package funkin.game; import flixel.util.FlxColor; import funkin.backend.FunkinSprite; import flixel.graphics.frames.FlxFrame; import flixel.math.FlxPoint; import funkin.backend.system.interfaces.IBeatReceiver; import funkin.backend.system.interfaces.IOffsetCompatible; import funkin.backend.utils.XMLUtil; import flixel.animation.FlxBaseAnimation; import flixel.graphics.frames.FlxAtlasFrames; import flixel.math.FlxRect; import haxe.xml.Access; import haxe.Exception; import haxe.io.Path; import funkin.backend.system.Conductor; 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 { public var extra:Map = []; private var __stunnedTime:Float = 0; private var __lockAnimThisFrame:Bool = false; public var stunned(default, set):Bool = false; private function set_stunned(b:Bool) { __stunnedTime = 0; return stunned = b; } public var isPlayer:Bool = false; public var isGF:Bool = false; public var curCharacter:String = 'bf'; public var sprite:String = 'bf'; public var lastHit:Float = Math.NEGATIVE_INFINITY; 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 var shadowFrame:CharacterShadowFrame; 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); } public function playSingAnim(direction:Int, suffix:String = "", Context:PlayAnimContext = SING, Force:Bool = true, Reversed:Bool = false, Frame:Int = 0) { var anims = ["singLEFT", "singDOWN", "singUP", "singRIGHT"]; var event = EventManager.get(DirectionAnimEvent).recycle('${anims[direction]}$suffix', direction, suffix, Context, Reversed, Frame, Force); script.call("onPlaySingAnim", [event]); if (!event.cancelled) playAnim(event.animName, event.force, Context, event.reversed, event.frame); } public function new(x:Float, y:Float, ?character:String = "bf", isPlayer:Bool = false, switchAnims:Bool = true) { 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) { Logs.trace('Error while loading character ${curCharacter}: ${e}', ERROR); curCharacter = "bf"; continue; } applyXML(xml); // Loads the script and calls it's "create" functions 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; fixChar(true); dance(); script.call("postCreate"); } public function fixChar(switchAnims:Bool = false) { isDanceLeftDanceRight = (hasAnimation("danceLeft") && hasAnimation("danceRight")); // 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 evedince :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'); } if (isPlayer) flipX = !flipX; __baseFlipped = flipX; } var __baseFlipped:Bool = false; var isDanceLeftDanceRight:Bool = false; override function update(elapsed:Float) { super.update(elapsed); script.call("update", [elapsed]); if (stunned) { __stunnedTime += elapsed; if (__stunnedTime > 5 / 60) stunned = false; } __lockAnimThisFrame = false; } private var danced:Bool = false; /** * FOR GF DANCING SHIT */ public function dance() { if (!debugMode) { var event = EventManager.get(DanceEvent).recycle(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); } } } public function tryDance() { switch (lastAnimContext) { case SING | MISS: if (lastHit + (Conductor.stepCrochet * holdTime) < Conductor.songPosition) dance(); case DANCE: dance(); case LOCK: if (getAnimName() == null) dance(); default: if (getAnimName() == null || isAnimFinished()) 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; /** * Interval at which the character will dance (higher number = slower dance) */ public var danceInterval:Int = 1; public override function beatHit(curBeat:Int) { script.call("beatHit", [curBeat]); if (danceInterval < 1) danceInterval = 1; if (danceOnBeat && curBeat % danceInterval == 0 && !__lockAnimThisFrame) { tryDance(); } } public override 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); } var __drawingShadowFrame = false; var __oldColorTransform = new ColorTransform(); 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 ((isPlayer != playerOffsets) != (flipX != __baseFlipped)) { __reverseDrawProcedure = true; flipX = !flipX; scale.x *= -1; super.draw(); flipX = !flipX; scale.x *= -1; __reverseDrawProcedure = false; } else super.draw(); } public override function playAnim(AnimName:String, Force:Bool = false, Context:PlayAnimContext = NONE, Reversed:Bool = false, Frame:Int = 0):Void { var event = EventManager.get(PlayAnimEvent).recycle(AnimName, Force, Reversed, Frame, Context); script.call("onPlayAnim", [event]); if (event.cancelled) return; super.playAnim(event.animName, event.force, event.context, event.reverse, event.startingFrame); offset.set(globalOffset.x * (isPlayer != playerOffsets ? 1 : -1), -globalOffset.y); if (event.context == SING || event.context == MISS) lastHit = Conductor.songPosition; } public override function destroy() { super.destroy(); cameraOffset.put(); globalOffset.put(); } public function applyXML(xml:Access) { sprite = 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; // loadSprite(Paths.image('characters/$sprite')); animation.destroyAnimations(); for (anim in xml.nodes.anim) { XMLUtil.addXMLAnimation(this, anim); } } public function buildXML():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", icon); xml.set("scale", Std.string(scale.x)); xml.set("antialiasing", antialiasing == true ? "true" : "false"); xml.set("sprite", sprite); for (anim in animation.getAnimationList()) { var animXml:Xml = Xml.createElement('anim'); animXml.set("name", anim.name); animXml.set("anim", anim.prefix); animXml.set("loop", Std.string(anim.looped)); animXml.set("fps", Std.string(anim.frameRate)); var offset:FlxPoint = getAnimOffset(anim.name); animXml.set("x", Std.string(offset.x)); animXml.set("y", Std.string(offset.y)); if (anim.usesIndicies) animXml.set("indices", anim.frames.join(",")); xml.addChild(animXml); } return xml; } public inline function getIcon() return (icon != null) ? icon : curCharacter; 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; } 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; } if (xml.has.icon) icon = xml.att.icon; } break; } return icon; } public static function getList():Array { return [ for (path in Paths.getFolderContent('data/characters/', true, BOTH)) if (Path.extension(path) == "xml") Path.withoutDirectory(Path.withoutExtension(path)) ]; } } typedef CharacterShadowFrame = { var anim:String; var frame:FlxFrame; }