mirror of
https://github.com/ninjamuffin99/Funkin.git
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328 lines
8.6 KiB
Haxe
328 lines
8.6 KiB
Haxe
package funkin.modding.events;
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import funkin.play.Countdown.CountdownStep;
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import openfl.events.EventType;
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import openfl.events.KeyboardEvent;
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typedef ScriptEventType = EventType<ScriptEvent>;
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/**
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* This is a base class for all events that are issued to scripted classes.
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* It can be used to identify the type of event called, store data, and cancel event propagation.
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*/
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class ScriptEvent
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{
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/**
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* Called when the relevant object is created.
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* Keep in mind that the constructor may be called before the object is needed,
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* for the purposes of caching data or otherwise.
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*
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* This event is not cancelable.
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*/
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public static inline final CREATE:ScriptEventType = "CREATE";
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/**
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* Called when the relevant object is destroyed.
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* This should perform relevant cleanup to ensure good performance.
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*
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* This event is not cancelable.
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*/
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public static inline final DESTROY:ScriptEventType = "DESTROY";
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/**
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* Called during the update function.
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* This is called every frame, so be careful!
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*
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* This event is not cancelable.
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*/
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public static inline final UPDATE:ScriptEventType = "UPDATE";
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/**
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* Called when the player moves to pause the game.
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*
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* This event IS cancelable! Canceling the event will prevent the game from pausing.
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*/
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public static inline final PAUSE:ScriptEventType = "PAUSE";
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/**
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* Called when the player moves to unpause the game while paused.
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*
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* This event IS cancelable! Canceling the event will prevent the game from resuming.
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*/
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public static inline final RESUME:ScriptEventType = "RESUME";
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/**
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* Called once per step in the song. This happens 4 times per measure.
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*
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* This event is not cancelable.
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*/
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public static inline final SONG_BEAT_HIT:ScriptEventType = "BEAT_HIT";
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/**
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* Called once per step in the song. This happens 16 times per measure.
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*
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* This event is not cancelable.
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*/
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public static inline final SONG_STEP_HIT:ScriptEventType = "STEP_HIT";
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/**
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* Called when a character hits a note.
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* Important information such as judgement/timing, note data, player/opponent, etc. are all provided.
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*
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* This event IS cancelable! Canceling this event prevents the note from being hit,
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* and will likely result in a miss later.
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*/
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public static inline final NOTE_HIT:ScriptEventType = "NOTE_HIT";
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/**
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* Called when a character misses a note.
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* Important information such as note data, player/opponent, etc. are all provided.
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*
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* This event IS cancelable! Canceling this event prevents the note from being considered missed,
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* avoiding a combo break and lost health.
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*/
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public static inline final NOTE_MISS:ScriptEventType = "NOTE_MISS";
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/**
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* Called when the song starts. This occurs as the countdown ends and the instrumental and vocals begin.
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*
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* This event is not cancelable.
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*/
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public static inline final SONG_START:ScriptEventType = "SONG_START";
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/**
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* Called when the song ends. This happens as the instrumental and vocals end.
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*
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* This event is not cancelable.
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*/
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public static inline final SONG_END:ScriptEventType = "SONG_END";
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/**
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* Called when the song is reset. This can happen from the pause menu or the game over screen.
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*
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* This event is not cancelable.
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*/
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public static inline final SONG_RESET:ScriptEventType = "SONG_RESET";
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/**
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* Called when the countdown begins. This occurs before the song starts.
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*
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* This event IS cancelable! Canceling this event will prevent the countdown from starting.
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* - The song will not start until you call PlayState.beginCountdown().
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* - Note that calling startCountdown() will trigger this event again, so be sure to add logic to ignore it.
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*/
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public static inline final COUNTDOWN_START:ScriptEventType = "COUNTDOWN_START";
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/**
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* Called when a step of the countdown happens.
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* Includes information about what step of the countdown was hit.
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*
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* This event IS cancelable! Canceling this event will pause the countdown.
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* - The countdown will not resume until you call PlayState.resumeCountdown().
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*/
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public static inline final COUNTDOWN_STEP:ScriptEventType = "COUNTDOWN_STEP";
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/**
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* Called when the game over screen triggers and the death animation plays.
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*
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* This event is not cancelable.
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*/
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public static inline final GAME_OVER:ScriptEventType = "GAME_OVER";
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/**
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* Called when the player presses a key to restart the game after the death animation.
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*
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* This event IS cancelable! Canceling this event will prevent the game from restarting.
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*/
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public static inline final GAME_RETRY:ScriptEventType = "GAME_RETRY";
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/**
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* Called when the player pushes down any key on the keyboard.
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*
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* This event is not cancelable.
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*/
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public static inline final KEY_DOWN:ScriptEventType = "KEY_DOWN";
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/**
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* Called when the player releases a key on the keyboard.
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*
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* This event is not cancelable.
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*/
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public static inline final KEY_UP:ScriptEventType = "KEY_UP";
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/**
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* If true, the behavior associated with this event can be prevented.
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* For example, cancelling COUNTDOWN_BEGIN should prevent the countdown from starting,
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* until another script restarts it, or cancelling NOTE_HIT should cause the note to be missed.
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*/
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public var cancelable(default, null):Bool;
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/**
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* The type associated with the event.
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*/
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public var type(default, null):ScriptEventType;
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/**
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* Whether the event should continue to be triggered on additional targets.
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*/
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public var shouldPropagate(default, null):Bool;
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@:noCompletion private var __eventCanceled:Bool;
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public function new(type:ScriptEventType, cancelable:Bool = false):Void
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{
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this.type = type;
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this.cancelable = cancelable;
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this.__eventCanceled = false;
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this.shouldPropagate = true;
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}
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/**
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* Call this function on a cancelable event to cancel the associated behavior.
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* For example, cancelling COUNTDOWN_BEGIN will prevent the countdown from starting.
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*/
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public function cancelEvent():Void
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{
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if (cancelable)
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{
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__eventCanceled = true;
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}
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}
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/**
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* Call this function to stop any other Scripteds from receiving the event.
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*/
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public function stopPropagation():Void
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{
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shouldPropagate = false;
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}
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public function toString():String
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{
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return 'ScriptEvent(type=$type, cancelable=$cancelable)';
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}
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}
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/**
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* SPECIFIC EVENTS
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*/
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/**
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* An event that is fired associated with a specific note.
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*/
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class NoteScriptEvent extends ScriptEvent
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{
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/**
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* The note associated with this event.
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* You cannot replace it, but you can edit it.
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*/
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public var note(default, null):Note;
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public function new(type:ScriptEventType, note:Note, cancelable:Bool = false):Void
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{
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super(type, cancelable);
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this.note = note;
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}
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public override function toString():String
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{
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return 'NoteScriptEvent(type=' + type + ', cancelable=' + cancelable + ', note=' + note + ')';
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}
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}
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/**
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* An event that is fired during the update loop.
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*/
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class UpdateScriptEvent extends ScriptEvent
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{
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/**
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* The note associated with this event.
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* You cannot replace it, but you can edit it.
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*/
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public var elapsed(default, null):Float;
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public function new(elapsed:Float):Void
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{
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super(ScriptEvent.UPDATE, false);
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this.elapsed = elapsed;
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}
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public override function toString():String
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{
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return 'UpdateScriptEvent(elapsed=$elapsed)';
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}
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}
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/**
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* An event that is fired regularly during the song.
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* May be on beat or on step.
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*/
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class SongTimeScriptEvent extends ScriptEvent
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{
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/**
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* The current beat of the song.
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*/
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public var beat(default, null):Int;
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/**
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* The current step of the song.
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*/
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public var step(default, null):Int;
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public function new(type:ScriptEventType, beat:Int, step:Int):Void
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{
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super(type, false);
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this.beat = beat;
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this.step = step;
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}
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public override function toString():String
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{
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return 'SongTimeScriptEvent(type=' + type + ', beat=' + beat + ', step=' + step + ')';
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}
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}
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/**
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* An event that is fired regularly during the song.
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* May be on beat or on step.
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*/
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class CountdownScriptEvent extends ScriptEvent
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{
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/**
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* The current step of the countdown.
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*/
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public var step(default, null):CountdownStep;
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public function new(type:ScriptEventType, step:CountdownStep):Void
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{
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super(type, false);
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this.step = step;
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}
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public override function toString():String
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{
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return 'CountdownScriptEvent(type=' + type + ', step=' + step + ')';
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}
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}
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/**
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* An event that is fired when the player presses a key.
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*/
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class KeyboardInputScriptEvent extends ScriptEvent
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{
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/**
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* The associated keyboard event.
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*/
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public var event(default, null):KeyboardEvent;
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public function new(type:ScriptEventType, event:KeyboardEvent):Void
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{
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super(type, false);
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this.event = event;
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}
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public override function toString():String
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{
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return 'KeyboardInputScriptEvent(type=' + type + ', event=' + event + ')';
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}
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}
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