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Funkin/source/funkin/modding/IScriptedClass.hx

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package funkin.modding;
import funkin.modding.events.ScriptEvent;
/**
* Defines a set of callbacks available to all scripted classes.
*
* Includes events handling basic life cycle relevant to all scripted classes.
*/
interface IScriptedClass
{
public function onScriptEvent(event:ScriptEvent):Void;
public function onCreate(event:ScriptEvent):Void;
public function onDestroy(event:ScriptEvent):Void;
public function onUpdate(event:UpdateScriptEvent):Void;
}
/**
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* Defines a set of callbacks available to scripted classes which can follow the game between states.
*/
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interface IStateChangingScriptedClass extends IScriptedClass
{
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public function onStateChangeBegin(event:StateChangeScriptEvent):Void;
public function onStateChangeEnd(event:StateChangeScriptEvent):Void;
}
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/**
* Developer note:
*
* I previously considered adding events for onKeyDown, onKeyUp, mouse events, etc.
* However, I realized that you can simply call something like the following within a module:
* `FlxG.stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);`
* This is more efficient than adding an entire event handler for every key press.
*
* -Eric
*/
/**
* Defines a set of callbacks available to scripted classes that involve the lifecycle of the Play State.
*/
interface IPlayStateScriptedClass extends IScriptedClass
{
public function onPause(event:ScriptEvent):Void;
public function onResume(event:ScriptEvent):Void;
public function onSongLoaded(eent:SongLoadScriptEvent):Void;
public function onSongStart(event:ScriptEvent):Void;
public function onSongEnd(event:ScriptEvent):Void;
public function onSongReset(event:ScriptEvent):Void;
public function onGameOver(event:ScriptEvent):Void;
public function onGameRetry(event:ScriptEvent):Void;
public function onNoteHit(event:NoteScriptEvent):Void;
public function onNoteMiss(event:NoteScriptEvent):Void;
public function onStepHit(event:SongTimeScriptEvent):Void;
public function onBeatHit(event:SongTimeScriptEvent):Void;
public function onCountdownStart(event:CountdownScriptEvent):Void;
public function onCountdownStep(event:CountdownScriptEvent):Void;
public function onCountdownEnd(event:CountdownScriptEvent):Void;
}