Fix Character isPlayer Bug / Better .xml saving

This commit is contained in:
lunarcleint
2024-06-12 03:12:50 -07:00
parent 8d0a38419d
commit 2f917fd7c0
5 changed files with 781 additions and 330 deletions
+410
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@@ -0,0 +1,410 @@
/*
* Copyright (C)2005-2019 Haxe Foundation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
Xml node types.
@see https://haxe.org/manual/std-Xml.html
**/
enum abstract XmlType(Int) {
/**
Represents an XML element type.
**/
var Element = 0;
/**
Represents XML parsed character data type.
**/
var PCData = 1;
/**
Represents XML character data type.
**/
var CData = 2;
/**
Represents an XML comment type.
**/
var Comment = 3;
/**
Represents an XML doctype element type.
**/
var DocType = 4;
/**
Represents an XML processing instruction type.
**/
var ProcessingInstruction = 5;
/**
Represents an XML document type.
**/
var Document = 6;
public function toString():String {
return switch (cast this : XmlType) {
case Element: "Element";
case PCData: "PCData";
case CData: "CData";
case Comment: "Comment";
case DocType: "DocType";
case ProcessingInstruction: "ProcessingInstruction";
case Document: "Document";
};
}
}
/**
Cross-platform Xml API.
@see https://haxe.org/manual/std-Xml.html
**/
class Xml {
/**
XML element type.
**/
static public var Element(default, never) = XmlType.Element;
/**
XML parsed character data type.
**/
static public var PCData(default, never) = XmlType.PCData;
/**
XML character data type.
**/
static public var CData(default, never) = XmlType.CData;
/**
XML comment type.
**/
static public var Comment(default, never) = XmlType.Comment;
/**
XML doctype element type.
**/
static public var DocType(default, never) = XmlType.DocType;
/**
XML processing instruction type.
**/
static public var ProcessingInstruction(default, never) = XmlType.ProcessingInstruction;
/**
XML document type.
**/
static public var Document(default, never) = XmlType.Document;
/**
Parses the String into an Xml document.
**/
static public function parse(str:String):Xml {
return haxe.xml.Parser.parse(str);
}
/**
Returns the type of the Xml Node. This should be used before
accessing other functions since some might raise an exception
if the node type is not correct.
**/
public var nodeType(default, null):XmlType;
/**
Returns the node name of an Element.
**/
@:isVar public var nodeName(get, set):String;
/**
Returns the node value. Only works if the Xml node is not an Element or a Document.
**/
@:isVar public var nodeValue(get, set):String;
/**
Returns the parent object in the Xml hierarchy.
The parent can be `null`, an Element or a Document.
**/
public var parent(default, null):Xml;
var children:Array<Xml>;
var attributeMap:Map<String, String>;
public var attributeOrder:Array<String>;
#if !cppia inline #end function get_nodeName() {
if (nodeType != Element) {
throw 'Bad node type, expected Element but found $nodeType';
}
return nodeName;
}
#if !cppia inline #end function set_nodeName(v) {
if (nodeType != Element) {
throw 'Bad node type, expected Element but found $nodeType';
}
return this.nodeName = v;
}
#if !cppia inline #end function get_nodeValue() {
if (nodeType == Document || nodeType == Element) {
throw 'Bad node type, unexpected $nodeType';
}
return nodeValue;
}
#if !cppia inline #end function set_nodeValue(v) {
if (nodeType == Document || nodeType == Element) {
throw 'Bad node type, unexpected $nodeType';
}
return this.nodeValue = v;
}
/**
Creates a node of the given type.
**/
static public function createElement(name:String):Xml {
var xml = new Xml(Element);
xml.nodeName = name;
return xml;
}
/**
Creates a node of the given type.
**/
static public function createPCData(data:String):Xml {
var xml = new Xml(PCData);
xml.nodeValue = data;
return xml;
}
/**
Creates a node of the given type.
**/
static public function createCData(data:String):Xml {
var xml = new Xml(CData);
xml.nodeValue = data;
return xml;
}
/**
Creates a node of the given type.
**/
static public function createComment(data:String):Xml {
var xml = new Xml(Comment);
xml.nodeValue = data;
return xml;
}
/**
Creates a node of the given type.
**/
static public function createDocType(data:String):Xml {
var xml = new Xml(DocType);
xml.nodeValue = data;
return xml;
}
/**
Creates a node of the given type.
**/
static public function createProcessingInstruction(data:String):Xml {
var xml = new Xml(ProcessingInstruction);
xml.nodeValue = data;
return xml;
}
/**
Creates a node of the given type.
**/
static public function createDocument():Xml {
return new Xml(Document);
}
/**
Get the given attribute of an Element node. Returns `null` if not found.
Attributes are case-sensitive.
**/
public function get(att:String):String {
if (nodeType != Element) {
throw 'Bad node type, expected Element but found $nodeType';
}
return attributeMap[att];
}
/**
Set the given attribute value for an Element node.
Attributes are case-sensitive.
**/
public function set(att:String, value:String):Void {
if (nodeType != Element) {
throw 'Bad node type, expected Element but found $nodeType';
}
attributeMap.set(att, value);
}
/**
Removes an attribute for an Element node.
Attributes are case-sensitive.
**/
public function remove(att:String):Void {
if (nodeType != Element) {
throw 'Bad node type, expected Element but found $nodeType';
}
attributeMap.remove(att);
}
/**
Tells if the Element node has a given attribute.
Attributes are case-sensitive.
**/
public function exists(att:String):Bool {
if (nodeType != Element) {
throw 'Bad node type, expected Element but found $nodeType';
}
return attributeMap.exists(att);
}
/**
Returns an `Iterator` on all the attribute names.
**/
public function attributes():Iterator<String> {
if (nodeType != Element) {
throw 'Bad node type, expected Element but found $nodeType';
}
return attributeMap.keys();
}
/**
Returns an iterator of all child nodes.
Only works if the current node is an Element or a Document.
**/
public #if !cppia inline #end function iterator():Iterator<Xml> {
ensureElementType();
return children.iterator();
}
/**
Returns an iterator of all child nodes which are Elements.
Only works if the current node is an Element or a Document.
**/
public function elements():Iterator<Xml> {
ensureElementType();
var ret = [for (child in children) if (child.nodeType == Element) child];
return ret.iterator();
}
/**
Returns an iterator of all child nodes which are Elements with the given nodeName.
Only works if the current node is an Element or a Document.
**/
public function elementsNamed(name:String):Iterator<Xml> {
ensureElementType();
var ret = [
for (child in children)
if (child.nodeType == Element && child.nodeName == name) child
];
return ret.iterator();
}
/**
Returns the first child node.
**/
public #if !cppia inline #end function firstChild():Xml {
ensureElementType();
return children[0];
}
/**
Returns the first child node which is an Element.
**/
public function firstElement():Xml {
ensureElementType();
for (child in children) {
if (child.nodeType == Element) {
return child;
}
}
return null;
}
/**
Adds a child node to the Document or Element.
A child node can only be inside one given parent node, which is indicated by the `parent` property.
If the child is already inside this Document or Element, it will be moved to the last position among the Document or Element's children.
If the child node was previously inside a different node, it will be moved to this Document or Element.
**/
public function addChild(x:Xml):Void {
ensureElementType();
if (x.parent != null) {
x.parent.removeChild(x);
}
children.push(x);
x.parent = this;
}
/**
Removes a child from the Document or Element.
Returns true if the child was successfuly removed.
**/
public function removeChild(x:Xml):Bool {
ensureElementType();
if (children.remove(x)) {
x.parent = null;
return true;
}
return false;
}
/**
Inserts a child at the given position among the other childs.
A child node can only be inside one given parent node, which is indicated by the [parent] property.
If the child is already inside this Document or Element, it will be moved to the new position among the Document or Element's children.
If the child node was previously inside a different node, it will be moved to this Document or Element.
**/
public function insertChild(x:Xml, pos:Int):Void {
ensureElementType();
if (x.parent != null) {
x.parent.children.remove(x);
}
children.insert(pos, x);
x.parent = this;
}
/**
Returns a String representation of the Xml node.
**/
public #if !cppia inline #end function toString():String {
return haxe.xml.Printer.print(this);
}
function new(nodeType:XmlType) {
this.nodeType = nodeType;
children = [];
attributeMap = new Map();
}
inline function ensureElementType() {
if (nodeType != Document && nodeType != Element) {
throw 'Bad node type, expected Element or Document but found $nodeType';
}
}
}
+10
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@@ -718,6 +718,16 @@ class CoolUtil
@:noUsing public static inline function flxeaseFromString(mainEase:String, suffix:String)
return Reflect.field(FlxEase, mainEase + (mainEase == "linear" ? "" : suffix));
/*
* Returns the filename of a path, without the extension.
* @param path Path to get the filename from
* @return Filename
*/
@:noUsing public static inline function getFilename(file:String) {
var file = new haxe.io.Path(file);
return file.file;
}
}
/**
@@ -119,7 +119,7 @@ class CharacterInfoScreen extends UISubstateWindow {
add(isPlayerCheckbox);
addLabelOn(isPlayerCheckbox, "Is Player");
isGFCheckbox = new UICheckbox(isPlayerCheckbox.x + 128, positionXStepper.y + 10 + 32 + 28, "isGF", character.isGF);
isGFCheckbox = new UICheckbox(isPlayerCheckbox.x + 128, positionXStepper.y + 10 + 32 + 28, "isGF", false);
add(isGFCheckbox);
addLabelOn(isGFCheckbox, "Is GF");
@@ -168,7 +168,6 @@ class CharacterInfoScreen extends UISubstateWindow {
var xml = Xml.createElement("character");
xml.set("isPlayer", isPlayerCheckbox.checked ? "true" : "false");
xml.set("isGF", isGFCheckbox.checked ? "true" : "false");
xml.set("x", Std.string(positionXStepper.value));
xml.set("y", Std.string(positionYStepper.value));
xml.set("gameOverChar", gameOverCharTextBox.label.text);
+223 -328
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@@ -1,37 +1,34 @@
package funkin.game;
import flixel.util.FlxColor;
import funkin.backend.FunkinSprite;
import flixel.util.typeLimit.OneOfTwo;
import flixel.graphics.frames.FlxFrame;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.util.FlxColor;
import funkin.backend.FunkinSprite;
import funkin.backend.scripting.DummyScript;
import funkin.backend.scripting.Script;
import funkin.backend.scripting.events.DanceEvent;
import funkin.backend.scripting.events.DirectionAnimEvent;
import funkin.backend.scripting.events.PlayAnimEvent;
import funkin.backend.scripting.events.PlayAnimEvent.PlayAnimContext;
import funkin.backend.scripting.events.PointEvent;
import funkin.backend.system.Conductor;
import funkin.backend.system.interfaces.IBeatReceiver;
import funkin.backend.system.interfaces.IOffsetCompatible;
import funkin.backend.utils.XMLUtil;
import flixel.math.FlxRect;
import haxe.xml.Access;
import haxe.Exception;
import haxe.io.Path;
import funkin.backend.system.Conductor;
import haxe.xml.Access;
import openfl.geom.ColorTransform;
import funkin.backend.scripting.DummyScript;
import funkin.backend.scripting.Script;
import funkin.backend.scripting.events.*;
import funkin.backend.scripting.events.PlayAnimEvent.PlayAnimContext;
using StringTools;
@:allow(funkin.desktop.editors.CharacterEditor)
@:allow(funkin.game.StrumLine)
@:allow(funkin.game.PlayState)
class Character extends FunkinSprite implements IBeatReceiver implements IOffsetCompatible
{
private var __stunnedTime:Float = 0;
private var __lockAnimThisFrame:Bool = false;
public var stunned(default, set):Bool = false;
class Character extends FunkinSprite implements IBeatReceiver implements IOffsetCompatible {
public var isPlayer:Bool = false;
public var isGF:Bool = false;
public var curCharacter:String = 'bf';
public var sprite:String = 'bf';
@@ -42,163 +39,84 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
public var icon:String = null;
public var iconColor:Null<FlxColor> = null;
public var gameOverCharacter:String = "bf-dead";
public var gameOverCharacter:String = Character.FALLBACK_DEAD_CHARACTER;
public var cameraOffset:FlxPoint = new FlxPoint(0, 0);
public var globalOffset:FlxPoint = new FlxPoint(0, 0);
public var cameraOffset:FlxPoint = FlxPoint.get(0, 0);
public var globalOffset:FlxPoint = FlxPoint.get(0, 0);
public var script:Script;
public var xml:Access;
public var shadowFrame:CharacterShadowFrame;
public var idleSuffix:String = "";
public var stunned(default, set):Bool = false;
public var anims = ["singLEFT", "singDOWN", "singUP", "singRIGHT"]; // Not making these inline so theyre editable through scripts! - Nex
@:noCompletion var __stunnedTime:Float = 0;
@:noCompletion var __lockAnimThisFrame:Bool = false;
public inline function getCameraPosition()
{
var midpoint = getMidpoint();
var event = EventManager.get(PointEvent).recycle(
midpoint.x + (isPlayer ? -100 : 150) + globalOffset.x + cameraOffset.x,
midpoint.y - 100 + globalOffset.y + cameraOffset.y);
script.call("onGetCamPos", [event]);
midpoint.put();
// this event cannot be cancelled
return new FlxPoint(event.x, event.y);
}
@:noCompletion var __switchAnims:Bool = true;
public inline function getSingAnim(direction:Int, suffix:String = ""):String
{
return anims[direction] + suffix;
}
/**
* Like `playSingAnimUnsafe` but checks if the character has the animation with the suffix part, otherwhise tries to play the animation without the suffix part.
*/
public function playSingAnim(direction:Int, suffix:String = "", Context:PlayAnimContext = SING, Force:Bool = true, Reversed:Bool = false, Frame:Int = 0)
{
var event = EventManager.get(DirectionAnimEvent).recycle(getSingAnim(direction, suffix), direction, suffix, Context, Reversed, Frame, Force);
script.call("onPlaySingAnim", [event]);
if (!event.cancelled)
playSingAnimUnsafe(event.direction, hasAnimation(event.animName) ? event.suffix : "", event.context, event.force, event.reversed, event.frame);
}
public function playSingAnimUnsafe(direction:Int, suffix:String = "", Context:PlayAnimContext = SING, Force:Bool = true, Reversed:Bool = false, Frame:Int = 0)
{
var event = EventManager.get(DirectionAnimEvent).recycle(getSingAnim(direction, suffix), direction, suffix, Context, Reversed, Frame, Force);
script.call("onPlaySingAnimUnsafe", [event]);
if (!event.cancelled)
playAnim(event.animName, event.force, event.context, event.reversed, event.frame);
}
public function new(x:Float, y:Float, ?character:String = "bf", isPlayer:Bool = false, switchAnims:Bool = true)
{
public function new(x:Float, y:Float, ?character:String = "bf", isPlayer:Bool = false, switchAnims:Bool = true, disableScripts:Bool = false) {
super(x, y);
animOffsets = new Map<String, FlxPoint>();
curCharacter = character;
this.isPlayer = isPlayer;
__switchAnims = switchAnims;
antialiasing = true;
while (true)
{
switch (curCharacter)
{
// case 'your-char': // To hardcode characters
default:
// load xml
var xmlPath = Paths.xml('characters/$curCharacter');
if (!Assets.exists(xmlPath))
{
curCharacter = "bf";
continue;
}
xml = getXMLFromCharName(this);
if(!disableScripts)
script = Script.create(Paths.script(Path.withoutExtension(Paths.xml('characters/$curCharacter')), null, true));
else
script = new DummyScript(curCharacter);
script.setParent(this);
script.load();
buildCharacter(xml);
script.call("create");
var plainXML = Assets.getText(xmlPath);
try
{
var charXML = Xml.parse(plainXML).firstElement();
if (charXML == null) throw new Exception("Missing \"character\" node in XML.");
xml = new Access(charXML);
} catch (e) {
Logs.trace('Error while loading character ${curCharacter}: ${e}', ERROR);
curCharacter = "bf";
continue;
}
// Loads the script
script = Script.create(Paths.script(Path.withoutExtension(xmlPath), null, true));
script.setParent(this);
script.load();
applyXML(xml);
script.call("create");
}
break;
}
if (script == null)
script = new DummyScript(curCharacter);
/**
NON CONVERTED CHARACTERS - DO NOT REMOVE
**/
// case 'bf-pixel-dead':
// frames = Paths.getSparrowAtlas('weeb/bfPixelsDEAD');
// animation.addByPrefix('singUP', "BF Dies pixel", 24, false);
// animation.addByPrefix('firstDeath', "BF Dies pixel", 24, false);
// animation.addByPrefix('deathLoop', "Retry Loop", 24, true);
// animation.addByPrefix('deathConfirm', "RETRY CONFIRM", 24, false);
// animation.play('firstDeath');
// addOffset('firstDeath');
// addOffset('deathLoop', -37);
// addOffset('deathConfirm', -37);
// playAnim('firstDeath');
// // pixel bullshit
// setGraphicSize(Std.int(width * 6));
// updateHitbox();
// antialiasing = false;
// flipX = true;
script.call("postCreate");
}
public function fixChar(switchAnims:Bool = false, autoInterval:Bool = false)
{
@:noCompletion var __swappedLeftRightAnims:Bool = false;
@:noCompletion var __autoInterval:Bool = false;
public function fixChar(switchAnims:Bool = false, autoInterval:Bool = false) {
if ((isDanceLeftDanceRight = hasAnimation("danceLeft") && hasAnimation("danceRight")) && autoInterval)
beatInterval = 1;
__autoInterval = autoInterval;
// alternative to xor operator
// for people who dont believe it, heres the truth table
// [ a ][ b ][ a!= b ]
// [ true ][ true ][ false ]
// [ true ][ false ][ true ]
// [ false ][ true ][ true ]
// [ true ][ true ][ false ]
// bros provided evidence :skull:
if (isPlayer != playerOffsets && switchAnims)
{
// character is flipped
CoolUtil.switchAnimFrames(animation.getByName('singRIGHT'), animation.getByName('singLEFT'));
CoolUtil.switchAnimFrames(animation.getByName('singRIGHTmiss'), animation.getByName('singLEFTmiss'));
switchOffset('singLEFT', 'singRIGHT');
switchOffset('singLEFTmiss', 'singRIGHTmiss');
}
// character is flipped
if (isPlayer != playerOffsets && switchAnims)
swapLeftRightAnimations();
frameOffset.set(getAnimOffset(getAnimName()).x, getAnimOffset(getAnimName()).y);
if (isPlayer)
flipX = !flipX;
if (isPlayer) flipX = !flipX;
__baseFlipped = flipX;
}
var __baseFlipped:Bool = false;
var isDanceLeftDanceRight:Bool = false;
public function swapLeftRightAnimations() {
CoolUtil.switchAnimFrames(animation.getByName('singRIGHT'), animation.getByName('singLEFT'));
CoolUtil.switchAnimFrames(animation.getByName('singRIGHTmiss'), animation.getByName('singLEFTmiss'));
override function update(elapsed:Float)
{
switchOffset('singLEFT', 'singRIGHT');
switchOffset('singLEFTmiss', 'singRIGHTmiss');
__swappedLeftRightAnims = true;
}
@:noCompletion var __baseFlipped:Bool = false;
@:noCompletion var isDanceLeftDanceRight:Bool = false;
override function update(elapsed:Float) {
super.update(elapsed);
script.call("update", [elapsed]);
if (stunned)
{
if (stunned) {
__stunnedTime += elapsed;
if (__stunnedTime > 5 / 60)
stunned = false;
@@ -212,33 +130,20 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
private var danced:Bool = false;
/**
* FOR GF DANCING SHIT
*/
public function dance()
{
public function dance() {
if(debugMode) return;
var event = EventManager.get(DanceEvent).recycle(danced);
script.call("onDance", [event]);
if (event.cancelled)
return;
if (event.cancelled) return;
switch (curCharacter)
{
// hardcode custom dance animations here
default:
if (isDanceLeftDanceRight)
{
playAnim(((danced = !danced) ? 'danceLeft' : 'danceRight') + idleSuffix, DANCE);
}
else
playAnim('idle' + idleSuffix, DANCE);
}
if (isDanceLeftDanceRight)
playAnim(((danced = !danced) ? 'danceLeft' : 'danceRight') + idleSuffix, DANCE);
else
playAnim('idle' + idleSuffix, DANCE);
}
public function tryDance()
{
public function tryDance() {
switch (lastAnimContext) {
case SING | MISS:
if (lastHit + (Conductor.stepCrochet * holdTime) < Conductor.songPosition)
@@ -258,96 +163,61 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
* Whenever the character should dance on beat or not. Set to false for `gf`, since the dance animation is automatically handled by PlayState.
*/
public var danceOnBeat:Bool = true;
public override function beatHit(curBeat:Int) {
script.call("beatHit", [curBeat]);
if (danceOnBeat && (curBeat + beatOffset) % beatInterval == 0 && !__lockAnimThisFrame)
{
tryDance();
}
}
public override function stepHit(curStep:Int) {
public override function stepHit(curStep:Int)
script.call("stepHit", [curStep]);
// nothing
}
var __reverseDrawProcedure:Bool = false;
@:noCompletion var __reverseDrawProcedure:Bool = false;
public override function getScreenBounds(?newRect:FlxRect, ?camera:FlxCamera):FlxRect {
if (__reverseDrawProcedure)
{
if (__reverseDrawProcedure) {
scale.x *= -1;
var bounds = super.getScreenBounds(newRect, camera);
var bounds:FlxRect = super.getScreenBounds(newRect, camera);
scale.x *= -1;
return bounds;
}
return super.getScreenBounds(newRect, camera);
}
public function isFlippedOffsets() {
return (isPlayer != playerOffsets) != (flipX != __baseFlipped);
public override function isOnScreen(?camera:FlxCamera):Bool {
if (debugMode) return true;
return super.isOnScreen(camera);
}
var __drawingShadowFrame = false;
var __oldColorTransform = new ColorTransform();
public function isFlippedOffsets()
return (isPlayer != playerOffsets) != (flipX != __baseFlipped);
public override function draw() {
if (!__drawingShadowFrame && shadowFrame != null) {
__drawingShadowFrame = true;
var oldFrame = _frame;
var oldPos = FlxPoint.get(frameOffset.x, frameOffset.y);
__oldColorTransform.copyColorTransform(colorTransform);
colorTransform.alphaMultiplier = 1;
colorTransform.alphaOffset = 0;
colorTransform.blueMultiplier = 0;
colorTransform.blueOffset = 25;
colorTransform.greenMultiplier = 0;
colorTransform.greenOffset = 25;
colorTransform.redMultiplier = 0;
colorTransform.redOffset = 25;
_frame = shadowFrame.frame;
var o = getAnimOffset(shadowFrame.anim);
frameOffset.set(o.x, o.y);
super.draw();
_frame = oldFrame;
frameOffset.set(oldPos.x, oldPos.y);
colorTransform.copyColorTransform(__oldColorTransform);
oldPos.put();
__drawingShadowFrame = false;
}
if (isFlippedOffsets())
{
if (isFlippedOffsets()) {
__reverseDrawProcedure = true;
flipX = !flipX;
scale.x *= -1;
super.draw();
flipX = !flipX;
scale.x *= -1;
__reverseDrawProcedure = false;
}
else
super.draw();
} else super.draw();
}
public override function playAnim(AnimName:String, Force:Bool = false, Context:PlayAnimContext = NONE, Reversed:Bool = false, Frame:Int = 0):Void
{
public var singAnims = ["singLEFT", "singDOWN", "singUP", "singRIGHT"];
public function playSingAnim(direction:Int, suffix:String = "", Context:PlayAnimContext = SING, Force:Bool = true, Reversed:Bool = false, Frame:Int = 0) {
var event = EventManager.get(DirectionAnimEvent).recycle(singAnims[direction % singAnims.length] + suffix, direction, suffix, Context, Reversed, Frame, Force);
script.call("onPlaySingAnim", [event]);
if (!event.cancelled)
playAnim(event.animName, event.force, event.context, event.reversed, event.frame);
}
public override function playAnim(AnimName:String, Force:Bool = false, Context:PlayAnimContext = NONE, Reversed:Bool = false, Frame:Int = 0) {
var event = EventManager.get(PlayAnimEvent).recycle(AnimName, Force, Reversed, Frame, Context);
script.call("onPlayAnim", [event]);
if (event.cancelled)
return;
if (event.cancelled) return;
super.playAnim(event.animName, event.force, event.context, event.reverse, event.startingFrame);
@@ -356,50 +226,63 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
lastHit = Conductor.songPosition;
}
public override function destroy()
{
public inline function getCameraPosition() {
var midpoint:FlxPoint = getMidpoint();
var event = EventManager.get(PointEvent).recycle(
midpoint.x + (isPlayer ? -100 : 150) + globalOffset.x + cameraOffset.x,
midpoint.y - 100 + globalOffset.y + cameraOffset.y);
script.call("onGetCamPos", [event]);
midpoint.put();
return new FlxPoint(event.x, event.y);
}
public override function destroy() {
super.destroy();
cameraOffset.put();
globalOffset.put();
}
// FlxTrail Stuff for fixing position
@:noCompletion var __reverseTrailProcedure:Bool = false;
var __reverseTrailProcedure:Bool = false;
/**
* When using trails on characters you should do `trail.beforeCache = char.beforeTrailCache;`
**/
dynamic function beforeTrailCache() {
if (isFlippedOffsets())
{
// When using trails on characters you should do `trail.beforeCache = char.beforeTrailCache;`
public dynamic function beforeTrailCache()
if (isFlippedOffsets()) {
flipX = !flipX;
scale.x *= -1;
__reverseTrailProcedure = true;
}
}
/**
* When using trails on characters you should do `trail.afterCache = char.afterTrailCache;`
**/
dynamic function afterTrailCache() {
if (__reverseTrailProcedure)
{
// When using trails on characters you should do `trail.afterCache = char.afterTrailCache;`
public dynamic function afterTrailCache()
if (__reverseTrailProcedure) {
flipX = !flipX;
scale.x *= -1;
__reverseTrailProcedure = false;
}
public function applyXML(xml:Access) { // just for now till i remake the dumb editor
gameOverCharacter = Character.FALLBACK_DEAD_CHARACTER;
cameraOffset.set(0, 0);
globalOffset.set(0, 0);
playerOffsets = false;
flipX = false;
holdTime = 4;
iconColor = null;
animation.destroyAnimations();
animDatas.clear();
__baseFlipped = false;
buildCharacter(xml);
}
// Character editor and loading
public function applyXML(xml:Access) {
this.xml = xml; // modders wassup
public inline function buildCharacter(xml:Access) {
this.xml = xml; // Modders wassup :D
sprite = curCharacter;
if (xml.x.exists("isPlayer")) playerOffsets = (xml.x.get("isPlayer") == "true");
if (xml.x.exists("isGF")) isGF = (xml.x.get("isGF") == "true");
if (xml.x.exists("x")) globalOffset.x = Std.parseFloat(xml.x.get("x"));
if (xml.x.exists("y")) globalOffset.y = Std.parseFloat(xml.x.get("y"));
if (xml.x.exists("gameOverChar")) gameOverCharacter = xml.x.get("gameOverChar");
@@ -410,7 +293,7 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
if (xml.x.exists("icon")) icon = xml.x.get("icon");
if (xml.x.exists("color")) iconColor = FlxColor.fromString(xml.x.get("color"));
if (xml.x.exists("scale")) {
var scale = Std.parseFloat(xml.x.get("scale")).getDefault(1);
var scale:Float = Std.parseFloat(xml.x.get("scale")).getDefault(1);
this.scale.set(scale, scale);
updateHitbox();
}
@@ -420,71 +303,85 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
var hasInterval:Bool = xml.x.exists("interval");
if (hasInterval) beatInterval = Std.parseInt(xml.x.get("interval"));
var tempList = ["isPlayer", "isGF", "x", "y", "gameOverChar", "camx", "camy", "holdTime", "flipX", "icon", "color", "scale", "antialiasing", "sprite", "interval"];
var atts = [for (i in xml.x.attributes()) i];
for (i in atts)
if (!tempList.contains(i)) {
extra[i] = xml.x.get(i);
}
loadSprite(Paths.image('characters/$sprite'));
animation.destroyAnimations();
animDatas.clear();
for (anim in xml.nodes.anim)
{
XMLUtil.addXMLAnimation(this, anim);
}
fixChar(true, !hasInterval);
for (attribute in xml.x.attributes())
if (!characterProperties.contains(attribute))
extra[attribute] = xml.x.get(attribute);
fixChar(__switchAnims, !hasInterval);
dance();
}
public function buildXML(?animsOrder:Array<String>):Xml {
var xml = Xml.createElement("character");
xml.set("isPlayer", playerOffsets == true ? "true" : "false");
xml.set("isGF", isGF == true ? "true" : "false");
xml.set("x", Std.string(globalOffset.x));
xml.set("y", Std.string(globalOffset.y));
xml.set("gameOverChar", gameOverCharacter);
xml.set("camx", Std.string(cameraOffset.x));
xml.set("camy", Std.string(cameraOffset.y));
xml.set("holdTime", Std.string(holdTime));
xml.set("flipX", Std.string(flipX));
xml.set("icon", getIcon());
if (iconColor != null)
xml.set("color", iconColor.toWebString());
xml.set("scale", Std.string(scale.x));
xml.set("antialiasing", antialiasing == true ? "true" : "false");
xml.set("sprite", sprite);
public static var characterProperties:Array<String> = [
"x", "y", "sprite", "scale", "antialiasing",
"flipX", "camx", "camy", "isPlayer", "icon",
"color", "gameOverChar", "holdTime"
];
public static var characterAnimProperties:Array<String> = [
"name", "anim", "x", "y", "fps", "loop", "indices"
];
for (prop=>val in extra) {
xml.set(prop, Std.string(val));
}
public inline function buildXML(?animsOrder:Array<String>):Xml {
var xml:Xml = Xml.createElement("character");
xml.attributeOrder = characterProperties.copy();
if (globalOffset.x != 0) xml.set("x", Std.string(FlxMath.roundDecimal(globalOffset.x, 2)));
if (globalOffset.y != 0) xml.set("y", Std.string(FlxMath.roundDecimal(globalOffset.y, 2)));
if (cameraOffset.x != 0) xml.set("camx", Std.string(FlxMath.roundDecimal(cameraOffset.x, 2)));
if (cameraOffset.y != 0) xml.set("camy", Std.string(FlxMath.roundDecimal(cameraOffset.y, 2)));
if (holdTime != 4) xml.set("holdTime", Std.string(FlxMath.roundDecimal(holdTime, 4)));
if (flipX) xml.set("flipX", Std.string(flipX));
xml.set("icon", getIcon());
if (gameOverCharacter != Character.FALLBACK_DEAD_CHARACTER) xml.set("gameOverChar", gameOverCharacter);
if (iconColor != null) xml.set("color", iconColor.toWebString());
xml.set("sprite", sprite);
if (scale.x != 1) xml.set("scale", Std.string(FlxMath.roundDecimal(scale.x, 4)));
if (!antialiasing) xml.set("antialiasing", antialiasing == true ? "true" : "false");
if (playerOffsets) xml.set("isPlayer", playerOffsets == true ? "true" : "false");
var anims:Array<AnimData> = [];
if (animsOrder != null) {
for (name in animsOrder)
if (animDatas.exists(name)) anims.push(animDatas.get(name));
} else
anims = [for (anim in animDatas) anim];
anims = Lambda.array(animDatas);
for (anim in anims)
{
for (anim in anims) {
var animXml:Xml = Xml.createElement('anim');
animXml.attributeOrder = characterAnimProperties;
animXml.set("name", anim.name);
animXml.set("anim", anim.anim);
animXml.set("loop", Std.string(anim.loop));
animXml.set("fps", Std.string(anim.fps));
animXml.set("fps", Std.string(FlxMath.roundDecimal(anim.fps, 2)));
var offset:FlxPoint = getAnimOffset(anim.name);
animXml.set("x", Std.string(offset.x));
animXml.set("y", Std.string(offset.y));
animXml.set("x", Std.string(FlxMath.roundDecimal(offset.x, 2)));
animXml.set("y", Std.string(FlxMath.roundDecimal(offset.y, 2)));
offset.putWeak();
if (anim.indices.length > 0)
animXml.set("indices", anim.indices.join(","));
xml.addChild(animXml);
}
for (name => val in extra)
if (!xml.attributeOrder.contains(name)) {
xml.attributeOrder.push(name);
xml.set(name, Std.string(val));
}
this.xml = new Access(xml);
return xml;
}
@@ -492,74 +389,72 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
public inline function getIcon()
return (icon != null) ? icon : curCharacter;
public function getAnimOrder() {
public function getAnimOrder()
return [for(a in xml.nodes.anim) if(a.has.name) a.att.name];
}
// Getters / Setters
@:noCompletion private function set_stunned(b:Bool)
{
@:noCompletion private function set_stunned(b:Bool) {
__stunnedTime = 0;
return stunned = b;
}
// Backwards Compat
/**
* Interval at which the character will dance (higher number = slower dance)
*/
// Interval at which the character will dance (higher number = slower dance)
@:noCompletion public var danceInterval(get, set):Int;
@:noCompletion private function set_danceInterval(v:Int)
return beatInterval = v;
@:noCompletion private function get_danceInterval()
return beatInterval;
// Statics
public static function getIconFromCharName(?curCharacter:String) {
if(curCharacter == null) return "face";
var icon = curCharacter;
while(true) {
switch (curCharacter) {
// case 'your-char': // To hardcode characters icons
default:
// load xml
var xmlPath = Paths.xml('characters/$curCharacter');
if (!Assets.exists(xmlPath)) {
curCharacter = "bf";
continue;
}
public static var FALLBACK_CHARACTER:String = "bf";
public static var FALLBACK_DEAD_CHARACTER:String = "bf-dead";
public static function getXMLFromCharName(character:OneOfTwo<String, Character>):Access {
var char:Character = null;
if (character is Character) {
char = cast(character, Character);
character = char.curCharacter;
}
var xml = null;
var plainXML = Assets.getText(xmlPath);
try {
var charXML = Xml.parse(plainXML).firstElement();
if (charXML == null) throw new Exception("Missing \"character\" node in XML.");
xml = new Access(charXML);
} catch(e) {
Logs.trace('Error while loading character ${curCharacter}: ${e}', ERROR);
curCharacter = "bf";
continue;
}
var xml:Access = null;
while (true) {
var xmlPath:String = Paths.xml('characters/$character');
if (!Assets.exists(xmlPath)) {
character = FALLBACK_CHARACTER;
if (char != null)
char.curCharacter = character;
continue;
}
if (xml.x.exists("icon")) icon = xml.x.get("icon");
}
var plainXML:String = Assets.getText(xmlPath);
try {
var charXML:Xml = Xml.parse(plainXML).firstElement();
if (charXML == null) throw new Exception("Missing \"character\" node in XML.");
xml = new Access(charXML);
} catch (e) {
Logs.trace('Error while loading character ${character}: ${e}', ERROR);
character = FALLBACK_CHARACTER;
if (char != null)
char.curCharacter = character;
continue;
}
break;
}
return xml;
}
public static function getIconFromCharName(?character:String) {
if(character == null) return "face";
var icon:String = character;
var xml:Access = getXMLFromCharName(character);
if (xml != null && xml.x.exists("icon")) icon = xml.x.get("icon");
return icon;
}
public static function getList(?mods:Bool = false):Array<String> {
public static function getList(?mods:Bool = false):Array<String>
return [
for (path in Paths.getFolderContent('data/characters/', true, mods ? MODS : BOTH))
if (Path.extension(path) == "xml") Path.withoutDirectory(Path.withoutExtension(path))
if (Path.extension(path) == "xml") CoolUtil.getFilename(path)
];
}
}
typedef CharacterShadowFrame =
{
var anim:String;
var frame:FlxFrame;
}
}
+137
View File
@@ -0,0 +1,137 @@
/*
* Copyright (C)2005-2019 Haxe Foundation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
package haxe.xml;
using StringTools;
/**
This class provides utility methods to convert Xml instances to
String representation.
**/
class Printer {
/**
Convert `Xml` to string representation.
Set `pretty` to `true` to prettify the result.
**/
static public function print(xml:Xml, ?pretty = false) {
var printer = new Printer(pretty);
printer.writeNode(xml, "");
return printer.output.toString();
}
var output:StringBuf;
var pretty:Bool;
function new(pretty) {
output = new StringBuf();
this.pretty = pretty;
}
function writeNode(value:Xml, tabs:String) {
switch (value.nodeType) {
case CData:
write(tabs + "<![CDATA[");
write(value.nodeValue);
write("]]>");
newline();
case Comment:
var commentContent:String = value.nodeValue;
commentContent = ~/[\n\r\t]+/g.replace(commentContent, "");
commentContent = "<!--" + commentContent + "-->";
write(tabs);
write(StringTools.trim(commentContent));
newline();
case Document:
for (child in value) {
writeNode(child, tabs);
}
case Element:
write(tabs + "<");
write(value.nodeName);
var attributes:Array<String> = value.attributeOrder;
if (attributes == null)
attributes = [for (att in value.attributes()) att];
for (attribute in attributes) {
if (!value.exists(attribute) || value.get(attribute).trim() == "") continue;
write(" " + attribute + "=\"");
write(StringTools.htmlEscape(value.get(attribute), true));
write("\"");
}
if (hasChildren(value)) {
write(">");
newline();
for (child in value) {
writeNode(child, pretty ? tabs + "\t" : tabs);
}
write(tabs + "</");
write(value.nodeName);
write(">");
newline();
} else {
write("/>");
newline();
}
case PCData:
var nodeValue:String = value.nodeValue;
if (nodeValue.length != 0) {
write(tabs + StringTools.htmlEscape(nodeValue));
newline();
}
case ProcessingInstruction:
write("<?" + value.nodeValue + "?>");
newline();
case DocType:
write("<!DOCTYPE " + value.nodeValue + ">");
newline();
}
}
inline function write(input:String) {
output.add(input);
}
inline function newline() {
if (pretty) {
output.add("\n");
}
}
function hasChildren(value:Xml):Bool {
for (child in value) {
switch (child.nodeType) {
case Element, PCData:
return true;
case CData, Comment:
if (StringTools.ltrim(child.nodeValue).length != 0) {
return true;
}
case _:
}
}
return false;
}
}