Funkin/source/funkin/MusicBeatSubstate.hx

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package funkin;
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import flixel.util.FlxColor;
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import flixel.FlxSubState;
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import funkin.Conductor.BPMChangeEvent;
import funkin.modding.events.ScriptEvent;
import funkin.modding.module.ModuleHandler;
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/**
* MusicBeatSubstate reincorporates the functionality of MusicBeatState into an FlxSubState.
*/
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class MusicBeatSubstate extends FlxSubState
{
public function new(bgColor:FlxColor = FlxColor.TRANSPARENT)
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{
super(bgColor);
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}
private var curStep:Int = 0;
private var curBeat:Int = 0;
private var controls(get, never):Controls;
inline function get_controls():Controls
return PlayerSettings.player1.controls;
override function update(elapsed:Float)
{
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// everyStep();
var oldStep:Int = curStep;
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updateCurStep();
curBeat = Math.floor(curStep / 4);
if (oldStep != curStep && curStep >= 0)
stepHit();
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super.update(elapsed);
}
private function updateCurStep():Void
{
var lastChange:BPMChangeEvent = {
stepTime: 0,
songTime: 0,
bpm: 0
}
for (i in 0...Conductor.bpmChangeMap.length)
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{
if (Conductor.songPosition > Conductor.bpmChangeMap[i].songTime)
lastChange = Conductor.bpmChangeMap[i];
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}
curStep = lastChange.stepTime + Math.floor((Conductor.songPosition - lastChange.songTime) / Conductor.stepCrochet);
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}
public function stepHit():Void
{
if (curStep % 4 == 0)
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beatHit();
}
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function dispatchEvent(event:ScriptEvent)
{
ModuleHandler.callEvent(event);
}
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public function beatHit():Void
{
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// do literally nothing dumbass
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}
}