
}
var boxData:DialogueBoxData;
/**
* Offset the speaker's sprite by this much when playing each animation.
*/
var animationOffsets:Map<String, Array<Float>> = new Map<String, Array<Float>>();
/**
* The current animation offset being used.
*/
var animOffsets(default, set):Array<Float> = [0, 0];
function set_animOffsets(value:Array<Float>):Array<Float>
{
if (animOffsets == null) animOffsets = [0, 0];
if ((animOffsets[0] == value[0]) && (animOffsets[1] == value[1])) return value;
var xDiff:Float = value[0] - animOffsets[0];
var yDiff:Float = value[1] - animOffsets[1];
this.x += xDiff;
this.y += yDiff;
return animOffsets = value;
}
/**
* The offset of the speaker overall.
*/
public var globalOffsets(default, set):Array<Float> = [0, 0];
function set_globalOffsets(value:Array<Float>):Array<Float>
{
if (globalOffsets == null) globalOffsets = [0, 0];
if (globalOffsets == value) return value;
var xDiff:Float = value[0] - globalOffsets[0];
var yDiff:Float = value[1] - globalOffsets[1];
this.x += xDiff;
this.y += yDiff;
return globalOffsets = value;
}
var boxSprite:FlxSprite;
var textDisplay:FlxTypeText;
var text(default, set):String;
function set_text(value:String):String
{
this.text = value;
textDisplay.resetText(this.text);
textDisplay.start();
return this.text;
}
public var speed(default, set):Float;
function set_speed(value:Float):Float
{
this.speed = value;
textDisplay.delay = this.speed * 0.05; // 1.0 x 0.05
return this.speed;
}
public function new(dialogueBoxId:String)
{
super();
this.dialogueBoxId = dialogueBoxId;
this.boxData = DialogueBoxDataParser.parseDialogueBoxData(this.dialogueBoxId);
if (boxData == null) throw 'Could not load dialogue box data for box ID "$dialogueBoxId"';
}
public function onCreate(event:ScriptEvent):Void
{
this.globalOffsets = [0, 0];
this.x = 0;
this.y = 0;
this.alpha = 1;
this.boxSprite = new FlxSprite(0, 0);
add(this.boxSprite);
loadSpritesheet();
loadAnimations();
loadText();
}
function loadSpritesheet():Void
{
trace('[DIALOGUE BOX] Loading spritesheet ${boxData.assetPath} for ${dialogueBoxId}');
var tex:FlxFramesCollection = Paths.getSparrowAtlas(boxData.assetPath);
if (tex == null)
{
trace('Could not load Sparrow sprite: ${boxData.assetPath}');
return;
}
this.boxSprite.frames = tex;
if (boxData.isPixel)
{
this.boxSprite.antialiasing = false;
}
else
{
this.boxSprite.antialiasing = true;
}
this.flipX = boxData.flipX;
this.globalOffsets = boxData.offsets;
this.setScale(boxData.scale);
}
public function setText(newText:String):Void
{
textDisplay.prefix = '';
textDisplay.resetText(newText);
textDisplay.start();
}
public function appendText(newText:String):Void
{
textDisplay.prefix = this.textDisplay.text;
textDisplay.resetText(newText);
textDisplay.start();
}
public function skip():Void
{
textDisplay.skip();
}
/**
* Reassign this to set a callback.
*/
function onTypingComplete():Void
{
// No save navigation? :(
if (typingCompleteCallback != null) typingCompleteCallback();
}
public var typingCompleteCallback:() -> Void;
/**
* Set the sprite scale to the appropriate value.
* @param scale
*/
public function setScale(scale:Null<Float>):Void
{
if (scale == null) scale = 1.0;
this.boxSprite.scale.x = scale;
this.boxSprite.scale.y = scale;
this.boxSprite.updateHitbox();
}
function loadAnimations():Void
{
trace('[DIALOGUE BOX] Loading ${boxData.animations.length} animations for ${dialogueBoxId}');
FlxAnimationUtil.addAtlasAnimations(this.boxSprite, boxData.animations);
for (anim in boxData.animations)
{
if (anim.offsets == null)
{
setAnimationOffsets(anim.name, 0, 0);
}
else
{
setAnimationOffsets(anim.name, anim.offsets[0], anim.offsets[1]);
}
}
var animNames:Array<String> = this.boxSprite?.animation?.getNameList() ?? [];
trace('[DIALOGUE BOX] Successfully loaded ${animNames.length} animations for ${dialogueBoxId}');
boxSprite.animation.callback = this.onAnimationFrame;
boxSprite.animation.finishCallback = this.onAnimationFinished;
}
/**
* Called when an animation finishes.
* @param name The name of the animation that just finished.
*/
function onAnimationFinished(name:String):Void {}
/**
* Called when the current animation's frame changes.
* @param name The name of the current animation.
* @param frameNumber The number of the current frame.
* @param frameIndex The index of the current frame.
*
* For example, if an animation was defined as having the indexes [3, 0, 1, 2],
* then the first callback would have frameNumber = 0 and frameIndex = 3.
*/
function onAnimationFrame(name:String = "", frameNumber:Int = -1, frameIndex:Int = -1):Void
{
// Do nothing by default.
// This can be overridden by, for example, scripts,
// or by calling `animationFrame.add()`.
// Try not to do anything expensive here, it runs many times a second.
}
function loadText():Void
{
textDisplay = new FlxTypeText(0, 0, 300, '', 32);
textDisplay.fieldWidth = boxData.text.width;
textDisplay.setFormat('Pixel Arial 11 Bold', boxData.text.size, FlxColor.fromString(boxData.text.color), LEFT, SHADOW,
FlxColor.fromString(boxData.text.shadowColor ?? '#00000000'), false);
textDisplay.borderSize = boxData.text.shadowWidth ?? 2;
textDisplay.sounds = [FlxG.sound.load(Paths.sound('pixelText'), 0.6)];
textDisplay.completeCallback = onTypingComplete;
textDisplay.x += boxData.text.offsets[0];
textDisplay.y += boxData.text.offsets[1];
add(textDisplay);
}
/**
* @param name The name of the animation to play.
* @param restart Whether to restart the animation if it is already playing.
* @param reversed If true, play the animation backwards, from the last frame to the first.
*/
public function playAnimation(name:String, restart:Bool = false, reversed:Bool = false):Void
{
var correctName:String = correctAnimationName(name);
if (correctName == null) return;
this.boxSprite.animation.play(correctName, restart, false, 0);
applyAnimationOffsets(correctName);
}
/**
* Ensure that a given animation exists before playing it.
* Will gracefully check for name, then name with stripped suffixes, then 'idle', then fail to play.
* @param name
*/
function correctAnimationName(name:String):String
{
// If the animation exists, we're good.
if (hasAnimation(name)) return name;
trace('[DIALOGUE BOX] Animation "$name" does not exist!');
// Attempt to strip a `-alt` suffix, if it exists.
if (name.lastIndexOf('-') != -1)
{
var correctName = name.substring(0, name.lastIndexOf('-'));
trace('[DIALOGUE BOX] Attempting to fallback to "$correctName"');
return correctAnimationName(correctName);
}
else
{
if (name != 'idle')
{
trace('[DIALOGUE BOX] Attempting to fallback to "idle"');
return correctAnimationName('idle');
}
else
{
trace('[DIALOGUE BOX] Failing animation playback.');
return null;
}
}
}
public function hasAnimation(id:String):Bool
{
if (this.boxSprite.animation == null) return false;
return this.boxSprite.animation.getByName(id) != null;
}
/**
* Returns the name of the animation that is currently playing.
* If no animation is playing (usually this means the character is BROKEN!),
* returns an empty string to prevent NPEs.
*/
public function getCurrentAnimation():String
{
if (this.animation == null || this.animation.curAnim == null) return "";
return this.animation.curAnim.name;
}
/**
* Define the animation offsets for a specific animation.
*/
public function setAnimationOffsets(name:String, xOffset:Float, yOffset:Float):Void
{
animationOffsets.set(name, [xOffset, yOffset]);
}
/**
* Retrieve an apply the animation offsets for a specific animation.
*/
function applyAnimationOffsets(name:String):Void
{
var offsets:Array<Float> = animationOffsets.get(name);
if (offsets != null && !(offsets[0] == 0 && offsets[1] == 0))
{
this.animOffsets = offsets;
}
else
{
this.animOffsets = [0, 0];
}
}
public function isAnimationFinished():Bool
{
return this.boxSprite?.animation?.finished ?? false;
}
public function onDialogueStart(event:DialogueScriptEvent):Void {}
public function onDialogueCompleteLine(event:DialogueScriptEvent):Void {}
public function onDialogueLine(event:DialogueScriptEvent):Void {}
public function onDialogueSkip(event:DialogueScriptEvent):Void {}
public function onDialogueEnd(event:DialogueScriptEvent):Void {}
public function onUpdate(event:UpdateScriptEvent):Void {}
public function onDestroy(event:ScriptEvent):Void
{
if (boxSprite != null) remove(boxSprite);
boxSprite = null;
if (textDisplay != null) remove(textDisplay);
textDisplay = null;
this.clear();
this.x = 0;
this.y = 0;
this.globalOffsets = [0, 0];
this.alpha = 0;
this.kill();
}
public function onScriptEvent(event:ScriptEvent):Void {}
}