Files
CodenameEngine/source/funkin/system/Conductor.hx
T
2022-12-19 13:12:22 +01:00

203 lines
4.6 KiB
Haxe

package funkin.system;
import flixel.FlxState;
import funkin.interfaces.IBeatReceiver;
import flixel.FlxG;
import funkin.system.Song.SwagSong;
import flixel.util.FlxSignal.FlxTypedSignal;
/**
* ...
* @author
*/
typedef BPMChangeEvent =
{
var stepTime:Int;
var songTime:Float;
var bpm:Float;
}
class Conductor
{
/**
* FlxSignals
*/
public static var onBeatHit:FlxTypedSignal<Int->Void> = new FlxTypedSignal();
public static var onStepHit:FlxTypedSignal<Int->Void> = new FlxTypedSignal();
public static var onBPMChange:FlxTypedSignal<Float->Void> = new FlxTypedSignal();
/**
* Current BPM
*/
public static var bpm:Float = 100;
/**
* Current Crochet (time per beat), in milliseconds.
*/
public static var crochet:Float = ((60 / bpm) * 1000); // beats in milliseconds
/**
* Current StepCrochet (time per step), in milliseconds.
*/
public static var stepCrochet:Float = crochet / 4; // steps in milliseconds
/**
* Current position of the song, in milliseconds.
*/
public static var songPosition:Float;
/**
* Current step
*/
public static var curStep:Int = 0;
/**
* Current beat
*/
public static var curBeat:Int = 0;
/**
* Current step, as a `Float` (ex: 4.94, instead of 4)
*/
public static var curStepFloat:Float = 0;
/**
* Current beat, as a `Float` (ex: 1.24, instead of 1)
*/
public static var curBeatFloat:Float = 0;
@:dox(hide) public static var lastSongPos:Float;
@:dox(hide) public static var offset:Float = 0;
@:dox(hide) public static var safeZoneOffset:Float = 175; // is calculated in create(), is safeFrames in milliseconds
/**
* Array of all BPM changes that have been mapped.
*/
public static var bpmChangeMap:Array<BPMChangeEvent> = [];
@:dox(hide) public function new() {}
public static function reset() {
songPosition = lastSongPos = curBeatFloat = curStepFloat = curBeat = curStep = 0;
bpmChangeMap = [];
changeBPM(0);
}
public static function setupSong(SONG:SwagSong) {
reset();
mapBPMChanges(SONG);
changeBPM(SONG.bpm);
}
/**
* Maps BPM changes from a song.
* @param song Song to map BPM changes from.
*/
public static function mapBPMChanges(song:SwagSong)
{
bpmChangeMap = [];
var curBPM:Float = song.bpm;
var totalSteps:Int = 0;
var totalPos:Float = 0;
for (i=>notes in song.notes)
{
if (notes == null) continue;
if (notes.changeBPM && notes.bpm != curBPM)
{
curBPM = notes.bpm;
var event:BPMChangeEvent = {
stepTime: totalSteps,
songTime: totalPos,
bpm: curBPM
};
bpmChangeMap.push(event);
}
var deltaSteps:Int = notes.lengthInSteps;
totalSteps += deltaSteps;
totalPos += ((60 / curBPM) * 1000 / 4) * deltaSteps;
}
}
public static function init() {
FlxG.signals.preUpdate.add(update);
FlxG.signals.preStateCreate.add(onStateSwitch);
reset();
}
private static function onStateSwitch(newState:FlxState) {
if (FlxG.sound.music == null)
reset();
}
private static function update() {
var elapsed = FlxG.elapsed;
if (FlxG.sound.music == null || !FlxG.sound.music.playing) return;
if (FlxG.state != null && FlxG.state is MusicBeatState && cast(FlxG.state, MusicBeatState).cancelConductorUpdate) return;
if (lastSongPos != (lastSongPos = FlxG.sound.music.time)) {
// update conductor
songPosition = lastSongPos;
} else {
songPosition += elapsed * 1000;
}
if (bpm > 0) {
// updates curbeat and stuff
var lastChange:BPMChangeEvent = {
stepTime: 0,
songTime: 0,
bpm: 0
}
for (change in Conductor.bpmChangeMap)
{
if (Conductor.songPosition >= change.songTime)
lastChange = change;
}
if (lastChange.bpm > 0 && bpm != lastChange.bpm) changeBPM(lastChange.bpm);
curStepFloat = lastChange.stepTime + ((Conductor.songPosition - lastChange.songTime) / Conductor.stepCrochet);
curBeatFloat = curStepFloat / 4;
if (curStep != (curStep = Std.int(curStepFloat))) {
// updates step
var updateBeat = curBeat != (curBeat = Std.int(curBeatFloat));
onStepHit.dispatch(curStep);
if (updateBeat)
onBeatHit.dispatch(curBeat);
if (FlxG.state is IBeatReceiver) {
var state = FlxG.state;
while(state != null) {
if (state is IBeatReceiver && (state.subState == null || state.subState.persistentUpdate)) {
var st = cast(state, IBeatReceiver);
st.stepHit(curStep);
if (updateBeat)
st.beatHit(curBeat);
}
state = state.subState;
}
}
}
}
}
public static function changeBPM(newBpm:Float)
{
bpm = newBpm;
crochet = ((60 / bpm) * 1000);
stepCrochet = crochet / 4;
onBPMChange.dispatch(bpm);
}
}