Files
CodenameEngine/source/funkin/system/CoolUtil.hx
T
2022-10-09 02:18:35 +02:00

138 lines
3.4 KiB
Haxe

package funkin.system;
import lime.utils.Assets;
import flixel.animation.FlxAnimation;
import flixel.util.FlxColor;
import flixel.math.FlxMath;
import flixel.FlxG;
using StringTools;
class CoolUtil
{
public static var difficultyArray:Array<String> = ['EASY', "NORMAL", "HARD"];
/**
* Returns `v` if not null, `defaultValue` otherwise.
* @param v The value
* @param defaultValue The default value
* @return T The return value
*/
public static function getDefault<T>(v:T, defaultValue:T):T {
return v == null ? defaultValue : v;
}
public static function fpsLerp(v1:Float, v2:Float, ratio:Float):Float {
return FlxMath.lerp(v1, v2, getFPSRatio(ratio));
}
/**
* Lerps from color1 into color2 in a cool way 😎
* @param color1 Color 1
* @param color2 Color 2
* @param ratio Ratio
* @param fpsSensitive Whenever the ratio should be case sentivive (adapted when game is running at 120 instead of 60)
*/
public static function lerpColor(color1:FlxColor, color2:FlxColor, ratio:Float, fpsSensitive:Bool = false) {
var h1 = color1.hue;
var s1 = color1.saturation;
var b1 = color1.brightness;
var h2 = color2.hue;
var s2 = color2.saturation;
var b2 = color2.brightness;
if (!fpsSensitive)
ratio = getFPSRatio(ratio);
if (Math.abs(h1-h2) > 180) h1 += 360;
if (Math.abs(h1 - h2) > 90 || s2 < 0.125 || s1 < 0.125) {
// classic r,g,b lerp
var r1 = color1.redFloat;
var g1 = color1.greenFloat;
var b1 = color1.blueFloat;
var r2 = color2.redFloat;
var g2 = color2.greenFloat;
var b2 = color2.blueFloat;
return FlxColor.fromRGBFloat(
FlxMath.lerp(r1, r2, ratio),
FlxMath.lerp(g1, g2, ratio),
FlxMath.lerp(b1, b2, ratio));
}
return FlxColor.fromHSB(
FlxMath.lerp(h1, h2, ratio),
FlxMath.lerp(s1, s2, ratio),
FlxMath.lerp(b1, b2, ratio));
}
/**
* Modifies a lerp ratio based on current FPS to keep a stable speed on higher framerate.
* @param ratio Ratio
* @return Float FPS-Modified Ratio
*/
public static function getFPSRatio(ratio:Float) {
return FlxMath.bound(ratio * 60 * FlxG.elapsed, 0, 1);
}
/**
* Tries to get a color from a `Dynamic` variable.
* @param c `Dynamic` color.
* @return Null<FlxColor> The result color
*/
public static function getColorFromDynamic(c:Dynamic):Null<FlxColor> {
// -1
if (c is Int) return c;
// -1.0
if (c is Float) return Std.int(c);
// "#FFFFFF"
if (c is String) return FlxColor.fromString(c);
// [255, 255, 255]
if (c is Array) {
var r:Int = 0;
var g:Int = 0;
var b:Int = 0;
var a:Int = 255;
var array:Array<Dynamic> = cast c;
for(k=>e in array) {
if (e is Int || e is Float) {
switch(k) {
case 0: r = Std.int(e);
case 1: g = Std.int(e);
case 2: b = Std.int(e);
case 3: a = Std.int(e);
}
}
}
return FlxColor.fromRGB(r, g, b, a);
}
return null;
}
public static function difficultyString():String
{
return difficultyArray[PlayState.storyDifficulty];
}
public static function coolTextFile(path:String):Array<String>
{
return [for(e in Assets.getText(path).trim().split('\n')) e.trim()];
}
public static function numberArray(max:Int, ?min = 0):Array<Int>
{
return [for (i in min...max) i];
}
public static function switchAnimFrames(anim1:FlxAnimation, anim2:FlxAnimation) {
if (anim1 == null || anim2 == null) return;
var old = anim1.frames;
anim1.frames = anim2.frames;
anim2.frames = old;
}
}