Files
Funkin/source/funkin/ui/charSelect/CharSelectGF.hx
T

138 lines
4.0 KiB
Haxe

package funkin.ui.charSelect;
import funkin.graphics.FunkinSprite;
import funkin.modding.IScriptedClass.IBPMSyncedScriptedClass;
import funkin.modding.events.ScriptEvent;
import funkin.vis.dsp.SpectralAnalyzer;
import funkin.data.freeplay.player.PlayerRegistry;
import funkin.ui.FullScreenScaleMode;
import flixel.math.FlxPoint;
@:nullSafety
class CharSelectGF extends FunkinSprite implements IBPMSyncedScriptedClass
{
var analyzer:Null<SpectralAnalyzer>;
var analyzerLevelsCache:Array<Bar> = new Array<Bar>();
var currentGFPath:String = "";
var enableVisualizer:Bool = false;
var danceEvery:Int = 2;
public function new(x:Float, y:Float)
{
super(x, y);
this.applyStageMatrix = true;
switchGF(Constants.DEFAULT_CHARACTER);
}
public function onStepHit(event:SongTimeScriptEvent):Void {}
public function onBeatHit(event:SongTimeScriptEvent):Void
{
// TODO: There's a minor visual bug where there's a little stutter.
// This happens because the animation is getting restarted while it's already playing.
// I tried make this not interrupt an existing idle,
// but isAnimationFinished() and isLoopComplete() both don't work! What the hell?
// danceEvery isn't necessary if that gets fixed.
if (getCurrentAnimation() == "idle" && (event.beat % danceEvery == 0))
{
trace('GF beat hit');
anim.play("idle", true);
}
};
override public function draw()
{
if (analyzer != null) drawFFT();
super.draw();
}
function drawFFT()
{
if (enableVisualizer && analyzer != null)
{
analyzerLevelsCache = analyzer.getLevels(analyzerLevelsCache);
var frame:Null<animate.internal.Frame> = this.timeline.getLayer("VIZ_bars")?.getFrameAtIndex(anim.curAnim.curFrame) ?? null;
var elements:Array<animate.internal.elements.Element> = frame?.elements ?? [];
var len:Int = cast Math.min(elements.length, 7);
for (i in 0...len)
{
var animFrame:Int = (FlxG.sound.volume == 0 || FlxG.sound.muted) ? 0 : Math.round(analyzerLevelsCache[i].value * 12);
#if sys
// Web version scales with the Flixel volume level.
// This line brings platform parity but looks worse.
// animFrame = Math.round(animFrame * FlxG.sound.volume);
#end
animFrame = Math.floor(Math.min(12, animFrame));
animFrame = Math.floor(Math.max(0, animFrame));
animFrame = Std.int(Math.abs(animFrame - 12)); // shitty dumbass flip, cuz dave got da shit backwards lol!
var convertedSymbol = elements[i].toSymbolInstance();
convertedSymbol.firstFrame = animFrame;
elements[i] = convertedSymbol;
}
}
}
/**
* For switching between "GFs" such as gf, nene, etc
* @param bf Which BF we are selecting, so that we know the accompyaning GF
*/
public function switchGF(bf:String):Void
{
var previousGFPath:String = currentGFPath;
var bfObj = PlayerRegistry.instance.fetchEntry(bf);
var gfData = bfObj?.getCharSelectData()?.gf;
var assetPath:Null<String> = gfData?.assetPath ?? "";
currentGFPath = assetPath;
// We don't need to update any anims if we didn't change GF
trace('currentGFPath(${currentGFPath})');
if (currentGFPath == "")
{
this.visible = false;
return;
}
else if (previousGFPath != currentGFPath)
{
this.visible = true;
var path:String = currentGFPath;
var texture:Null<animate.FlxAnimateFrames> = CharSelectAtlasHandler.loadAtlas(path, {swfMode: true});
if (texture != null)
{
frames = texture;
}
else
{
this.visible = false;
currentGFPath = "";
return;
}
enableVisualizer = gfData?.visualizer ?? false;
}
anim.play("idle", true);
updateHitbox();
}
public function onScriptEvent(event:ScriptEvent):Void {};
public function onCreate(event:ScriptEvent):Void {};
public function onDestroy(event:ScriptEvent):Void {};
public function onUpdate(event:UpdateScriptEvent):Void {};
}