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; } /** * Defines a set of callbacks available to scripted classes which can follow the game between states. */ interface IStateChangingScriptedClass extends IScriptedClass { public function onStateChangeBegin(event:StateChangeScriptEvent):Void; public function onStateChangeEnd(event:StateChangeScriptEvent):Void; public function onSubstateOpenBegin(event:SubStateScriptEvent):Void; public function onSubstateOpenEnd(event:SubStateScriptEvent):Void; public function onSubstateCloseBegin(event:SubStateScriptEvent):Void; public function onSubstateCloseEnd(event:SubStateScriptEvent):Void; } /** * Defines a set of callbacks available to scripted classes which represent notes. */ interface INoteScriptedClass extends IScriptedClass { public function onNoteHit(event:NoteScriptEvent):Void; public function onNoteMiss(event:NoteScriptEvent):Void; } /** * 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.state.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 { /** * Called when the game is paused. * Has properties to set whether the pause easter egg will happen, * and can be cancelled by scripts. */ public function onPause(event:PauseScriptEvent):Void; /** * Called when the game is unpaused. */ public function onResume(event:ScriptEvent):Void; /** * Called when the song has been parsed, before notes have been placed. * Use this to mutate the chart. */ public function onSongLoaded(event:SongLoadScriptEvent):Void; /** * Called when the song starts (conductor time is 0 seconds). */ public function onSongStart(event:ScriptEvent):Void; /** * Called when the song ends and the song is about to be unloaded. */ public function onSongEnd(event:ScriptEvent):Void; /** * Called as the player runs out of health just before the game over substate is entered. */ public function onGameOver(event:ScriptEvent):Void; /** * Called when the player restarts the song, either via pause menu or restarting after a game over. */ public function onSongRetry(event:ScriptEvent):Void; /** * Called when EITHER player hits a note. * Query the note attached to the event to determine if it was hit by the player or CPU. */ public function onNoteHit(event:NoteScriptEvent):Void; /** * Called when EITHER player (usually the player) misses a note. */ public function onNoteMiss(event:NoteScriptEvent):Void; /** * Called when the player presses a key when no note is on the strumline. */ public function onNoteGhostMiss(event:GhostMissNoteScriptEvent):Void; /** * Called when the song reaches an event. */ public function onSongEvent(event:SongEventScriptEvent):Void; /** * Called once every step of the song. */ public function onStepHit(event:SongTimeScriptEvent):Void; /** * Called once every beat of the song. */ public function onBeatHit(event:SongTimeScriptEvent):Void; /** * Called when the countdown of the song starts. */ public function onCountdownStart(event:CountdownScriptEvent):Void; /** * Called when the a part of the countdown happens. */ public function onCountdownStep(event:CountdownScriptEvent):Void; /** * Called when the countdown of the song ends. */ public function onCountdownEnd(event:CountdownScriptEvent):Void; }