package funkin.game; import flixel.FlxSprite; import flixel.graphics.frames.FlxAtlasFrames; import flixel.math.FlxMath; import flixel.util.FlxColor; import flixel.math.FlxRect; import flixel.math.FlxPoint; import funkin.system.Conductor; import funkin.scripting.events.*; #if polymod import polymod.format.ParseRules.TargetSignatureElement; #end using StringTools; class Note extends FlxSprite { public var strumTime:Float = 0; public var mustPress:Bool = false; public var noteData:Int = 0; public var canBeHit:Bool = false; public var tooLate:Bool = false; public var wasGoodHit:Bool = false; /** * The note that comes before this one (sustain and not) */ public var prevNote:Note; /** * The note that comes after this one (sustain and not) */ public var nextNote:Note; /** * The next sustain after this one */ public var nextSustain:Note; public var strumID(get, never):Int; private function get_strumID() { var id = noteData % 4; if (id < 0) id = 0; return id; } public var sustainLength:Float = 0; public var stepLength:Float = 0; public var isSustainNote:Bool = false; public var noteTypeID:Int = 0; // TO APPLY THOSE ON A SINGLE NOTE public var scrollSpeed:Null = null; public var noteAngle:Null = null; public var noteType(get, null):String; private function get_noteType() { return PlayState.instance.getNoteType(noteTypeID); } public static var swagWidth:Float = 160 * 0.7; public function new(strumTime:Float, noteData:Int, noteType:Int = 0, mustPress:Bool = true, ?prevNote:Note, ?sustainNote:Bool = false) { super(); if (prevNote == null) prevNote = this; this.prevNote = prevNote; this.mustPress = mustPress; this.noteTypeID = noteType; isSustainNote = sustainNote; x += 50; // MAKE SURE ITS DEFINITELY OFF SCREEN? y -= 2000; this.strumTime = strumTime; this.noteData = noteData; var event = new NoteCreationEvent(this, strumID, this.noteType, noteTypeID, mustPress, "game/NOTE_assets", 0.7); if (PlayState.instance != null) event = PlayState.instance.scripts.event("onNoteCreation", event); if (!event.cancelled) { switch (event.noteType) { // case "My Custom Note Type": // hardcoding note types default: frames = Paths.getSparrowAtlas(event.noteSprite); switch(event.strumID % 4) { case 0: animation.addByPrefix('scroll', 'purple0'); animation.addByPrefix('hold', 'purple hold piece'); animation.addByPrefix('holdend', 'pruple end hold'); case 1: animation.addByPrefix('scroll', 'blue0'); animation.addByPrefix('hold', 'blue hold piece'); animation.addByPrefix('holdend', 'blue hold end'); case 2: animation.addByPrefix('scroll', 'green0'); animation.addByPrefix('hold', 'green hold piece'); animation.addByPrefix('holdend', 'green hold end'); case 3: animation.addByPrefix('scroll', 'red0'); animation.addByPrefix('hold', 'red hold piece'); animation.addByPrefix('holdend', 'red hold end'); } scale.set(event.noteScale, event.noteScale); updateHitbox(); antialiasing = true; } } animation.play("scroll"); if (isSustainNote && prevNote != null) { alpha = 0.6; animation.play('holdend'); updateHitbox(); if (prevNote.isSustainNote) { prevNote.nextSustain = this; prevNote.animation.play('hold'); } } } public var lastScrollSpeed:Null = null; public var angleOffsets:Bool = true; override function draw() { var negativeScroll = isSustainNote && nextSustain != null && lastScrollSpeed < 0; if (negativeScroll) offset.y *= -1; if (angleOffsets && Std.int(angle % 360) != 0) { // get default values var oldOffset = FlxPoint.get(offset.x, offset.y); var oldOrigin = FlxPoint.get(origin.x, origin.y); // get offset pos without origin var pos = FlxPoint.get(-offset.x, -offset.y); // updates sin and cos values for angle updateTrig(); var sin = _sinAngle; var cos = _cosAngle; var anglePos = FlxPoint.get( (-cos * pos.x) + (-sin * pos.y), (-sin * pos.x) + (-cos * pos.y)); // applies new values x -= anglePos.x; y -= anglePos.y; offset.set(); origin.set(oldOrigin.x - oldOffset.x, oldOrigin.y - oldOffset.y); // draw super.draw(); // reset values offset.set(oldOffset.x, oldOffset.y); origin.set(oldOrigin.x, oldOrigin.y); x += anglePos.x; y += anglePos.y; // put flxpoints back in the recycling pool oldOffset.put(); oldOrigin.put(); pos.put(); anglePos.put(); return; } super.draw(); if (negativeScroll) offset.y *= -1; } // The * 0.5 is so that it's easier to hit them too late, instead of too early public var earlyPressWindow:Float = 0.5; public var latePressWindow:Float = 1; override function update(elapsed:Float) { super.update(elapsed); } public function updateSustain(strum:Strum) { var scrollSpeed = strum.getScrollSpeed(this); if (nextSustain != null && lastScrollSpeed != scrollSpeed) { // is long sustain lastScrollSpeed = scrollSpeed; scale.y = stepLength / 100 * 1.5 * scrollSpeed * 0.7; updateHitbox(); } if (!wasGoodHit) return; var t = FlxMath.bound((Conductor.songPosition - strumTime) / (height / (0.45 * FlxMath.roundDecimal(scrollSpeed, 2))), 0, 1); var swagRect = new FlxRect(0, t * frameHeight, frameWidth, frameHeight); setClipRect(swagRect); } public function setClipRect(rect:FlxRect) { // TODO: Shader ClipRect like in Yoshi Engine for smoother sustains this.clipRect = rect; } }