package; import funkin.menus.TitleState; import flixel.FlxGame; import flixel.FlxState; import openfl.Assets; import openfl.Lib; import openfl.display.FPS; import openfl.display.Sprite; import openfl.events.Event; import flixel.FlxG; import flixel.graphics.FlxGraphic; import flixel.addons.transition.FlxTransitionableState; import flixel.addons.transition.FlxTransitionSprite.GraphicTransTileDiamond; import flixel.addons.transition.TransitionData; import flixel.math.FlxPoint; import flixel.math.FlxRect; #if sys import sys.io.File; #end // TODO: REMOVE TEST import funkin.mods.ModsFolder; class Main extends Sprite { var gameWidth:Int = 1280; // Width of the game in pixels (might be less / more in actual pixels depending on your zoom). var gameHeight:Int = 720; // Height of the game in pixels (might be less / more in actual pixels depending on your zoom). var initialState:Class = TitleState; // The FlxState the game starts with. var zoom:Float = -1; // If -1, zoom is automatically calculated to fit the window dimensions. var framerate:Int = 60; // How many frames per second the game should run at. var skipSplash:Bool = true; // Whether to skip the flixel splash screen that appears in release mode. var startFullscreen:Bool = false; // Whether to start the game in fullscreen on desktop targets // You can pretty much ignore everything from here on - your code should go in your states. public static function main():Void { Lib.current.addChild(new Main()); } public function new() { super(); if (stage != null) { init(); } else { addEventListener(Event.ADDED_TO_STAGE, init); } } private function init(?E:Event):Void { if (hasEventListener(Event.ADDED_TO_STAGE)) { removeEventListener(Event.ADDED_TO_STAGE, init); } setupGame(); } private function setupGame():Void { var stageWidth:Int = Lib.current.stage.stageWidth; var stageHeight:Int = Lib.current.stage.stageHeight; if (zoom == -1) { var ratioX:Float = stageWidth / gameWidth; var ratioY:Float = stageHeight / gameHeight; zoom = Math.min(ratioX, ratioY); gameWidth = Math.ceil(stageWidth / zoom); gameHeight = Math.ceil(stageHeight / zoom); } #if !debug initialState = TitleState; #end addChild(new FlxGame(gameWidth, gameHeight, initialState, zoom, framerate, framerate, skipSplash, startFullscreen)); loadGameSettings(); #if !mobile addChild(new FPS(10, 3, 0xFFFFFF)); #end } public function loadGameSettings() { PlayerSettings.init(); FlxG.save.bind('Save'); Highscore.load(); ModsFolder.init(); ModsFolder.loadMod("introMod"); ModsFolder.currentModFolder = "introMod"; #if sys if (Sys.args().contains("-livereload")) { trace("Used lime test windows. Switching into source assets."); ModsFolder.loadLibraryFromFolder('sourceassets', './../../../../assets/'); @:privateAccess Paths.__useSourceAssets = true; var buildNum:Int = Std.parseInt(File.getContent("./../../../../buildnumber.txt")); buildNum++; File.saveContent("./../../../../buildnumber.txt", Std.string(buildNum)); } #end FlxG.fixedTimestep = false; FlxG.autoPause = false; var diamond:FlxGraphic = FlxGraphic.fromClass(GraphicTransTileDiamond); diamond.persist = true; diamond.destroyOnNoUse = false; FlxTransitionableState.defaultTransIn = new TransitionData(FADE, 0xFF000000, 1, new FlxPoint(0, -1), {asset: diamond, width: 32, height: 32}, new FlxRect(-200, -200, FlxG.width * 1.4, FlxG.height * 1.4)); FlxTransitionableState.defaultTransOut = new TransitionData(FADE, 0xFF000000, 0.7, new FlxPoint(0, 1), {asset: diamond, width: 32, height: 32}, new FlxRect(-200, -200, FlxG.width * 1.4, FlxG.height * 1.4)); } }