Funkin/source/funkin/MusicBeatSubState.hx

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package funkin;
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import flixel.FlxSubState;
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import funkin.modding.IScriptedClass.IEventHandler;
import flixel.util.FlxColor;
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import funkin.Conductor.BPMChangeEvent;
import funkin.modding.events.ScriptEvent;
import funkin.modding.module.ModuleHandler;
import flixel.text.FlxText;
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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{
public var leftWatermarkText:FlxText = null;
public var rightWatermarkText:FlxText = null;
public function new(bgColor:FlxColor = FlxColor.TRANSPARENT)
{
super(bgColor);
}
var controls(get, never):Controls;
inline function get_controls():Controls
return PlayerSettings.player1.controls;
override function create():Void
{
super.create();
createWatermarkText();
Conductor.beatHit.add(this.beatHit);
Conductor.stepHit.add(this.stepHit);
}
public override function destroy():Void
{
super.destroy();
Conductor.beatHit.remove(this.beatHit);
Conductor.stepHit.remove(this.stepHit);
}
override function update(elapsed:Float):Void
{
super.update(elapsed);
// Rebindable volume keys.
if (controls.VOLUME_MUTE) FlxG.sound.toggleMuted();
else if (controls.VOLUME_UP) FlxG.sound.changeVolume(0.1);
else if (controls.VOLUME_DOWN) FlxG.sound.changeVolume(-0.1);
// Emergency exit button.
if (FlxG.keys.justPressed.F4) FlxG.switchState(new MainMenuState());
// This can now be used in EVERY STATE YAY!
if (FlxG.keys.justPressed.F5) debug_refreshModules();
}
function debug_refreshModules()
{
PolymodHandler.forceReloadAssets();
// Restart the current state, so old data is cleared.
FlxG.resetState();
}
/**
* Called when a step is hit in the current song.
* Continues outside of PlayState, for things like animations in menus.
* @return Whether the event should continue (not canceled).
*/
public function stepHit():Bool
{
var event:ScriptEvent = new SongTimeScriptEvent(ScriptEvent.SONG_STEP_HIT, Conductor.currentBeat, Conductor.currentStep);
dispatchEvent(event);
if (event.eventCanceled) return false;
return true;
}
/**
* Called when a beat is hit in the current song.
* Continues outside of PlayState, for things like animations in menus.
* @return Whether the event should continue (not canceled).
*/
public function beatHit():Bool
{
var event:ScriptEvent = new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, Conductor.currentBeat, Conductor.currentStep);
dispatchEvent(event);
if (event.eventCanceled) return false;
return true;
}
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public function dispatchEvent(event:ScriptEvent)
{
ModuleHandler.callEvent(event);
}
function createWatermarkText():Void
{
// 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);
}
/**
* Close this substate and replace it with a different one.
*/
public function switchSubState(substate:FlxSubState):Void
{
this.close();
this._parentState.openSubState(substate);
}
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}