Files
CodenameEngine/source/funkin/game/HealthIcon.hx
T

463 lines
13 KiB
Haxe

package funkin.game;
import flixel.graphics.FlxGraphic;
import flixel.math.FlxPoint;
import flixel.util.typeLimit.OneOfTwo;
import funkin.backend.scripting.events.healthicon.HealthIconChangeEvent;
class HealthIcon extends FunkinSprite
{
/**
* Attaches the icon to a sprite, following it's position
*/
public var sprTracker:FlxSprite;
/**
* Where to place the icon in relation to the sprite
*
* LEFT: Left of the sprite
*
* CENTER: Center of the sprite
*
* RIGHT: Right of the sprite
*/
public var sprTrackerAlignment:TrackerAlignment = RIGHT;
/**
* Offset of the icon in relation to the sprite
*
* By default it is set to (10, -30) and is intended to be used with Alphabet
*/
public var sprTrackerOffset:FlxPoint = new FlxPoint(10, -30);
/**
* The currently showing icon
*/
public var curCharacter:String = null;
/**
* If the character is for the player
*/
public var isPlayer:Bool;
/**
* Health steps in this format:
*
* Min Percentage => Frame Index / Animation Name
*/
public var healthSteps:Map<Int, OneOfTwo<String, Int>> = null;
/**
* Current animation state
*/
public var curAnimState:OneOfTwo<String, Int> = -1;
/**
* The Default Scale For The Icon
*
* This is what scale the icon should return to when its bump animation is finished
*/
public var defaultScale:Float = 1;
/**
* Whenever or not the icon is animated or not
*/
public var animated:Bool = false;
/**
* XML Animated Icon data
*
* `null` if the icon is not animated or its invalid
*/
public var xmlData:Xml;
/**
* Extra offsets to add when updating the hitbox
*/
public var extraOffsets:FlxPoint = FlxPoint.get();
/**
* Helper for HScript who can't make maps
*
* THIS IS DEPRECATED AND WILL BE REMOVED IN THE FUTURE
*
* Please set the healthSteps directly in the script instead, hscript does support maps
*
* @param steps Something like this: `[[0, 1], [20, 0]]` or `[[0, "losing"], [20, "neutral"]]` for animated icons
*/
@:dox(hide) @:noCompletion @:deprecated("use healthSteps instead")
public function setHealthSteps(steps:Array<Array<OneOfTwo<String, Int>>>):Void { // helper for hscript that can't do maps
if (steps == null) return;
healthSteps = [];
for (s in steps)
if (s.length > 1)
healthSteps[s[0]] = s[1];
if (Lambda.count(healthSteps) <= 0) healthSteps = [
0 => (this.animated ? "losing" : 1), // losing icon
20 => (this.animated ? "neutral" : 0), // normal icon
];
}
public function new(?char:String, isPlayer:Bool = false)
{
super();
health = 0.5;
this.isPlayer = isPlayer;
setIcon(char != null ? char : Flags.DEFAULT_CHARACTER);
scrollFactor.set();
}
/**
* Called every beat, and causes the icon to become bigger
**/
public dynamic function bump():Void {
var iconScale = Flags.BOP_ICON_SCALE;
scale.set(defaultScale * iconScale, defaultScale * iconScale);
updateHitbox();
}
/**
* Called every frame and causes the icon to become smaller
**/
public dynamic function updateBump():Void {
var iconLerp = Flags.ICON_LERP;
scale.set(CoolUtil.fpsLerp(scale.x, defaultScale, iconLerp), CoolUtil.fpsLerp(scale.y, defaultScale, iconLerp));
updateHitbox();
}
/**
* Sets the icon to the specified character
* @param char Character to set the icon to
* @param allowAnimated Whenever the icon can be animated
**/
public function setIcon(char:String, allowAnimated:Bool = true):Void {
if (curCharacter == char) return;
var oldIconPath = 'icons/$char';
var newIconPath = 'icons/$char/icon';
if (!Assets.exists(Paths.image(oldIconPath)) && !Assets.exists(Paths.image(newIconPath))) {
char = 'face';
oldIconPath = 'icons/$char';
newIconPath = 'icons/$char/icon';
}
curCharacter = char;
var iconPath = Assets.exists(Paths.image(oldIconPath)) ? oldIconPath : newIconPath;
var iconXmlPath = Paths.getPath('images/icons/$char/data.xml');
var iconFoundData = Assets.exists(iconXmlPath);
try {
xmlData = iconFoundData ? Xml.parse(Assets.getText(iconXmlPath)) : null;
} catch(e) {
Logs.trace('Error while parsing icon data for $char: ${e.message}', ERROR);
xmlData = null;
}
var xmlValid = xmlData != null && (xmlData = xmlData.firstElement()) != null;
this.animated = allowAnimated && iconFoundData && xmlValid && Paths.framesExists(Paths.image(newIconPath), true, true, true);
var iconAmt:Int = 0;
var iconSize:Int = 0;
var iconIsPlayer = xmlValid ? xmlData.get("facing").getDefault("right").toLowerCase() == "left" : false;
animateAtlas = null; // reset
if (this.animated)
loadSprite(Paths.image(newIconPath));
else {
var iconAsset:FlxGraphic = FlxG.bitmap.add(Paths.image(iconPath));
var assetW:Float = iconAsset.width;
var assetH:Float = iconAsset.height;
iconAmt = Math.round(assetW / assetH); // Just in case the icon is in a weird aspect ratio
iconSize = Math.floor(assetW / iconAmt);
if (iconSize * iconAmt > assetW) {
iconSize = Math.floor(assetW / iconAmt);
iconAmt = Math.floor(assetW / iconSize);
}
loadGraphic(iconAsset, true, Std.int(Math.min(iconSize, assetW)), Std.int(Math.min(iconSize, assetH)));
setGraphicSize(150);
updateHitbox();
animation.add(char, [for(i in 0...iconAmt) i], 0, false, isPlayer != iconIsPlayer);
animation.play(char);
}
if(!animation.onFinishEnd.has(animFinishCallback))
animation.onFinishEnd.add(animFinishCallback);
if(animateAtlas != null && !animateAtlas.anim.onFinishEnd.has(animFinishCallback))
animateAtlas.anim.onFinishEnd.add(animFinishCallback);
var parsedSteps:Map<Int, String> = [];
antialiasing = true;
if (xmlValid) {
if (xmlData.exists("antialiasing"))
antialiasing = xmlData.get("antialiasing").toLowerCase() == "true";
if (xmlData.exists("offsetX"))
extraOffsets.x = Std.parseFloat(xmlData.get("offsetX")).getDefault(0);
if (xmlData.exists("offsetY"))
extraOffsets.y = Std.parseFloat(xmlData.get("offsetY")).getDefault(0);
for (node in xmlData.elements())
switch(node.nodeName) {
case "transition":
if (this.animated == false) {
Logs.trace('Icon ${char} data <transition> is not allowed when not animated', WARNING);
continue;
}
if (!node.exists("anim")) {
Logs.trace('Icon ${char} data <transition> is missing anim', WARNING);
continue;
}
if (!node.exists("to")) {
Logs.trace('Icon ${char} data <transition> is missing to', WARNING);
continue;
}
if (!node.exists("from")) {
Logs.trace('Icon ${char} data <transition> is missing from', WARNING);
continue;
}
var animName = 'from-${node.get("from")}-to-${node.get("to")}';
var offsetX:Float = 0;
var offsetY:Float = 0;
if (node.exists("offsetX"))
offsetX = Std.parseFloat(node.get("offsetX")).getDefault(0);
else if (node.exists("offsetx"))
offsetX = Std.parseFloat(node.get("offsetx")).getDefault(0);
if (node.exists("offsetY"))
offsetY = Std.parseFloat(node.get("offsetY")).getDefault(0);
else if (node.exists("offsety"))
offsetY = Std.parseFloat(node.get("offsety")).getDefault(0);
addOffset(animName, offsetX, offsetY);
addAnim(animName, node.get("anim"), Std.parseInt(node.get("fps")).getDefault(24), false); // don't allow looping for transitions
if (animateAtlas == null && animation.exists(animName))
animation.getByName(animName).flipX = isPlayer != iconIsPlayer;
case "anim":
if (this.animated == false) {
Logs.trace('Icon ${char} data <anim> is not allowed when not animated', WARNING);
continue;
}
if (!node.exists("name")) {
Logs.trace('Icon ${char} data <anim> is missing name', WARNING);
continue;
}
if (!node.exists("anim")) {
Logs.trace('Icon ${char} data <anim> is missing anim', WARNING);
continue;
}
var animName = node.get("name");
var offsetX:Float = 0;
var offsetY:Float = 0;
if (node.exists("offsetX"))
offsetX = Std.parseFloat(node.get("offsetX")).getDefault(0);
else if (node.exists("offsetx"))
offsetX = Std.parseFloat(node.get("offsetx")).getDefault(0);
if (node.exists("offsetY"))
offsetY = Std.parseFloat(node.get("offsetY")).getDefault(0);
else if (node.exists("offsety"))
offsetY = Std.parseFloat(node.get("offsety")).getDefault(0);
addOffset(animName, offsetX, offsetY);
var looped:Bool = false;
if (node.exists("looped"))
looped = node.get("looped").toLowerCase() == "true";
else if (node.exists("loop"))
looped = node.get("loop").toLowerCase() == "true";
addAnim(animName, node.get("anim"), Std.parseInt(node.get("fps")).getDefault(24), looped);
if (animateAtlas == null && animation.exists(animName))
animation.getByName(animName).flipX = isPlayer != iconIsPlayer;
case "step":
if (!node.exists("percent")) {
Logs.trace('Icon ${char} data <step> is missing percent', WARNING);
continue;
}
if (!node.exists("name")) {
Logs.trace('Icon ${char} data <step> is missing name', WARNING);
continue;
}
parsedSteps.set(Std.parseInt(node.get("percent")).getDefault(0), node.get("name"));
}
}
if (Lambda.count(parsedSteps) > 0) {
healthSteps = parsedSteps;
} else {
var hasLosing = this.animated ? hasAnim("losing") : iconAmt >= 2;
var hasWinning = this.animated ? hasAnim("winning") : iconAmt >= 3;
if (hasLosing) {
healthSteps = [
0 => (this.animated ? "losing" : 1), // losing icon
20 => (this.animated ? "neutral" : 0), // normal icon
];
} else {
healthSteps = [
0 => (this.animated ? "neutral" : 0), // normal icon
];
}
if (hasWinning)
healthSteps.set(80, this.animated ? "winning" : 2); // winning icon
}
var data = getIconAnim(health);
if (data.isValid) {
if (this.animated)
playAnim(data.animState);
else
animation.curAnim.curFrame = data.animState;
curAnimState = data.animState;
}
if (animateAtlas != null) {
@:bypassAccessor
frameWidth = 150;
@:bypassAccessor
frameHeight = 150;
extraOffsets.x -= frameWidth / 2;
extraOffsets.y -= frameHeight / 2;
updateHitbox();
} else {
setGraphicSize(150);
updateHitbox();
}
defaultScale = (xmlValid && xmlData.exists("scale")) ? Std.parseFloat(xmlData.get("scale")).getDefault(scale.x) : scale.x;
scale.set(defaultScale, defaultScale);
updateHitbox();
}
var normalizedNames = ["neutral", "losing", "winning"];
private function normalizeAnim(anim:OneOfTwo<String, Int>):OneOfTwo<String, Int> {
if(this.animated) {
if (anim is Int) {
var _:Int = cast anim;
if(_ >= 0 && _ < normalizedNames.length)
anim = normalizedNames[anim];
}
} else {
if (anim is String) {
var _ = normalizedNames.indexOf(cast anim);
if(_ >= 0)
anim = _;
}
}
return anim;
}
/**
* Gets the animation data for a specific health percentage
* @param health Health percentage
* @return Animation data (-1 if invalid)
*/
public dynamic function getIconAnim(health:Float):IconAnimData {
var i:OneOfTwo<String, Int> = -1;
var oldKey:Int = -1;
var isValid = false;
for (k=>icon in healthSteps) if (k > oldKey && k <= health * 100) {
oldKey = k;
i = icon;
isValid = true;
}
i = normalizeAnim(i);
return new IconAnimData(i, isValid);
}
override function update(elapsed:Float):Void {
super.update(elapsed);
if (sprTracker != null) {
setPosition(sprTracker.x + (switch sprTrackerAlignment {
case LEFT: -width;
case CENTER: (sprTracker.width - width) / 2;
case RIGHT: sprTracker.width;
}) + sprTrackerOffset.x, sprTracker.y + sprTrackerOffset.y);
}
if (animation.curAnim != null || (this.animated && animateAtlas != null)) {
var data = getIconAnim(health);
var localAnimState = data.animState;
if (data.isValid && curAnimState != localAnimState) {
var event = EventManager.get(HealthIconChangeEvent).recycle(localAnimState, this);
funkin.backend.scripting.GlobalScript.event("onHealthIconAnimChange", event);
if (!event.cancelled) {
if (this.animated) {
var transAnim = 'from-$curAnimState-to-${event.anim}';
playAnim(hasAnim(transAnim) ? transAnim : event.anim);
} else {
if(animation.curAnim != null)
animation.curAnim.curFrame = event.anim;
}
}
curAnimState = localAnimState;
}
}
}
function animFinishCallback(anim:String):Void {
if (this.animated)
if (anim.startsWith("from-"))
playAnim(anim.substr(anim.lastIndexOf('-') + 1));
}
override function updateHitbox():Void {
super.updateHitbox();
offset += extraOffsets;
}
}
@:dox(hide)
class IconAnimData {
public var animState:OneOfTwo<String, Int>;
public var isValid:Bool;
public function new(animState:OneOfTwo<String, Int>, isValid:Bool) {
this.animState = animState;
this.isValid = isValid;
}
public function toString():String {
return '$animState (Valid: $isValid)';
}
}
/**
* Used for `funkin.game.HealthIcon.sprTrackerAlignment`.
* This determines the position of the icon in relation to the sprite tracker.
**/
enum abstract TrackerAlignment(Int) {
/**
* Left of the sprite tracker
*
* Mathematically: `tracker.x - icon.width`
*/
var LEFT = 0;
/**
* Center of the sprite tracker
*
* Mathematically: `tracker.x + (tracker.width - icon.width) / 2`
*/
var CENTER = 1;
/**
* Right of the sprite tracker
*
* Mathematically: `tracker.x + tracker.width`
*/
var RIGHT = 2;
}