mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-05 14:24:28 +00:00
136 lines
3.8 KiB
Haxe
136 lines
3.8 KiB
Haxe
package funkin;
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import flixel.FlxSubState;
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import funkin.modding.IScriptedClass.IEventHandler;
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import flixel.util.FlxColor;
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import funkin.Conductor.BPMChangeEvent;
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import funkin.modding.events.ScriptEvent;
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import funkin.modding.module.ModuleHandler;
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import flixel.text.FlxText;
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import funkin.modding.PolymodHandler;
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/**
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* MusicBeatSubState reincorporates the functionality of MusicBeatState into an FlxSubState.
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*/
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class MusicBeatSubState extends FlxSubState implements IEventHandler
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{
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public var leftWatermarkText:FlxText = null;
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public var rightWatermarkText:FlxText = null;
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public function new(bgColor:FlxColor = FlxColor.TRANSPARENT)
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{
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super(bgColor);
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}
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var controls(get, never):Controls;
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inline function get_controls():Controls
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return PlayerSettings.player1.controls;
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override function create():Void
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{
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super.create();
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createWatermarkText();
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Conductor.beatHit.add(this.beatHit);
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Conductor.stepHit.add(this.stepHit);
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}
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public override function destroy():Void
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{
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super.destroy();
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Conductor.beatHit.remove(this.beatHit);
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Conductor.stepHit.remove(this.stepHit);
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}
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override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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// Rebindable volume keys.
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if (controls.VOLUME_MUTE) FlxG.sound.toggleMuted();
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else if (controls.VOLUME_UP) FlxG.sound.changeVolume(0.1);
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else if (controls.VOLUME_DOWN) FlxG.sound.changeVolume(-0.1);
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// Emergency exit button.
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if (FlxG.keys.justPressed.F4) FlxG.switchState(new MainMenuState());
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// This can now be used in EVERY STATE YAY!
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if (FlxG.keys.justPressed.F5) debug_refreshModules();
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}
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function debug_refreshModules()
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{
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PolymodHandler.forceReloadAssets();
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// Restart the current state, so old data is cleared.
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FlxG.resetState();
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}
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/**
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* Called when a step is hit in the current song.
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* Continues outside of PlayState, for things like animations in menus.
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* @return Whether the event should continue (not canceled).
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*/
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public function stepHit():Bool
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{
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var event:ScriptEvent = new SongTimeScriptEvent(ScriptEvent.SONG_STEP_HIT, Conductor.currentBeat, Conductor.currentStep);
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dispatchEvent(event);
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if (event.eventCanceled) return false;
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return true;
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}
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/**
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* Called when a beat is hit in the current song.
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* Continues outside of PlayState, for things like animations in menus.
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* @return Whether the event should continue (not canceled).
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*/
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public function beatHit():Bool
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{
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var event:ScriptEvent = new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, Conductor.currentBeat, Conductor.currentStep);
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dispatchEvent(event);
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if (event.eventCanceled) return false;
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return true;
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}
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public function dispatchEvent(event:ScriptEvent)
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{
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ModuleHandler.callEvent(event);
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}
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function createWatermarkText():Void
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{
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// Both have an xPos of 0, but a width equal to the full screen.
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// The rightWatermarkText is right aligned, which puts the text in the correct spot.
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leftWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12);
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rightWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12);
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// 100,000 should be good enough.
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leftWatermarkText.zIndex = 100000;
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rightWatermarkText.zIndex = 100000;
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leftWatermarkText.scrollFactor.set(0, 0);
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rightWatermarkText.scrollFactor.set(0, 0);
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leftWatermarkText.setFormat('VCR OSD Mono', 16, FlxColor.WHITE, LEFT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
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rightWatermarkText.setFormat('VCR OSD Mono', 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
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add(leftWatermarkText);
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add(rightWatermarkText);
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}
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/**
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* Close this substate and replace it with a different one.
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*/
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public function switchSubState(substate:FlxSubState):Void
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{
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this.close();
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this._parentState.openSubState(substate);
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}
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}
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