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https://github.com/ninjamuffin99/Funkin.git
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More event type refactors
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acce2ac811
commit
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@ -682,7 +682,7 @@ class PlayState extends MusicBeatSubState
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{
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if (!assertChartExists()) return;
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dispatchEvent(new ScriptEvent(ScriptEvent.SONG_RETRY));
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dispatchEvent(new ScriptEvent(ScriptEventType.SONG_RETRY));
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resetCamera();
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@ -867,7 +867,7 @@ class PlayState extends MusicBeatSubState
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deathCounter += 1;
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dispatchEvent(new ScriptEvent(ScriptEvent.GAME_OVER));
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dispatchEvent(new ScriptEvent(ScriptEventType.GAME_OVER));
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// Disable updates, preventing animations in the background from playing.
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persistentUpdate = false;
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@ -994,7 +994,7 @@ class PlayState extends MusicBeatSubState
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{
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if (Std.isOfType(subState, PauseSubState))
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{
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var event:ScriptEvent = new ScriptEvent(ScriptEvent.RESUME, true);
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var event:ScriptEvent = new ScriptEvent(ScriptEventType.RESUME, true);
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dispatchEvent(event);
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@ -1097,7 +1097,7 @@ class PlayState extends MusicBeatSubState
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if (this.currentStage != null)
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{
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remove(currentStage);
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var event:ScriptEvent = new ScriptEvent(ScriptEvent.DESTROY, false);
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var event:ScriptEvent = new ScriptEvent(ScriptEventType.DESTROY, false);
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ScriptEventDispatcher.callEvent(currentStage, event);
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currentStage = null;
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}
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@ -1116,7 +1116,7 @@ class PlayState extends MusicBeatSubState
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super.debug_refreshModules();
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var event:ScriptEvent = new ScriptEvent(ScriptEvent.CREATE, false);
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var event:ScriptEvent = new ScriptEvent(ScriptEventType.CREATE, false);
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ScriptEventDispatcher.callEvent(currentSong, event);
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}
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@ -1332,7 +1332,7 @@ class PlayState extends MusicBeatSubState
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if (currentStage != null)
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{
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// Actually create and position the sprites.
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var event:ScriptEvent = new ScriptEvent(ScriptEvent.CREATE, false);
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var event:ScriptEvent = new ScriptEvent(ScriptEventType.CREATE, false);
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ScriptEventDispatcher.callEvent(currentStage, event);
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// Apply camera zoom level from stage data.
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@ -1640,7 +1640,7 @@ class PlayState extends MusicBeatSubState
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add(currentConversation);
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refresh();
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var event:ScriptEvent = new ScriptEvent(ScriptEvent.CREATE, false);
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var event:ScriptEvent = new ScriptEvent(ScriptEventType.CREATE, false);
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ScriptEventDispatcher.callEvent(currentConversation, event);
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}
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@ -1664,7 +1664,7 @@ class PlayState extends MusicBeatSubState
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*/
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function startSong():Void
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{
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dispatchEvent(new ScriptEvent(ScriptEvent.SONG_START));
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dispatchEvent(new ScriptEvent(ScriptEventType.SONG_START));
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startingSong = false;
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@ -1783,7 +1783,7 @@ class PlayState extends MusicBeatSubState
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// Call an event to allow canceling the note hit.
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// NOTE: This is what handles the character animations!
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var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, note, 0, true);
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var event:NoteScriptEvent = new NoteScriptEvent(ScriptEventType.NOTE_HIT, note, 0, true);
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dispatchEvent(event);
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// Calling event.cancelEvent() skips all the other logic! Neat!
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@ -1872,7 +1872,7 @@ class PlayState extends MusicBeatSubState
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{
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// Call an event to allow canceling the note miss.
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// NOTE: This is what handles the character animations!
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var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_MISS, note, 0, true);
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var event:NoteScriptEvent = new NoteScriptEvent(ScriptEventType.NOTE_MISS, note, 0, true);
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dispatchEvent(event);
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// Calling event.cancelEvent() skips all the other logic! Neat!
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@ -2021,7 +2021,7 @@ class PlayState extends MusicBeatSubState
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function goodNoteHit(note:NoteSprite, input:PreciseInputEvent):Void
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{
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var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, note, Highscore.tallies.combo + 1, true);
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var event:NoteScriptEvent = new NoteScriptEvent(ScriptEventType.NOTE_HIT, note, Highscore.tallies.combo + 1, true);
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dispatchEvent(event);
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// Calling event.cancelEvent() skips all the other logic! Neat!
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@ -2053,7 +2053,7 @@ class PlayState extends MusicBeatSubState
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// a MISS is when you let a note scroll past you!!
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Highscore.tallies.missed++;
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var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_MISS, note, Highscore.tallies.combo, true);
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var event:NoteScriptEvent = new NoteScriptEvent(ScriptEventType.NOTE_MISS, note, Highscore.tallies.combo, true);
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dispatchEvent(event);
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// Calling event.cancelEvent() skips all the other logic! Neat!
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if (event.eventCanceled) return;
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@ -2385,7 +2385,7 @@ class PlayState extends MusicBeatSubState
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*/
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function endSong():Void
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{
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dispatchEvent(new ScriptEvent(ScriptEvent.SONG_END));
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dispatchEvent(new ScriptEvent(ScriptEventType.SONG_END));
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#if sys
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// spitter for ravy, teehee!!
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@ -2593,7 +2593,7 @@ class PlayState extends MusicBeatSubState
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{
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remove(currentStage);
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currentStage.kill();
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dispatchEvent(new ScriptEvent(ScriptEvent.DESTROY, false));
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dispatchEvent(new ScriptEvent(ScriptEventType.DESTROY, false));
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currentStage = null;
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}
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@ -405,7 +405,7 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass
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public function endOutro():Void
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{
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outroTween = null;
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ScriptEventDispatcher.callEvent(this, new ScriptEvent(ScriptEvent.DESTROY, false));
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ScriptEventDispatcher.callEvent(this, new ScriptEvent(ScriptEventType.DESTROY, false));
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}
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/**
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@ -445,7 +445,7 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass
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if (currentDialogueEntry >= currentDialogueEntryCount)
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{
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dispatchEvent(new DialogueScriptEvent(ScriptEvent.DIALOGUE_END, this, false));
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dispatchEvent(new DialogueScriptEvent(ScriptEventType.DIALOGUE_END, this, false));
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}
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else
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{
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@ -485,7 +485,7 @@ class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass
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propagateEvent(event);
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if (event.eventCanceled) return;
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dispatchEvent(new DialogueScriptEvent(ScriptEvent.DIALOGUE_END, this, false));
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dispatchEvent(new DialogueScriptEvent(ScriptEventType.DIALOGUE_END, this, false));
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}
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public function onDialogueEnd(event:DialogueScriptEvent):Void
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