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Funkin/source/funkin/MusicBeatState.hx

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2.8 KiB
Haxe

package funkin;
import flixel.util.FlxColor;
import flixel.text.FlxText;
import cpp.abi.Abi;
import funkin.modding.events.ScriptEvent;
import funkin.modding.module.ModuleHandler;
import funkin.modding.events.ScriptEvent.UpdateScriptEvent;
import funkin.Conductor.BPMChangeEvent;
import flixel.FlxGame;
import flixel.addons.transition.FlxTransitionableState;
import flixel.addons.ui.FlxUIState;
import flixel.math.FlxRect;
import flixel.util.FlxTimer;
class MusicBeatState extends FlxUIState
{
private var curStep:Int = 0;
private var curBeat:Int = 0;
private var controls(get, never):Controls;
private var lastBeatHitTime:Float = 0;
inline function get_controls():Controls
return PlayerSettings.player1.controls;
public var leftWatermarkText:FlxText = null;
public var rightWatermarkText:FlxText = null;
override function create()
{
super.create();
if (transIn != null)
trace('reg ' + transIn.region);
createWatermarkText();
}
override function update(elapsed:Float)
{
super.update(elapsed);
// everyStep();
var oldStep:Int = curStep;
updateCurStep();
updateBeat();
if (oldStep != curStep && curStep >= 0)
stepHit();
dispatchEvent(new UpdateScriptEvent(elapsed));
}
function createWatermarkText()
{
// Both have an xPos of 0, but a width equal to the full screen.
// The rightWatermarkText is right aligned, which puts the text in the correct spot.
leftWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12);
rightWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12);
// 100,000 should be good enough.
leftWatermarkText.zIndex = 100000;
rightWatermarkText.zIndex = 100000;
leftWatermarkText.scrollFactor.set(0, 0);
rightWatermarkText.scrollFactor.set(0, 0);
leftWatermarkText.setFormat("VCR OSD Mono", 16, FlxColor.WHITE, LEFT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
rightWatermarkText.setFormat("VCR OSD Mono", 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
add(leftWatermarkText);
add(rightWatermarkText);
}
function dispatchEvent(event:ScriptEvent)
{
ModuleHandler.callEvent(event);
}
private function updateBeat():Void
{
curBeat = Math.floor(curStep / 4);
}
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)
beatHit();
}
public function beatHit():Void
{
lastBeatHitTime = Conductor.songPosition;
// do literally nothing dumbass
}
}