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

504 lines
16 KiB
Haxe

package funkin.game;
import flixel.util.typeLimit.OneOfTwo;
import flixel.graphics.frames.FlxFrame;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.util.FlxColor;
import funkin.backend.FunkinSprite;
import funkin.backend.scripting.DummyScript;
import funkin.backend.scripting.Script;
import funkin.backend.scripting.events.DanceEvent;
import funkin.backend.scripting.events.CancellableEvent;
import funkin.backend.scripting.events.DirectionAnimEvent;
import funkin.backend.scripting.events.PlayAnimContext;
import funkin.backend.scripting.events.PlayAnimEvent;
import funkin.backend.scripting.events.PointEvent;
import funkin.backend.scripting.events.DrawEvent;
import funkin.backend.system.Conductor;
import funkin.backend.system.interfaces.IBeatReceiver;
import funkin.backend.system.interfaces.IOffsetCompatible;
import funkin.backend.utils.XMLUtil;
import haxe.Exception;
import haxe.io.Path;
import haxe.xml.Access;
import openfl.geom.ColorTransform;
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 isPlayer:Bool = false;
public var curCharacter:String = Constants.DEFAULT_CHARACTER;
public var sprite:String = Constants.DEFAULT_CHARACTER;
public var lastHit:Float = Math.NEGATIVE_INFINITY;
public var holdTime:Float = 4;
public var playerOffsets:Bool = false;
public var icon:String = null;
public var iconColor:Null<FlxColor> = null;
public var gameOverCharacter:String = Character.FALLBACK_DEAD_CHARACTER;
public var cameraOffset:FlxPoint = FlxPoint.get(0, 0);
public var globalOffset:FlxPoint = FlxPoint.get(0, 0);
public var script:Script;
public var xml:Access;
public var idleSuffix:String = "";
public var stunned(default, set):Bool = false;
@:noCompletion var __stunnedTime:Float = 0;
@:noCompletion var __lockAnimThisFrame:Bool = false;
@:noCompletion var __switchAnims:Bool = true;
public function new(x:Float, y:Float, ?character:String, isPlayer:Bool = false, switchAnims:Bool = true, disableScripts:Bool = false)
{
super(x, y);
animOffsets = new Map<String, FlxPoint>();
curCharacter = character != null ? character : Constants.DEFAULT_CHARACTER;
this.isPlayer = isPlayer;
__switchAnims = switchAnims;
antialiasing = true;
xml = getXMLFromCharName(this);
if(!disableScripts)
script = Script.create(Paths.script(Path.withoutExtension(Paths.xml('characters/$curCharacter')), null, true));
else
script = new DummyScript(curCharacter);
script.setParent(this);
script.load();
buildCharacter(xml);
script.call("create");
if (script == null)
script = new DummyScript(curCharacter);
script.call("postCreate");
}
@:noCompletion var __swappedLeftRightAnims:Bool = false;
@:noCompletion var __autoInterval:Bool = false;
public function fixChar(switchAnims:Bool = false, autoInterval:Bool = false) {
if ((isDanceLeftDanceRight = hasAnimation("danceLeft") && hasAnimation("danceRight")) && autoInterval)
beatInterval = 1;
__autoInterval = autoInterval;
// character is flipped
if (isPlayer != playerOffsets && switchAnims)
swapLeftRightAnimations();
var o:FlxPoint = getAnimOffset(getAnimName());
frameOffset.set(o.x, o.y);
o.put();
if (isPlayer) flipX = !flipX;
__baseFlipped = flipX;
}
public function swapLeftRightAnimations() {
CoolUtil.switchAnimFrames(animation.getByName('singRIGHT'), animation.getByName('singLEFT'));
CoolUtil.switchAnimFrames(animation.getByName('singRIGHTmiss'), animation.getByName('singLEFTmiss'));
switchOffset('singLEFT', 'singRIGHT');
switchOffset('singLEFTmiss', 'singRIGHTmiss');
__swappedLeftRightAnims = true;
}
@:noCompletion var __baseFlipped:Bool = false;
@:noCompletion var isDanceLeftDanceRight:Bool = false;
override function update(elapsed:Float) {
super.update(elapsed);
script.call("update", [elapsed]);
if (stunned) {
__stunnedTime += elapsed;
if (__stunnedTime > Constants.STUNNED_TIME)
stunned = false;
}
if (!__lockAnimThisFrame && lastAnimContext != DANCE)
tryDance();
__lockAnimThisFrame = false;
}
private var danced:Bool = false;
public function dance() {
if(debugMode) return;
var event = EventManager.get(DanceEvent).recycle(danced);
script.call("onDance", [event]);
if (event.cancelled) return;
if (isDanceLeftDanceRight)
playAnim(((danced = !danced) ? 'danceLeft' : 'danceRight') + idleSuffix, DANCE);
else
playAnim('idle' + idleSuffix, DANCE);
}
public function tryDance() {
var event = new CancellableEvent();
script.call("onTryDance", [event]);
if (event.cancelled)
return;
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;
public override function beatHit(curBeat:Int) {
script.call("beatHit", [curBeat]);
if (danceOnBeat && (curBeat + beatOffset) % beatInterval == 0 && !__lockAnimThisFrame)
tryDance();
}
public override function measureHit(curMeasure:Int)
script.call("measureHit", [curMeasure]);
public override function stepHit(curStep:Int)
script.call("stepHit", [curStep]);
@:noCompletion var __reverseDrawProcedure:Bool = false;
public override function getScreenBounds(?newRect:FlxRect, ?camera:FlxCamera):FlxRect {
if (__reverseDrawProcedure) {
scale.x *= -1;
var bounds:FlxRect = super.getScreenBounds(newRect, camera);
scale.x *= -1;
return bounds;
}
return super.getScreenBounds(newRect, camera);
}
public override function isOnScreen(?camera:FlxCamera):Bool {
if (debugMode) return true;
return super.isOnScreen(camera);
}
public function isFlippedOffsets()
return (isPlayer != playerOffsets) != (flipX != __baseFlipped);
public override function draw() {
var e = EventManager.get(DrawEvent).recycle();
script.call("draw", [e]);
if(!e.cancelled) {
if (isFlippedOffsets()) {
__reverseDrawProcedure = true;
flipX = !flipX;
scale.x *= -1;
super.draw();
flipX = !flipX;
scale.x *= -1;
__reverseDrawProcedure = false;
} else super.draw();
}
script.call("postDraw", [e]);
}
public var singAnims = ["singLEFT", "singDOWN", "singUP", "singRIGHT"];
public inline function getSingAnim(direction:Int, suffix:String = ""):String
{
return singAnims[direction % singAnims.length] + suffix;
}
/**
* Like `playSingAnimUnsafe` but checks if the character has the animation with the suffix part, otherwise it plays the animation without the suffix part.
*/
public function playSingAnim(direction:Int, suffix:String = "", Context:PlayAnimContext = SING, ?Force:Null<Bool> = null, Reversed:Bool = false, Frame:Int = 0)
{
var event = EventManager.get(DirectionAnimEvent).recycle(getSingAnim(direction, suffix), direction, suffix, Context, Reversed, Frame, Force);
script.call("onPlaySingAnim", [event]);
if (event.cancelled) return;
playSingAnimUnsafe(event.direction, hasAnimation(event.animName) ? event.suffix : "", event.context, event.force, event.reversed, event.frame);
}
public function playSingAnimUnsafe(direction:Int, suffix:String = "", Context:PlayAnimContext = SING, Force:Bool = true, Reversed:Bool = false, Frame:Int = 0) {
var event = EventManager.get(DirectionAnimEvent).recycle(getSingAnim(direction, suffix), direction, suffix, Context, Reversed, Frame, Force);
script.call("playSingAnimUnsafe", [event]);
if (event.cancelled) return;
playAnim(event.animName, event.force, event.context, event.reversed, event.frame);
}
public override function playAnim(AnimName:String, ?Force:Bool, Context:PlayAnimContext = NONE, Reversed:Bool = false, Frame:Int = 0) {
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 inline function getCameraPosition() {
var midpoint:FlxPoint = 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();
return new FlxPoint(event.x, event.y);
}
public override function destroy() {
if(script != null) {
script.call('destroy');
script.destroy();
}
super.destroy();
cameraOffset.put();
globalOffset.put();
}
@:noCompletion var __reverseTrailProcedure:Bool = false;
// When using trails on characters you should do `trail.beforeCache = char.beforeTrailCache;`
public dynamic function beforeTrailCache()
if (isFlippedOffsets()) {
flipX = !flipX;
scale.x *= -1;
__reverseTrailProcedure = true;
}
// When using trails on characters you should do `trail.afterCache = char.afterTrailCache;`
public dynamic function afterTrailCache()
if (__reverseTrailProcedure) {
flipX = !flipX;
scale.x *= -1;
__reverseTrailProcedure = false;
}
public function applyXML(xml:Access) { // just for now till i remake the dumb editor
gameOverCharacter = Character.FALLBACK_DEAD_CHARACTER;
cameraOffset.set(0, 0);
globalOffset.set(0, 0);
playerOffsets = false;
flipX = false;
holdTime = 4;
iconColor = null;
animation.destroyAnimations();
animDatas.clear();
__baseFlipped = false;
buildCharacter(xml);
}
public inline function buildCharacter(xml:Access) {
this.xml = xml; // Modders wassup :D
sprite = curCharacter;
spriteAnimType = BEAT;
if (xml.x.exists("isPlayer")) playerOffsets = (xml.x.get("isPlayer") == "true");
if (xml.x.exists("x")) globalOffset.x = Std.parseFloat(xml.x.get("x"));
if (xml.x.exists("y")) globalOffset.y = Std.parseFloat(xml.x.get("y"));
if (xml.x.exists("gameOverChar")) gameOverCharacter = xml.x.get("gameOverChar");
if (xml.x.exists("camx")) cameraOffset.x = Std.parseFloat(xml.x.get("camx"));
if (xml.x.exists("camy")) cameraOffset.y = Std.parseFloat(xml.x.get("camy"));
if (xml.x.exists("holdTime")) holdTime = CoolUtil.getDefault(Std.parseFloat(xml.x.get("holdTime")), 4);
if (xml.x.exists("flipX")) flipX = (xml.x.get("flipX") == "true");
if (xml.x.exists("icon")) icon = xml.x.get("icon");
if (xml.x.exists("color")) iconColor = FlxColor.fromString(xml.x.get("color"));
if (xml.x.exists("scale")) {
var scale:Float = Std.parseFloat(xml.x.get("scale")).getDefault(1);
this.scale.set(scale, scale);
updateHitbox();
}
if (xml.x.exists("antialiasing")) antialiasing = (xml.x.get("antialiasing") == "true");
if (xml.x.exists("sprite")) sprite = xml.x.get("sprite");
var hasInterval:Bool = xml.x.exists("interval");
if (hasInterval) beatInterval = Std.parseInt(xml.x.get("interval"));
loadSprite(Paths.image('characters/$sprite'));
for (anim in xml.nodes.anim)
XMLUtil.addXMLAnimation(this, anim);
for (attribute in xml.x.attributes())
if (!characterProperties.contains(attribute))
extra[attribute] = xml.x.get(attribute);
fixChar(__switchAnims, !hasInterval);
dance();
}
public static var characterProperties:Array<String> = [
"x", "y", "sprite", "scale", "antialiasing",
"flipX", "camx", "camy", "isPlayer", "icon",
"color", "gameOverChar", "holdTime"
];
public static var characterAnimProperties:Array<String> = [
"name", "anim", "x", "y", "fps", "loop", "indices"
];
public inline function buildXML(?animsOrder:Array<String>):Xml {
var xml:Xml = Xml.createElement("character");
xml.attributeOrder = characterProperties.copy();
if (globalOffset.x != 0) xml.set("x", Std.string(FlxMath.roundDecimal(globalOffset.x, 2)));
if (globalOffset.y != 0) xml.set("y", Std.string(FlxMath.roundDecimal(globalOffset.y, 2)));
if (cameraOffset.x != 0) xml.set("camx", Std.string(FlxMath.roundDecimal(cameraOffset.x, 2)));
if (cameraOffset.y != 0) xml.set("camy", Std.string(FlxMath.roundDecimal(cameraOffset.y, 2)));
if (holdTime != 4) xml.set("holdTime", Std.string(FlxMath.roundDecimal(holdTime, 4)));
if (flipX) xml.set("flipX", Std.string(flipX));
xml.set("icon", getIcon());
if (gameOverCharacter != Character.FALLBACK_DEAD_CHARACTER) xml.set("gameOverChar", gameOverCharacter);
if (iconColor != null) xml.set("color", iconColor.toWebString());
xml.set("sprite", sprite);
if (scale.x != 1) xml.set("scale", Std.string(FlxMath.roundDecimal(scale.x, 4)));
if (!antialiasing) xml.set("antialiasing", antialiasing == true ? "true" : "false");
if (playerOffsets) xml.set("isPlayer", playerOffsets == true ? "true" : "false");
var anims:Array<AnimData> = [];
if (animsOrder != null) {
for (name in animsOrder)
if (animDatas.exists(name)) anims.push(animDatas.get(name));
} else
anims = Lambda.array(animDatas);
for (anim in anims) {
var animXml:Xml = Xml.createElement('anim');
animXml.attributeOrder = characterAnimProperties;
animXml.set("name", anim.name);
animXml.set("anim", anim.anim);
animXml.set("loop", Std.string(anim.loop));
animXml.set("fps", Std.string(FlxMath.roundDecimal(anim.fps, 2)));
var offset:FlxPoint = getAnimOffset(anim.name);
animXml.set("x", Std.string(FlxMath.roundDecimal(offset.x, 2)));
animXml.set("y", Std.string(FlxMath.roundDecimal(offset.y, 2)));
offset.putWeak();
if (anim.indices.length > 0)
animXml.set("indices", CoolUtil.formatNumberRange(anim.indices));
xml.addChild(animXml);
}
for (name => val in extra)
if (!xml.attributeOrder.contains(name)) {
xml.attributeOrder.push(name);
xml.set(name, Std.string(val));
}
this.xml = new Access(xml);
return xml;
}
public inline function getIcon()
return (icon != null) ? icon : curCharacter;
public function getAnimOrder()
return [for(a in xml.nodes.anim) if(a.has.name) a.att.name];
@:noCompletion private function set_stunned(b:Bool) {
__stunnedTime = 0;
return stunned = b;
}
// Interval at which the character will dance (higher number = slower dance)
@:noCompletion public var danceInterval(get, set):Int;
@:noCompletion private function set_danceInterval(v:Int)
return beatInterval = v;
@:noCompletion private function get_danceInterval()
return beatInterval;
// these wont update when you change the constants!!! they just start from the constant for qol if we'll ever edit them in the future - Nex
public static var FALLBACK_CHARACTER:String = Constants.DEFAULT_CHARACTER;
public static var FALLBACK_DEAD_CHARACTER:String = Constants.DEFAULT_GAMEOVER_CHARACTER;
public static function getXMLFromCharName(character:OneOfTwo<String, Character>):Access {
var char:Character = null;
if (character is Character) {
char = cast(character, Character);
character = char.curCharacter;
}
var xml:Access = null;
while (true) {
var xmlPath:String = Paths.xml('characters/$character');
if (!Assets.exists(xmlPath)) {
character = FALLBACK_CHARACTER;
if (char != null)
char.curCharacter = character;
continue;
}
var plainXML:String = Assets.getText(xmlPath);
try {
var charXML:Xml = 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 ${character}: ${e}', ERROR);
character = FALLBACK_CHARACTER;
if (char != null)
char.curCharacter = character;
continue;
}
break;
}
return xml;
}
public static function getIconFromCharName(?character:String) {
if(character == null) return Constants.DEFAULT_HEALTH_ICON;
var icon:String = character;
var xml:Access = getXMLFromCharName(character);
if (xml != null && xml.x.exists("icon")) icon = xml.x.get("icon");
return icon;
}
public static function getList(?mods:Bool = false):Array<String>
return [
for (path in Paths.getFolderContent('data/characters/', true, mods ? MODS : BOTH))
if (Path.extension(path) == "xml") CoolUtil.getFilename(path)
];
}