package funkin.game; import flixel.math.FlxPoint; import funkin.interfaces.IBeatReceiver; import funkin.interfaces.IOffsetCompatible; import funkin.system.XMLUtil; import flixel.FlxG; import flixel.FlxSprite; import flixel.FlxCamera; import flixel.animation.FlxBaseAnimation; import flixel.graphics.frames.FlxAtlasFrames; import flixel.math.FlxRect; import openfl.utils.Assets; import haxe.xml.Access; import haxe.Exception; import haxe.io.Path; import funkin.system.Conductor; import funkin.scripting.DummyScript; import funkin.scripting.Script; import funkin.scripting.events.*; import funkin.scripting.events.PlayAnimEvent.PlayAnimContext; using StringTools; class Character extends FlxSprite implements IBeatReceiver implements IOffsetCompatible { private var __stunnedTime:Float = 0; public var stunned(default, set):Bool = false; private function set_stunned(b:Bool) { __stunnedTime = 0; return stunned = b; } public var animOffsets:Map; public var debugMode:Bool = false; public var isPlayer:Bool = false; public var isGF:Bool = false; public var curCharacter:String = 'bf'; public var lastHit:Float = -5000; public var holdTime:Float = 4; public var playerOffsets:Bool = false; public var icon:String = null; public var gameOverCharacter:String = "bf-dead"; public var cameraOffset:FlxPoint = new FlxPoint(0, 0); public var globalOffset:FlxPoint = new FlxPoint(0, 0); public var script:Script; public var xml:Access; public inline function getCameraPosition() { var midpoint = getMidpoint(); var event = new PointEvent( midpoint.x + (isPlayer ? -100 : 150) + globalOffset.x + cameraOffset.x, midpoint.y - 100 + globalOffset.y + cameraOffset.y); script.call("onGetCamPos", [event]); // this event cannot be cancelled return new FlxPoint(event.x, event.y); } public function playSingAnim(direction:Int, suffix:String = "", Reversed:Bool = false, Frame:Int = 0) { var anims = ["singLEFT", "singDOWN", "singUP", "singRIGHT"]; var event = new DirectionAnimEvent('${anims[direction]}$suffix', direction, suffix, Reversed, Frame); script.call("onPlaySingAnim", [event]); if (!event.cancelled) playAnim(event.animName, event.force, SING, event.reversed, event.frame); } public function new(x:Float, y:Float, ?character:String = "bf", ?isPlayer:Bool = false) { super(x, y); animOffsets = new Map(); curCharacter = character; this.isPlayer = isPlayer; antialiasing = true; while(true) { switch (curCharacter) { // case 'your-char': // To hardcode characters default: // load xml var xmlPath = Paths.xml('characters/$curCharacter'); if (!Assets.exists(xmlPath)) { curCharacter = "bf"; continue; } var plainXML = Assets.getText(xmlPath); try { var charXML = Xml.parse(plainXML).firstElement(); if (charXML == null) throw new Exception("Missing \"character\" node in XML."); xml = new Access(charXML); } catch(e) { trace(e); curCharacter = "bf"; continue; } var sprite:String = curCharacter; if (xml.has.isPlayer) playerOffsets = (xml.att.isPlayer == "true"); if (xml.has.isGF) isGF = (xml.att.isGF == "true"); if (xml.has.x) globalOffset.x = Std.parseFloat(xml.att.x); if (xml.has.y) globalOffset.y = Std.parseFloat(xml.att.y); if (xml.has.gameOverChar) gameOverCharacter = xml.att.gameOverChar; if (xml.has.camx) cameraOffset.x = Std.parseFloat(xml.att.camx); if (xml.has.camy) cameraOffset.y = Std.parseFloat(xml.att.camy); if (xml.has.holdTime) holdTime = CoolUtil.getDefault(Std.parseFloat(xml.att.holdTime), 4); if (xml.has.flipX) flipX = (xml.att.flipX == "true"); if (xml.has.icon) icon = xml.att.icon; if (xml.has.scale) { var scale = Std.parseFloat(xml.att.scale).getDefault(1); this.scale.set(scale, scale); updateHitbox(); } if (xml.has.antialiasing) antialiasing = (xml.att.antialiasing == "true"); if (xml.has.sprite) sprite = xml.att.sprite; frames = Paths.getFrames('characters/$sprite', null); for(anim in xml.nodes.anim) { XMLUtil.addXMLAnimation(this, anim); } // Loads the script and calls it's "create" function script = Script.create(Paths.script(Path.withoutExtension(xmlPath), null, true)); script.setParent(this); script.load(); 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; isDanceLeftDanceRight = (animation.getByName("danceLeft") != null && animation.getByName("danceRight") != null); // 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 ] if (isPlayer != playerOffsets) { // 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'); } if (isPlayer) flipX = !flipX; __baseFlipped = flipX; dance(); script.call("postCreate"); } var __baseFlipped:Bool = false; var isDanceLeftDanceRight:Bool = false; public function switchOffset(anim1:String, anim2:String) { var old = animOffsets[anim1]; animOffsets[anim1] = animOffsets[anim2]; animOffsets[anim2] = old; } override function update(elapsed:Float) { super.update(elapsed); script.call("update", [elapsed]); if (stunned) { __stunnedTime += elapsed; if (__stunnedTime > 5 / 60) stunned = false; } } private var danced:Bool = false; /** * FOR GF DANCING SHIT */ public function dance() { if (!debugMode) { var event = new DanceEvent(danced); script.call("onDance", [event]); if (event.cancelled) return; switch (curCharacter) { // hardcode custom dance animations here default: if (isDanceLeftDanceRight) { playAnim((danced = !danced) ? 'danceLeft' : 'danceRight', DANCE); } else playAnim('idle', DANCE); } } } /** * 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 function beatHit(curBeat:Int) { script.call("beatHit", [curBeat]); if (danceOnBeat) { switch(lastAnimContext) { case SING | MISS: if (lastHit + (Conductor.stepCrochet * holdTime) < Conductor.songPosition) dance(); case DANCE: dance(); default: if (animation.curAnim == null || animation.curAnim.finished) dance(); } } } public function stepHit(curStep:Int) { script.call("stepHit", [curStep]); // nothing } var __reverseDrawProcedure:Bool = false; public override function getScreenBounds(?newRect:FlxRect, ?camera:FlxCamera):FlxRect { if (__reverseDrawProcedure) { scale.x *= -1; var bounds = super.getScreenBounds(newRect, camera); scale.x *= -1; return bounds; } return super.getScreenBounds(newRect, camera); } public override function draw() { if ((isPlayer != playerOffsets) != (flipX != __baseFlipped)) { __reverseDrawProcedure = true; flipX = !flipX; scale.x *= -1; super.draw(); flipX = !flipX; scale.x *= -1; __reverseDrawProcedure = false; } else super.draw(); } public var lastAnimContext:PlayAnimContext = DANCE; public function playAnim(AnimName:String, Force:Bool = false, Context:PlayAnimContext = NONE, Reversed:Bool = false, Frame:Int = 0):Void { var event = new PlayAnimEvent(AnimName, Force, Reversed, Frame, Context); script.call("onPlayAnim", [event]); if (event.cancelled || event.animName == null || !animation.exists(event.animName)) return; animation.play(event.animName, event.force, event.reverse, event.startingFrame); var daOffset = animOffsets.get(event.animName); if (daOffset != null) rotOffset.set(daOffset.x, daOffset.y); else rotOffset.set(0, 0); offset.set(globalOffset.x * (isPlayer != playerOffsets ? 1 : -1), -globalOffset.y); if (event.context == SING || event.context == MISS) lastHit = Conductor.songPosition; lastAnimContext = event.context; } public override function destroy() { super.destroy(); } public inline function getIcon() { return (icon != null) ? icon : curCharacter; } public function addOffset(name:String, x:Float = 0, y:Float = 0) { animOffsets[name] = new FlxPoint(x, y); } }