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Funkin/source/MusicBeatState.hx

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package;
import Conductor.BPMChangeEvent;
import flixel.FlxG;
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import flixel.FlxGame;
import flixel.addons.transition.FlxTransitionableState;
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import flixel.addons.ui.FlxUIState;
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import flixel.math.FlxRect;
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import flixel.util.FlxTimer;
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class MusicBeatState extends FlxUIState
{
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private var curStep:Int = 0;
private var curBeat:Int = 0;
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private var controls(get, never):Controls;
inline function get_controls():Controls
return PlayerSettings.player1.controls;
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override function create()
{
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if (transIn != null)
trace('reg ' + transIn.region);
super.create();
}
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override function update(elapsed:Float)
{
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// everyStep();
var oldStep:Int = curStep;
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updateCurStep();
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updateBeat();
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if (oldStep != curStep && curStep >= 0)
stepHit();
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super.update(elapsed);
}
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private function updateBeat():Void
{
curBeat = Math.floor(curStep / 4);
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}
private function updateCurStep():Void
{
var lastChange:BPMChangeEvent = {
stepTime: 0,
songTime: 0,
bpm: 0
}
for (i in 0...Conductor.bpmChangeMap.length)
{
if (Conductor.songPosition >= Conductor.bpmChangeMap[i].songTime)
lastChange = Conductor.bpmChangeMap[i];
}
curStep = lastChange.stepTime + Math.floor((Conductor.songPosition - lastChange.songTime) / Conductor.stepCrochet);
}
public function stepHit():Void
{
if (curStep % 4 == 0)
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beatHit();
}
public function beatHit():Void
{
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// do literally nothing dumbass
}
}