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PlayState.hx
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PlayState.hx
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//Reverted to 'original' Forever Engine code, might not work.
package meta.state;
import flixel.FlxBasic;
import flixel.FlxCamera;
import flixel.FlxG;
import flixel.FlxObject;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.FlxSubState;
import flixel.addons.effects.FlxTrail;
import flixel.addons.transition.FlxTransitionableState;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.input.keyboard.FlxKey;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.math.FlxRandom;
import flixel.math.FlxRect;
import flixel.system.FlxAssets.FlxSoundAsset;
import flixel.system.FlxSound;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import flixel.util.FlxSort;
import flixel.util.FlxTimer;
import gameObjects.*;
import gameObjects.userInterface.*;
import gameObjects.userInterface.notes.*;
import gameObjects.userInterface.notes.Strumline.UIStaticArrow;
import meta.*;
import meta.MusicBeat.MusicBeatState;
import meta.data.*;
import meta.data.Song.SwagSong;
import meta.state.charting.*;
import meta.state.menus.*;
import meta.subState.*;
import openfl.display.GraphicsShader;
import openfl.events.KeyboardEvent;
import openfl.filters.ShaderFilter;
import openfl.media.Sound;
import openfl.utils.Assets;
import sys.io.File;
using StringTools;
#if !html5
import meta.data.dependency.Discord;
#end
class PlayState extends MusicBeatState
{
public static var startTimer:FlxTimer;
public static var curStage:String = '';
public static var SONG:SwagSong;
public static var isStoryMode:Bool = false;
public static var storyWeek:Int = 0;
public static var storyPlaylist:Array<String> = [];
public static var storyDifficulty:Int = 2;
public static var songMusic:FlxSound;
public static var vocals:FlxSound;
public static var campaignScore:Int = 0;
public static var dadOpponent:Character;
public static var gf:Character;
public static var boyfriend:Boyfriend;
public static var assetModifier:String = 'base';
public static var changeableSkin:String = 'default';
private var unspawnNotes:Array<Note> = [];
private var ratingArray:Array<String> = [];
private var allSicks:Bool = true;
// if you ever wanna add more keys
private var numberOfKeys:Int = 4;
// get it cus release
// I'm funny just trust me
private var curSection:Int = 0;
private var camFollow:FlxObject;
private var camFollowPos:FlxObject;
// Discord RPC variables
public static var songDetails:String = "";
public static var detailsSub:String = "";
public static var detailsPausedText:String = "";
private static var prevCamFollow:FlxObject;
private var curSong:String = "";
private var gfSpeed:Int = 1;
public static var health:Float = 1; // this is weird, every other engine uses 2
public static var combo:Int = 0;
public static var misses:Int = 0;
public var generatedMusic:Bool = false;
private var startingSong:Bool = false;
private var paused:Bool = false;
var startedCountdown:Bool = false;
var inCutscene:Bool = false;
var canPause:Bool = true;
var previousFrameTime:Int = 0;
var lastReportedPlayheadPosition:Int = 0;
var songTime:Float = 0;
public static var camHUD:FlxCamera;
public static var camGame:FlxCamera;
public static var dialogueHUD:FlxCamera;
public var camDisplaceX:Float = 0;
public var camDisplaceY:Float = 0; // might not use depending on result [bruh]
public static var cameraSpeed:Float = 1;
public static var defaultCamZoom:Float = 1.05;
public static var forceZoom:Array<Float>;
public static var songScore:Int = 0;
var storyDifficultyText:String = "";
public static var iconRPC:String = "";
public static var songLength:Float = 0;
private var stageBuild:Stage;
public static var uiHUD:ClassHUD;
public static var daPixelZoom:Float = 6;
public static var determinedChartType:String = "";
// strumlines
private var dadStrums:Strumline;
private var boyfriendStrums:Strumline;
public static var strumLines:FlxTypedGroup<Strumline>;
public static var strumHUD:Array<FlxCamera> = [];
private var allUIs:Array<FlxCamera> = [];
// stores the last judgement object
public static var lastRating:FlxSprite;
// stores the last combo objects in an array
public static var lastCombo:Array<FlxSprite>;
// at the beginning of the playstate
override public function create()
{
super.create();
// reset any values and variables that are static
songScore = 0;
combo = 0;
health = 1;
misses = 0;
// sets up the combo object array
lastCombo = [];
//Adds Default Values for CamZoom, CamSpeed, and ForceZoom
defaultCamZoom = 1.05;
cameraSpeed = 1;
forceZoom = [0, 0, 0, 0];
Timings.callAccuracy();
assetModifier = 'base';
changeableSkin = 'default';
// stop any existing music tracks playing
resetMusic();
if (FlxG.sound.music != null)
FlxG.sound.music.stop();
// create the game camera
camGame = new FlxCamera();
// create the hud camera (separate so the hud stays on screen)
camHUD = new FlxCamera();
camHUD.bgColor.alpha = 0;
FlxG.cameras.reset(camGame);
FlxG.cameras.add(camHUD);
allUIs.push(camHUD);
FlxCamera.defaultCameras = [camGame];
// default song, used if there is no song specified
if (SONG == null)
SONG = Song.loadFromJson('test', 'test');
Conductor.mapBPMChanges(SONG);
Conductor.changeBPM(SONG.bpm);
/// here we determine the chart type!
// determine the chart type here
determinedChartType = "FNF"; //What is the point of this, like seriously?? Did they want to add Arrow Vortex chart support? -Kirby
//
// set up a class for the stage type in here afterwards
curStage = "";
// call the song's stage if it exists
if (SONG.stage != null)
curStage = SONG.stage;
// cache shit
displayRating('sick', 'early', true);
popUpCombo(true);
//
stageBuild = new Stage(curStage);
add(stageBuild);
/*
Everything related to the stages aside from things done after are set in the stage class!
this means that the girlfriend's type, boyfriend's position, dad's position, are all there
It serves to clear clutter and can easily be destroyed later. The problem is,
I don't actually know if this is optimised, I just kinda roll with things and hope
they work. I'm not actually really experienced compared to a lot of other developers in the scene,
so I don't really know what I'm doing, I'm just hoping I can make a better and more optimised
engine for both myself and other modders to use!
*/
// set up characters here too
gf = new Character();
gf.adjustPos = false;
gf.setCharacter(300, 100, stageBuild.returnGFtype(curStage));
gf.scrollFactor.set(0.95, 0.95);
dadOpponent = new Character().setCharacter(50, 850, SONG.player2);
boyfriend = new Boyfriend();
boyfriend.setCharacter(750, 850, SONG.player1);
// if you want to change characters later use setCharacter() instead of new or it will break, this is important -Kirb
var camPos:FlxPoint = new FlxPoint(gf.getMidpoint().x - 100, boyfriend.getMidpoint().y - 100);
stageBuild.repositionPlayers(curStage, boyfriend, dadOpponent, gf);
changeableSkin = Init.trueSettings.get("UI Skin");
if ((curStage.startsWith("school")) && ((determinedChartType == "FNF")))
assetModifier = 'pixel';
// add characters
add(gf);
// add limo cus dumb layering
if (curStage == 'highway')
add(stageBuild.limo); //WHY IS THIS HERE OF ALL PLACES?? -Kirb
add(dadOpponent);
add(boyfriend);
add(stageBuild.foreground);
// force them to dance
dadOpponent.dance();
gf.dance();
boyfriend.dance();
// set song position before beginning
Conductor.songPosition = -(Conductor.crochet * 4);
// EVERYTHING SHOULD GO UNDER THIS, IF YOU PLAN ON SPAWNING SOMETHING LATER ADD IT TO STAGEBUILD OR FOREGROUND, why tho -Kirb
// darken everything but the arrows and ui via a flxsprite (CHANGES STAGE "OPACITY")
var darknessBG:FlxSprite = new FlxSprite(FlxG.width * -0.5, FlxG.height * -0.5).makeGraphic(FlxG.width * 2, FlxG.height * 2, FlxColor.BLACK);
darknessBG.alpha = (100 - Init.trueSettings.get('Stage Opacity')) / 100;
darknessBG.scrollFactor.set(0, 0);
add(darknessBG);
// strum setup
strumLines = new FlxTypedGroup<Strumline>();
// generate the song
generateSong(SONG.song);
// set the camera position to the center of the stage
camPos.set(gf.x + (gf.frameWidth / 2), gf.y + (gf.frameHeight / 2));
// create the game camera
camFollow = new FlxObject(0, 0, 1, 1);
camFollow.setPosition(camPos.x, camPos.y);
camFollowPos = new FlxObject(0, 0, 1, 1);
camFollowPos.setPosition(camPos.x, camPos.y);
// check if the camera was following someone previously
if (prevCamFollow != null) {
camFollow = prevCamFollow;
prevCamFollow = null;
}
add(camFollow);
add(camFollowPos);
// actually set the camera up
FlxG.camera.follow(camFollowPos, LOCKON, 1);
FlxG.camera.zoom = defaultCamZoom;
FlxG.camera.focusOn(camFollow.getPosition());
FlxG.worldBounds.set(0, 0, FlxG.width, FlxG.height);
// initialize ui elements
startingSong = true;
startedCountdown = true;
//
var placement = (FlxG.width / 2);
dadStrums = new Strumline(placement - (FlxG.width / 4), this, dadOpponent, false, true, false, 4, Init.trueSettings.get('Downscroll'));
dadStrums.visible = !Init.trueSettings.get('Centered Notefield');
boyfriendStrums = new Strumline(placement + (!Init.trueSettings.get('Centered Notefield') ? (FlxG.width / 4) : 0), this, boyfriend, true, false, true,
4, Init.trueSettings.get('Downscroll'));
strumLines.add(dadStrums);
strumLines.add(boyfriendStrums);
// strumline camera setup
strumHUD = [];
for (i in 0...strumLines.length)
{
// generate a new strum camera
strumHUD[i] = new FlxCamera();
strumHUD[i].bgColor.alpha = 0;
strumHUD[i].cameras = [camHUD];
allUIs.push(strumHUD[i]);
FlxG.cameras.add(strumHUD[i]);
// set this strumline's camera to the designated camera
strumLines.members[i].cameras = [strumHUD[i]];
}
add(strumLines);
uiHUD = new ClassHUD();
add(uiHUD);
uiHUD.cameras = [camHUD];
//
// create a hud over the hud camera for dialogue
dialogueHUD = new FlxCamera();
dialogueHUD.bgColor.alpha = 0;
FlxG.cameras.add(dialogueHUD);
//
keysArray = [
copyKey(Init.gameControls.get('LEFT')[0]),
copyKey(Init.gameControls.get('DOWN')[0]),
copyKey(Init.gameControls.get('UP')[0]),
copyKey(Init.gameControls.get('RIGHT')[0])
];
FlxG.stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyPress);
FlxG.stage.addEventListener(KeyboardEvent.KEY_UP, onKeyRelease);
Paths.clearUnusedMemory();
// call the funny intro cutscene depending on the song
if (!skipCutscenes())
songIntroCutscene();
else
startCountdown();
/**
* SHADERS
*
* This is a highly experimental code by gedehari to support runtime shader parsing.
* Usually, to add a shader, you would make it a class, but now, I modified it so
* you can parse it from a file.
*
* This feature is planned to be used for modcharts
* (at this time of writing, it's not available yet).
*
* This example below shows that you can apply shaders as a FlxCamera filter.
* the GraphicsShader class accepts two arguments, one is for vertex shader, and
* the second is for fragment shader.
* Pass in an empty string to use the default vertex/fragment shader.
*
* Next, the Shader is passed to a new instance of ShaderFilter, neccesary to make
* the filter work. And that's it!
*
* To access shader uniforms, just reference the `data` property of the GraphicsShader
* instance.
*
* Thank you for reading! -gedehari
*/
// Uncomment the code below to apply the effect
/*
var shader:GraphicsShader = new GraphicsShader("", File.getContent("./assets/shaders/vhs.frag"));
FlxG.camera.setFilters([new ShaderFilter(shader)]);
*/
}
public static function copyKey(arrayToCopy:Array<FlxKey>):Array<FlxKey>
{
var copiedArray:Array<FlxKey> = arrayToCopy.copy();
var i:Int = 0;
var len:Int = copiedArray.length;
while (i < len)
{
if (copiedArray[i] == NONE)
{
copiedArray.remove(NONE);
--i;
}
i++;
len = copiedArray.length;
}
return copiedArray;
}
var keysArray:Array<Dynamic>;
public function onKeyPress(event:KeyboardEvent):Void {
var eventKey:FlxKey = event.keyCode;
var key:Int = getKeyFromEvent(eventKey);
if ((key >= 0)
&& !boyfriendStrums.autoplay
&& (FlxG.keys.checkStatus(eventKey, JUST_PRESSED))
&& (FlxG.keys.enabled && !paused && (FlxG.state.active || FlxG.state.persistentUpdate)))
{
if (generatedMusic)
{
var previousTime:Float = Conductor.songPosition;
Conductor.songPosition = songMusic.time;
// improved this a little bit, maybe its a lil
var possibleNoteList:Array<Note> = [];
var pressedNotes:Array<Note> = [];
boyfriendStrums.allNotes.forEachAlive(function(daNote:Note)
{
if ((daNote.noteData == key) && daNote.canBeHit && !daNote.isSustainNote && !daNote.tooLate && !daNote.wasGoodHit)
possibleNoteList.push(daNote);
});
possibleNoteList.sort((a, b) -> Std.int(a.strumTime - b.strumTime));
// if there is a list of notes that exists for that control
if (possibleNoteList.length > 0)
{
var eligable = true;
var firstNote = true;
// loop through the possible notes
for (coolNote in possibleNoteList)
{
for (noteDouble in pressedNotes)
{
if (Math.abs(noteDouble.strumTime - coolNote.strumTime) < 10)
firstNote = false;
else
eligable = false;
}
if (eligable) {
goodNoteHit(coolNote, boyfriend, boyfriendStrums, firstNote); // then hit the note
pressedNotes.push(coolNote);
}
// end of this little check
}
//
}
else // else just call bad notes
if (!Init.trueSettings.get('Ghost Tapping'))
missNoteCheck(true, key, boyfriend, true);
Conductor.songPosition = previousTime;
}
if (boyfriendStrums.receptors.members[key] != null
&& boyfriendStrums.receptors.members[key].animation.curAnim.name != 'confirm')
boyfriendStrums.receptors.members[key].playAnim('pressed');
}
}
public function onKeyRelease(event:KeyboardEvent):Void {
var eventKey:FlxKey = event.keyCode;
var key:Int = getKeyFromEvent(eventKey);
if (FlxG.keys.enabled && !paused && (FlxG.state.active || FlxG.state.persistentUpdate)) {
// receptor reset
if (key >= 0 && boyfriendStrums.receptors.members[key] != null)
boyfriendStrums.receptors.members[key].playAnim('static');
}
}
private function getKeyFromEvent(key:FlxKey):Int {
if (key != NONE)
{
for (i in 0...keysArray.length)
{
for (j in 0...keysArray[i].length)
{
if (key == keysArray[i][j])
return i;
}
}
}
return -1;
}
override public function destroy() {
FlxG.stage.removeEventListener(KeyboardEvent.KEY_DOWN, onKeyPress);
FlxG.stage.removeEventListener(KeyboardEvent.KEY_UP, onKeyRelease);
super.destroy();
}
var staticDisplace:Int = 0;
var lastSection:Int = 0;
override public function update(elapsed:Float)
{
stageBuild.stageUpdateConstant(elapsed, boyfriend, gf, dadOpponent);
super.update(elapsed);
if (health > 2)
health = 2;
// dialogue checks
if (dialogueBox != null && dialogueBox.alive) {
// wheee the shift closes the dialogue
if (FlxG.keys.justPressed.SHIFT)
dialogueBox.closeDialog();
// the change I made was just so that it would only take accept inputs
if (controls.ACCEPT && dialogueBox.textStarted)
{
FlxG.sound.play(Paths.sound('cancelMenu'));
dialogueBox.curPage += 1;
if (dialogueBox.curPage == dialogueBox.dialogueData.dialogue.length)
dialogueBox.closeDialog()
else
dialogueBox.updateDialog();
}
}
if (!inCutscene) {
// pause the game if the game is allowed to pause and enter is pressed
if (FlxG.keys.justPressed.ENTER && startedCountdown && canPause)
{
// update drawing stuffs
persistentUpdate = false;
persistentDraw = true;
paused = true;
// open pause substate
openSubState(new PauseSubState(boyfriend.getScreenPosition().x, boyfriend.getScreenPosition().y));
updateRPC(true);
}
// make sure you're not cheating lol
if (!isStoryMode)
{
// charting state (more on that later)
if ((FlxG.keys.justPressed.SEVEN) && (!startingSong))
{
resetMusic();
if (Init.trueSettings.get('Use Forever Chart Editor'))
Main.switchState(this, new ChartingState());
else
Main.switchState(this, new OriginalChartingState());
}
if ((FlxG.keys.justPressed.SIX))
boyfriendStrums.autoplay = !boyfriendStrums.autoplay;
}
///*
if (startingSong)
{
if (startedCountdown)
{
Conductor.songPosition += elapsed * 1000;
if (Conductor.songPosition >= 0)
startSong();
}
}
else
{
// Conductor.songPosition = FlxG.sound.music.time;
Conductor.songPosition += elapsed * 1000;
if (!paused)
{
songTime += FlxG.game.ticks - previousFrameTime;
previousFrameTime = FlxG.game.ticks;
// Interpolation type beat
if (Conductor.lastSongPos != Conductor.songPosition)
{
songTime = (songTime + Conductor.songPosition) / 2;
Conductor.lastSongPos = Conductor.songPosition;
// Conductor.songPosition += FlxG.elapsed * 1000;
// trace('MISSED FRAME');
}
}
// Conductor.lastSongPos = FlxG.sound.music.time;
// song shit for testing lols
}
// boyfriend.playAnim('singLEFT', true);
// */
if (generatedMusic && PlayState.SONG.notes[Std.int(curStep / 16)] != null)
{
var curSection = Std.int(curStep / 16);
if (curSection != lastSection) {
// section reset stuff
var lastMustHit:Bool = PlayState.SONG.notes[lastSection].mustHitSection;
if (PlayState.SONG.notes[curSection].mustHitSection != lastMustHit) {
camDisplaceX = 0;
camDisplaceY = 0;
}
lastSection = Std.int(curStep / 16);
}
if (!PlayState.SONG.notes[Std.int(curStep / 16)].mustHitSection)
{
var char = dadOpponent;
var getCenterX = char.getMidpoint().x + 100;
var getCenterY = char.getMidpoint().y - 100;
camFollow.setPosition(getCenterX + camDisplaceX + char.characterData.camOffsetX,
getCenterY + camDisplaceY + char.characterData.camOffsetY);
if (char.curCharacter == 'mom')
vocals.volume = 1;
}
else
{
var char = boyfriend;
var getCenterX = char.getMidpoint().x - 100;
var getCenterY = char.getMidpoint().y - 100;
switch (curStage)
{
case 'limo':
getCenterX = char.getMidpoint().x - 300;
case 'mall':
getCenterY = char.getMidpoint().y - 200;
case 'school':
getCenterX = char.getMidpoint().x - 200;
getCenterY = char.getMidpoint().y - 200;
case 'schoolEvil':
getCenterX = char.getMidpoint().x - 200;
getCenterY = char.getMidpoint().y - 200;
}
camFollow.setPosition(getCenterX + camDisplaceX - char.characterData.camOffsetX,
getCenterY + camDisplaceY + char.characterData.camOffsetY);
}
}
var lerpVal = (elapsed * 2.4) * cameraSpeed;
camFollowPos.setPosition(FlxMath.lerp(camFollowPos.x, camFollow.x, lerpVal), FlxMath.lerp(camFollowPos.y, camFollow.y, lerpVal));
var easeLerp = 0.95;
// camera stuffs
FlxG.camera.zoom = FlxMath.lerp(defaultCamZoom + forceZoom[0], FlxG.camera.zoom, easeLerp);
for (hud in allUIs)
hud.zoom = FlxMath.lerp(1 + forceZoom[1], hud.zoom, easeLerp);
// not even forcezoom anymore but still
FlxG.camera.angle = FlxMath.lerp(0 + forceZoom[2], FlxG.camera.angle, easeLerp);
for (hud in allUIs)
hud.angle = FlxMath.lerp(0 + forceZoom[3], hud.angle, easeLerp);
if (health <= 0 && startedCountdown)
{
// startTimer.active = false;
persistentUpdate = false;
persistentDraw = false;
paused = true;
resetMusic();
openSubState(new GameOverSubstate(boyfriend.getScreenPosition().x, boyfriend.getScreenPosition().y));
// discord stuffs should go here
}
// spawn in the notes from the array
if ((unspawnNotes[0] != null) && ((unspawnNotes[0].strumTime - Conductor.songPosition) < 3500))
{
var dunceNote:Note = unspawnNotes[0];
// push note to its correct strumline
strumLines.members[Math.floor((dunceNote.noteData + (dunceNote.mustPress ? 4 : 0)) / numberOfKeys)].push(dunceNote);
unspawnNotes.splice(unspawnNotes.indexOf(dunceNote), 1);
}
noteCalls();
}
}
function noteCalls()
{
// reset strums
for (strumline in strumLines)
{
// handle strumline stuffs
var i = 0;
for (uiNote in strumline.receptors)
{
if (strumline.autoplay)
strumCallsAuto(uiNote);
}
if (strumline.splashNotes != null)
for (i in 0...strumline.splashNotes.length)
{
strumline.splashNotes.members[i].x = strumline.receptors.members[i].x - 48;
strumline.splashNotes.members[i].y = strumline.receptors.members[i].y + (Note.swagWidth / 6) - 56;
}
}
// if the song is generated
if (generatedMusic && startedCountdown)
{
for (strumline in strumLines)
{
// set the notes x and y
var downscrollMultiplier = 1;
if (Init.trueSettings.get('Downscroll'))
downscrollMultiplier = -1;
strumline.allNotes.forEachAlive(function(daNote:Note)
{
var roundedSpeed = FlxMath.roundDecimal(daNote.noteSpeed, 2);
var receptorPosY:Float = strumline.receptors.members[Math.floor(daNote.noteData)].y + Note.swagWidth / 6;
var psuedoY:Float = (downscrollMultiplier * -((Conductor.songPosition - daNote.strumTime) * (0.45 * roundedSpeed)));
var psuedoX = 25 + daNote.noteVisualOffset;
daNote.y = receptorPosY
+ (Math.cos(flixel.math.FlxAngle.asRadians(daNote.noteDirection)) * psuedoY)
+ (Math.sin(flixel.math.FlxAngle.asRadians(daNote.noteDirection)) * psuedoX);
// painful math equation
daNote.x = strumline.receptors.members[Math.floor(daNote.noteData)].x
+ (Math.cos(flixel.math.FlxAngle.asRadians(daNote.noteDirection)) * psuedoX)
+ (Math.sin(flixel.math.FlxAngle.asRadians(daNote.noteDirection)) * psuedoY);
// also set note rotation
daNote.angle = -daNote.noteDirection;
// shitty note hack I hate it so much
var center:Float = receptorPosY + Note.swagWidth / 2;
if (daNote.isSustainNote) {
daNote.y -= ((daNote.height / 2) * downscrollMultiplier);
if ((daNote.animation.curAnim.name.endsWith('holdend')) && (daNote.prevNote != null)) {
daNote.y -= ((daNote.prevNote.height / 2) * downscrollMultiplier);
if (Init.trueSettings.get('Downscroll')) {
daNote.y += (daNote.height * 2);
if (daNote.endHoldOffset == Math.NEGATIVE_INFINITY) {
// set the end hold offset yeah I hate that I fix this like this
daNote.endHoldOffset = (daNote.prevNote.y - (daNote.y + daNote.height));
trace(daNote.endHoldOffset);
}
else
daNote.y += daNote.endHoldOffset;
} else // this system is funny like that
daNote.y += ((daNote.height / 2) * downscrollMultiplier);
}
if (Init.trueSettings.get('Downscroll'))
{
daNote.flipY = true;
if ((daNote.parentNote != null && daNote.parentNote.wasGoodHit)
&& daNote.y - daNote.offset.y * daNote.scale.y + daNote.height >= center
&& (strumline.autoplay || (daNote.wasGoodHit || (daNote.prevNote.wasGoodHit && !daNote.canBeHit))))
{
var swagRect = new FlxRect(0, 0, daNote.frameWidth, daNote.frameHeight);
swagRect.height = (center - daNote.y) / daNote.scale.y;
swagRect.y = daNote.frameHeight - swagRect.height;
daNote.clipRect = swagRect;
}
}
else
{
if ((daNote.parentNote != null && daNote.parentNote.wasGoodHit)
&& daNote.y + daNote.offset.y * daNote.scale.y <= center
&& (strumline.autoplay || (daNote.wasGoodHit || (daNote.prevNote.wasGoodHit && !daNote.canBeHit))))
{
var swagRect = new FlxRect(0, 0, daNote.width / daNote.scale.x, daNote.height / daNote.scale.y);
swagRect.y = (center - daNote.y) / daNote.scale.y;
swagRect.height -= swagRect.y;
daNote.clipRect = swagRect;
}
}
}
// hell breaks loose here, we're using nested scripts!
mainControls(daNote, strumline.character, strumline, strumline.autoplay);
// check where the note is and make sure it is either active or inactive
if (daNote.y > FlxG.height) {
daNote.active = false;
daNote.visible = false;
} else {
daNote.visible = true;
daNote.active = true;
}
if (!daNote.tooLate && daNote.strumTime < Conductor.songPosition - (Timings.msThreshold) && !daNote.wasGoodHit)
{
if ((!daNote.tooLate) && (daNote.mustPress)) {
if (!daNote.isSustainNote)
{
daNote.tooLate = true;
for (note in daNote.childrenNotes)
note.tooLate = true;
vocals.volume = 0;
missNoteCheck((Init.trueSettings.get('Ghost Tapping')) ? true : false, daNote.noteData, boyfriend, true);
// ambiguous name
Timings.updateAccuracy(0);
}
else if (daNote.isSustainNote)
{
if (daNote.parentNote != null)
{
var parentNote = daNote.parentNote;
if (!parentNote.tooLate)
{
var breakFromLate:Bool = false;
for (note in parentNote.childrenNotes)
{
trace('hold amount ${parentNote.childrenNotes.length}, note is late?' + note.tooLate + ', ' + breakFromLate);
if (note.tooLate && !note.wasGoodHit)
breakFromLate = true;
}
if (!breakFromLate)
{
missNoteCheck((Init.trueSettings.get('Ghost Tapping')) ? true : false, daNote.noteData, boyfriend, true);
for (note in parentNote.childrenNotes)
note.tooLate = true;
}
//
}
}
}
}
}
// if the note is off screen (above)
if ((((!Init.trueSettings.get('Downscroll')) && (daNote.y < -daNote.height))
|| ((Init.trueSettings.get('Downscroll')) && (daNote.y > (FlxG.height + daNote.height))))
&& (daNote.tooLate || daNote.wasGoodHit))
destroyNote(strumline, daNote);
});
// unoptimised asf camera control based on strums
strumCameraRoll(strumline.receptors, (strumline == boyfriendStrums));
}
}
// reset bf's animation
var holdControls:Array<Bool> = [controls.LEFT, controls.DOWN, controls.UP, controls.RIGHT];
if ((boyfriend != null && boyfriend.animation != null)
&& (boyfriend.holdTimer > Conductor.stepCrochet * (4 / 1000)
&& (!holdControls.contains(true) || boyfriendStrums.autoplay)))
{
if (boyfriend.animation.curAnim.name.startsWith('sing')
&& !boyfriend.animation.curAnim.name.endsWith('miss'))
boyfriend.dance();
}
}
function destroyNote(strumline:Strumline, daNote:Note)
{
daNote.active = false;
daNote.exists = false;
var chosenGroup = (daNote.isSustainNote ? strumline.holdsGroup : strumline.notesGroup);
// note damage here I guess
daNote.kill();
if (strumline.allNotes.members.contains(daNote))
strumline.allNotes.remove(daNote, true);
if (chosenGroup.members.contains(daNote))
chosenGroup.remove(daNote, true);
daNote.destroy();
}
function goodNoteHit(coolNote:Note, character:Character, characterStrums:Strumline, ?canDisplayJudgement:Bool = true)
{
if (!coolNote.wasGoodHit) {
coolNote.wasGoodHit = true;
vocals.volume = 1;
characterPlayAnimation(coolNote, character);
if (characterStrums.receptors.members[coolNote.noteData] != null)
characterStrums.receptors.members[coolNote.noteData].playAnim('confirm', true);
// special thanks to sam, they gave me the original system which kinda inspired my idea for this new one
if (canDisplayJudgement) {
// get the note ms timing
var noteDiff:Float = Math.abs(coolNote.strumTime - Conductor.songPosition);
// get the timing
if (coolNote.strumTime < Conductor.songPosition)
ratingTiming = "late";
else
ratingTiming = "early";
// loop through all avaliable judgements
var foundRating:String = 'miss';
var lowestThreshold:Float = Math.POSITIVE_INFINITY;
for (myRating in Timings.judgementsMap.keys())
{
var myThreshold:Float = Timings.judgementsMap.get(myRating)[1];
if (noteDiff <= myThreshold && (myThreshold < lowestThreshold))
{
foundRating = myRating;
lowestThreshold = myThreshold;
}
}
if (!coolNote.isSustainNote) {
increaseCombo(foundRating, coolNote.noteData, character);
popUpScore(foundRating, ratingTiming, characterStrums, coolNote);
if (coolNote.childrenNotes.length > 0)
Timings.notesHit++;
healthCall(Timings.judgementsMap.get(foundRating)[3]);
} else if (coolNote.isSustainNote) {
// call updated accuracy stuffs
if (coolNote.parentNote != null) {
Timings.updateAccuracy(100, true, coolNote.parentNote.childrenNotes.length);
healthCall(100 / coolNote.parentNote.childrenNotes.length);
}
}
}
if (!coolNote.isSustainNote)
destroyNote(characterStrums, coolNote);
//
}
}
function missNoteCheck(?includeAnimation:Bool = false, direction:Int = 0, character:Character, popMiss:Bool = false, lockMiss:Bool = false)
{
if (includeAnimation)
{
var stringDirection:String = UIStaticArrow.getArrowFromNumber(direction);
FlxG.sound.play(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.1, 0.2));
character.playAnim('sing' + stringDirection.toUpperCase() + 'miss', lockMiss);
}
decreaseCombo(popMiss);
//
}
function characterPlayAnimation(coolNote:Note, character:Character)
{
// alright so we determine which animation needs to play
// get alt strings and stuffs
var stringArrow:String = '';
var altString:String = '';
var baseString = 'sing' + UIStaticArrow.getArrowFromNumber(coolNote.noteData).toUpperCase();
// I tried doing xor and it didnt work lollll
if (coolNote.noteAlt > 0)
altString = '-alt';
if (((SONG.notes[Math.floor(curStep / 16)] != null) && (SONG.notes[Math.floor(curStep / 16)].altAnim))
&& (character.animOffsets.exists(baseString + '-alt')))
{
if (altString != '-alt')
altString = '-alt';
else
altString = '';
}
stringArrow = baseString + altString;
// if (coolNote.foreverMods.get('string')[0] != "")
// stringArrow = coolNote.noteString;
character.playAnim(stringArrow, true);
character.holdTimer = 0;
}
private function strumCallsAuto(cStrum:UIStaticArrow, ?callType:Int = 1, ?daNote:Note):Void
{
switch (callType)
{
case 1:
// end the animation if the calltype is 1 and it is done