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