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

472 lines
13 KiB
Haxe

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<String, Dynamic> = [];
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<String, FlxPoint>();
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<String> {
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;
}