package; import flixel.util.FlxSort; import flixel.FlxCamera; import Conductor; import flixel.group.FlxGroup.FlxTypedGroup; class NoteGroup extends FlxTypedGroup { var __loopSprite:Note; var i:Int = 0; var __currentlyLooping:Bool = false; var __time:Float = -1.0; /** * How many ms it should show a note before it should be hit **/ public var limit:Float = 1500; /** * Preallocates the members array with nulls, but if theres anything in the array already it clears it **/ public inline function preallocate(len:Int) { members = cast new haxe.ds.Vector(len); length = len; } public inline function addNotes(notes:Array) { for(e in notes) add(e); sortNotes(); } public inline function sortNotes() { sort(function(i, n1, n2) { if (n1.strumTime == n2.strumTime) return n1.isSustainNote ? 1 : -1; return FlxSort.byValues(FlxSort.DESCENDING, n1.strumTime, n2.strumTime); }); } public override function update(elapsed:Float) { i = length-1; __loopSprite = null; __time = Conductor.songPosition; while(i >= 0) { __loopSprite = members[i--]; if (__loopSprite == null || !__loopSprite.exists || !__loopSprite.active) { continue; } if (__loopSprite.strumTime - __time > 1500 / PlayState.instance.songSpeed) break; __loopSprite.update(elapsed); } } public override function draw() { @:privateAccess var oldDefaultCameras = FlxCamera._defaultCameras; @:privateAccess if (cameras != null) FlxCamera._defaultCameras = cameras; var oldCur = __currentlyLooping; __currentlyLooping = true; i = length-1; __loopSprite = null; __time = Conductor.songPosition; while(i >= 0) { __loopSprite = members[i--]; if (__loopSprite == null || !__loopSprite.exists || !__loopSprite.visible) continue; if (__loopSprite.strumTime - __time > limit) break; __loopSprite.draw(); } __currentlyLooping = oldCur; @:privateAccess FlxCamera._defaultCameras = oldDefaultCameras; } public override function forEach(noteFunc:Note->Void, recursive:Bool = false) { i = length-1; __loopSprite = null; __time = Conductor.songPosition; var oldCur = __currentlyLooping; __currentlyLooping = true; while(i >= 0) { __loopSprite = members[i--]; if (__loopSprite == null || !__loopSprite.exists) continue; if (__loopSprite.strumTime - __time > limit) break; noteFunc(__loopSprite); } __currentlyLooping = oldCur; } public override function forEachAlive(noteFunc:Note->Void, recursive:Bool = false) { forEach(function(note) { if (note.alive) noteFunc(note); }, recursive); } public override function remove(Object:Note, Splice:Bool = false):Note { if (members == null) return null; var index:Int = members.indexOf(Object); if (index < 0) return null; // doesnt prevent looping from breaking if (Splice && __currentlyLooping && i >= index) i++; if (Splice) { members.splice(index, 1); length--; } else members[index] = null; if (_memberRemoved != null) _memberRemoved.dispatch(Object); return Object; } }