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63 lines
2.2 KiB
Haxe
63 lines
2.2 KiB
Haxe
package funkin.modding;
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import funkin.modding.events.ScriptEvent;
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/**
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* Defines a set of callbacks available to all scripted classes.
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*
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* Includes events handling basic life cycle relevant to all scripted classes.
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*/
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interface IScriptedClass
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{
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public function onScriptEvent(event:ScriptEvent):Void;
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public function onCreate(event:ScriptEvent):Void;
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public function onDestroy(event:ScriptEvent):Void;
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public function onUpdate(event:UpdateScriptEvent):Void;
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}
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/**
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* Defines a set of callbacks available to scripted classes which can follow the game between states.
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*/
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interface IStateChangingScriptedClass extends IScriptedClass
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{
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public function onStateChangeBegin(event:StateChangeScriptEvent):Void;
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public function onStateChangeEnd(event:StateChangeScriptEvent):Void;
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}
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/**
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* Developer note:
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*
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* I previously considered adding events for onKeyDown, onKeyUp, mouse events, etc.
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* However, I realized that you can simply call something like the following within a module:
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* `FlxG.stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);`
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* This is more efficient than adding an entire event handler for every key press.
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*
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* -Eric
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*/
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/**
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* Defines a set of callbacks available to scripted classes that involve the lifecycle of the Play State.
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*/
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interface IPlayStateScriptedClass extends IScriptedClass
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{
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public function onPause(event:ScriptEvent):Void;
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public function onResume(event:ScriptEvent):Void;
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public function onSongLoaded(eent:SongLoadScriptEvent):Void;
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public function onSongStart(event:ScriptEvent):Void;
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public function onSongEnd(event:ScriptEvent):Void;
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public function onSongReset(event:ScriptEvent):Void;
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public function onGameOver(event:ScriptEvent):Void;
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public function onGameRetry(event:ScriptEvent):Void;
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public function onNoteHit(event:NoteScriptEvent):Void;
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public function onNoteMiss(event:NoteScriptEvent):Void;
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public function onStepHit(event:SongTimeScriptEvent):Void;
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public function onBeatHit(event:SongTimeScriptEvent):Void;
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public function onCountdownStart(event:CountdownScriptEvent):Void;
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public function onCountdownStep(event:CountdownScriptEvent):Void;
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public function onCountdownEnd(event:CountdownScriptEvent):Void;
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}
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