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MainMenuState.hx
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MainMenuState.hx
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package meta.state.menus;
import flixel.FlxG;
import flixel.FlxObject;
import flixel.FlxSprite;
import flixel.addons.transition.FlxTransitionableState;
import flixel.effects.FlxFlicker;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.text.FlxText;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import meta.MusicBeat.MusicBeatState;
import meta.data.dependency.Discord;
using StringTools;
/**
This is the main menu state! Not a lot is going to change about it so it'll remain similar to the original, but I do want to condense some code and such.
Get as expressive as you can with this, create your own menu!
**/
class MainMenuState extends MusicBeatState
{
var menuItems:FlxTypedGroup<FlxSprite>;
var curSelected:Float = 0;
var bg:FlxSprite; // the background has been separated for more control
var magenta:FlxSprite;
var camFollow:FlxObject;
var optionShit:Array<String> = ['story mode', 'freeplay', 'options'];
var canSnap:Array<Float> = [];
// the create 'state'
override function create()
{
super.create();
// set the transitions to the previously set ones
transIn = FlxTransitionableState.defaultTransIn;
transOut = FlxTransitionableState.defaultTransOut;
// make sure the music is playing
ForeverTools.resetMenuMusic();
#if !html5
Discord.changePresence('MENU SCREEN', 'Main Menu');
#end
// uh
persistentUpdate = persistentDraw = true;
// background
bg = new FlxSprite(-85);
bg.loadGraphic(Paths.image('menus/base/menuBG'));
bg.scrollFactor.x = 0;
bg.scrollFactor.y = 0.18;
bg.setGraphicSize(Std.int(bg.width * 1.1));
bg.updateHitbox();
bg.screenCenter();
bg.antialiasing = true;
add(bg);
magenta = new FlxSprite(-85).loadGraphic(Paths.image('menus/base/menuDesat'));
magenta.scrollFactor.x = 0;
magenta.scrollFactor.y = 0.18;
magenta.setGraphicSize(Std.int(magenta.width * 1.1));
magenta.updateHitbox();
magenta.screenCenter();
magenta.visible = false;
magenta.antialiasing = true;
magenta.color = 0xFFfd719b;
add(magenta);
// add the camera
camFollow = new FlxObject(0, 0, 1, 1);
add(camFollow);
// add the menu items
menuItems = new FlxTypedGroup<FlxSprite>();
add(menuItems);
// create the menu items themselves
var tex = Paths.getSparrowAtlas('menus/base/title/FNF_main_menu_assets');
// loop through the menu options
for (i in 0...optionShit.length)
{
var menuItem:FlxSprite = new FlxSprite(0, 80 + (i * 200));
menuItem.frames = tex;
// add the animations in a cool way (real
menuItem.animation.addByPrefix('idle', optionShit[i] + " basic", 24);
menuItem.animation.addByPrefix('selected', optionShit[i] + " white", 24);
menuItem.animation.play('idle');
canSnap[i] = -1;
// set the id
menuItem.ID = i;
// menuItem.alpha = 0;
// placements
menuItem.screenCenter(X);
// if the id is divisible by 2
if (menuItem.ID % 2 == 0)
menuItem.x += 1000;
else
menuItem.x -= 1000;
// actually add the item
menuItems.add(menuItem);
menuItem.scrollFactor.set();
menuItem.antialiasing = true;
menuItem.updateHitbox();
/*
FlxTween.tween(menuItem, {alpha: 1, x: ((FlxG.width / 2) - (menuItem.width / 2))}, 0.35, {
ease: FlxEase.smootherStepInOut,
onComplete: function(tween:FlxTween)
{
canSnap[i] = 0;
}
});*/
}
// set the camera to actually follow the camera object that was created before
var camLerp = Main.framerateAdjust(0.10);
FlxG.camera.follow(camFollow, null, camLerp);
updateSelection();
// from the base game lol
var versionShit:FlxText = new FlxText(5, FlxG.height - 18, 0, "Friday Night Funkin' Fanmasters\nForever Engine v" + Main.gameVersion, 12);
versionShit.scrollFactor.set();
versionShit.setFormat("VCR OSD Mono", 16, FlxColor.WHITE, LEFT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
add(versionShit);
//
}
// var colorTest:Float = 0;
var selectedSomethin:Bool = false;
var counterControl:Float = 0;
override function update(elapsed:Float)
{
// colorTest += 0.125;
// bg.color = FlxColor.fromHSB(colorTest, 100, 100, 0.5);
var up = controls.UI_UP;
var down = controls.UI_DOWN;
var up_p = controls.UI_UP_P;
var down_p = controls.UI_DOWN_P;
var controlArray:Array<Bool> = [up, down, up_p, down_p];
if ((controlArray.contains(true)) && (!selectedSomethin))
{
for (i in 0...controlArray.length)
{
// here we check which keys are pressed
if (controlArray[i] == true)
{
// if single press
if (i > 1)
{
// up is 2 and down is 3
// paaaaaiiiiiiinnnnn
if (i == 2)
curSelected--;
else if (i == 3)
curSelected++;
FlxG.sound.play(Paths.sound('scrollMenu'));
}
/* idk something about it isn't working yet I'll rewrite it later
else
{
// paaaaaaaiiiiiiiinnnn
var curDir:Int = 0;
if (i == 0)
curDir = -1;
else if (i == 1)
curDir = 1;
if (counterControl < 2)
counterControl += 0.05;
if (counterControl >= 1)
{
curSelected += (curDir * (counterControl / 24));
if (curSelected % 1 == 0)
FlxG.sound.play(Paths.sound('scrollMenu'));
}
}*/
if (curSelected < 0)
curSelected = optionShit.length - 1;
else if (curSelected >= optionShit.length)
curSelected = 0;
}
//
}
}
else
{
// reset variables
counterControl = 0;
}
if ((controls.ACCEPT) && (!selectedSomethin))
{
//
selectedSomethin = true;
FlxG.sound.play(Paths.sound('confirmMenu'));
FlxFlicker.flicker(magenta, 0.8, 0.1, false);
menuItems.forEach(function(spr:FlxSprite)
{
if (curSelected != spr.ID)
{
FlxTween.tween(spr, {alpha: 0, x: FlxG.width * 2}, 0.4, {
ease: FlxEase.quadOut,
onComplete: function(twn:FlxTween)
{
spr.kill();
}
});
}
else
{
FlxFlicker.flicker(spr, 1, 0.06, false, false, function(flick:FlxFlicker)
{
var daChoice:String = optionShit[Math.floor(curSelected)];
switch (daChoice)
{
case 'story mode':
Main.switchState(this, new StoryMenuState());
case 'freeplay':
Main.switchState(this, new FreeplayState());
case 'options':
transIn = FlxTransitionableState.defaultTransIn;
transOut = FlxTransitionableState.defaultTransOut;
Main.switchState(this, new OptionsMenuState());
}
});
}
});
}
if (Math.floor(curSelected) != lastCurSelected)
updateSelection();
super.update(elapsed);
menuItems.forEach(function(menuItem:FlxSprite)
{
menuItem.screenCenter(X);
});
}
var lastCurSelected:Int = 0;
private function updateSelection()
{
// reset all selections
menuItems.forEach(function(spr:FlxSprite)
{
spr.animation.play('idle');
spr.updateHitbox();
});
// set the sprites and all of the current selection
camFollow.setPosition(menuItems.members[Math.floor(curSelected)].getGraphicMidpoint().x,
menuItems.members[Math.floor(curSelected)].getGraphicMidpoint().y);
if (menuItems.members[Math.floor(curSelected)].animation.curAnim.name == 'idle')
menuItems.members[Math.floor(curSelected)].animation.play('selected');
menuItems.members[Math.floor(curSelected)].updateHitbox();
lastCurSelected = Math.floor(curSelected);
}
}