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455 lines
11 KiB
Haxe
455 lines
11 KiB
Haxe
package funkin.modding.events;
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import funkin.data.song.SongData.SongNoteData;
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import funkin.data.song.SongData.SongEventData;
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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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/**
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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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* 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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/**
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* The health gained or lost from this note.
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* This affects both hits and misses. Remember that max health is 2.00.
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*/
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public var healthChange:Float;
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public function new(type:ScriptEventType, note:NoteSprite, healthChange:Float, 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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this.healthChange = healthChange;
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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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class HitNoteScriptEvent extends NoteScriptEvent
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{
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/**
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* The judgement the player received for hitting the note.
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*/
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public var judgement:String;
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/**
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* The score the player received for hitting the note.
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*/
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public var score:Int;
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public function new(note:NoteSprite, healthChange:Float, score:Int, judgement:String, comboCount:Int = 0):Void
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{
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super(NOTE_HIT, note, healthChange, comboCount, true);
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this.score = score;
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this.judgement = judgement;
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}
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public override function toString():String
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{
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return 'HitNoteScriptEvent(note=' + note + ', comboCount=' + comboCount + ', judgement=' + judgement + ', score=' + score + ')';
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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(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 eventData(default, null):funkin.data.song.SongData.SongEventData;
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public function new(eventData:funkin.data.song.SongData.SongEventData):Void
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{
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super(SONG_EVENT, true);
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this.eventData = eventData;
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}
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public override function toString():String
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{
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return 'SongEventScriptEvent(event=' + eventData + ')';
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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(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 + ')';
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}
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}
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/**
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* An event that is fired once the song's chart has been parsed.
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*/
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class SongLoadScriptEvent 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 notes(default, set):Array<SongNoteData>;
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public var events(default, set):Array<SongEventData>;
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public var id(default, null):String;
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public var difficulty(default, null):String;
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function set_notes(notes:Array<SongNoteData>):Array<SongNoteData>
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{
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this.notes = notes;
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return this.notes;
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}
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function set_events(events:Array<SongEventData>):Array<SongEventData>
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{
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this.events = events;
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return this.events;
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}
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public function new(id:String, difficulty:String, notes:Array<SongNoteData>, events:Array<SongEventData>):Void
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{
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super(SONG_LOADED, false);
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this.id = id;
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this.difficulty = difficulty;
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this.notes = notes;
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this.events = events;
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}
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public override function toString():String
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{
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var noteStr = notes == null ? 'null' : 'Array(' + notes.length + ')';
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return 'SongLoadScriptEvent(notes=$noteStr, id=$id, difficulty=$difficulty)';
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}
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}
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/**
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* An event that is fired when moving out of or into an FlxState.
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*/
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class StateChangeScriptEvent extends ScriptEvent
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{
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/**
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* The state the game is moving into.
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*/
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public var targetState(default, null):FlxState;
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public function new(type:ScriptEventType, targetState:FlxState, cancelable:Bool = false):Void
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{
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super(type, cancelable);
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this.targetState = targetState;
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}
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public override function toString():String
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{
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return 'StateChangeScriptEvent(type=' + type + ', targetState=' + targetState + ')';
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}
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}
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/**
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* An event that is fired when moving out of or into an FlxSubState.
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*/
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class SubStateScriptEvent extends ScriptEvent
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{
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/**
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* The state the game is moving into.
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*/
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public var targetState(default, null):FlxSubState;
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public function new(type:ScriptEventType, targetState:FlxSubState, cancelable:Bool = false):Void
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{
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super(type, cancelable);
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this.targetState = targetState;
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}
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public override function toString():String
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{
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return 'SubStateScriptEvent(type=' + type + ', targetState=' + targetState + ')';
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}
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}
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/**
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* An event which is called when the player attempts to pause the game.
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*/
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class PauseScriptEvent extends ScriptEvent
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{
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/**
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* Whether to use the Gitaroo Man pause.
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*/
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public var gitaroo(default, default):Bool;
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public function new(gitaroo:Bool):Void
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{
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super(PAUSE, true);
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this.gitaroo = gitaroo;
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}
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}
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