package funkin; import flixel.util.FlxSort; import funkin.util.SortUtil; import funkin.play.stage.StageData.StageDataParser; import funkin.play.character.CharacterData.CharacterDataParser; import flixel.FlxState; import flixel.FlxSubState; import flixel.util.FlxColor; import flixel.text.FlxText; import funkin.modding.events.ScriptEvent; import funkin.modding.module.ModuleHandler; import funkin.modding.events.ScriptEvent.UpdateScriptEvent; import funkin.Conductor.BPMChangeEvent; import flixel.addons.ui.FlxUIState; /** * MusicBeatState actually represents the core utility FlxState of the game. * It includes functionality for event handling, as well as maintaining BPM-based update events. */ class MusicBeatState extends FlxUIState { private var curStep:Int = 0; private var curBeat:Int = 0; private var controls(get, never):Controls; private var lastBeatHitTime:Float = 0; inline function get_controls():Controls return PlayerSettings.player1.controls; public var leftWatermarkText:FlxText = null; public var rightWatermarkText:FlxText = null; public function new() { super(); initCallbacks(); } function initCallbacks() { subStateOpened.add(onOpenSubstateComplete); subStateClosed.add(onCloseSubstateComplete); } override function create() { super.create(); createWatermarkText(); } override function update(elapsed:Float) { super.update(elapsed); // This can now be used in EVERY STATE YAY! if (FlxG.keys.justPressed.F5) debug_refreshModules(); // everyStep(); var oldStep:Int = curStep; updateCurStep(); updateBeat(); if (oldStep != curStep && curStep >= 0) stepHit(); dispatchEvent(new UpdateScriptEvent(elapsed)); } function createWatermarkText() { // 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); } function dispatchEvent(event:ScriptEvent) { ModuleHandler.callEvent(event); } function debug_refreshModules() { // Forcibly clear scripts so that scripts can be edited. ModuleHandler.clearModuleCache(); polymod.hscript.PolymodScriptClass.clearScriptClasses(); // Forcibly reload Polymod so it finds any new files. polymod.Polymod.reload(); // Reload scripted classes so stages and modules will update. polymod.hscript.PolymodScriptClass.registerAllScriptClasses(); // Reload the stages in cache. This might cause a lag spike but who cares this is a debug utility. StageDataParser.loadStageCache(); CharacterDataParser.loadCharacterCache(); ModuleHandler.loadModuleCache(); // Restart the current state, so old data is cleared. FlxG.resetState(); } private function updateBeat():Void { curBeat = Math.floor(curStep / 4); } private function updateCurStep():Void { var lastChange:BPMChangeEvent = { stepTime: 0, songTime: 0, bpm: 0 } for (i in 0...Conductor.bpmChangeMap.length) { if (Conductor.songPosition >= Conductor.bpmChangeMap[i].songTime) lastChange = Conductor.bpmChangeMap[i]; } curStep = lastChange.stepTime + Math.floor((Conductor.songPosition - lastChange.songTime) / Conductor.stepCrochet); } public function stepHit():Bool { var event = new SongTimeScriptEvent(ScriptEvent.SONG_STEP_HIT, curBeat, curStep); dispatchEvent(event); if (event.eventCanceled) { return false; } if (curStep % 4 == 0) beatHit(); return true; } public function beatHit():Bool { var event = new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, curBeat, curStep); dispatchEvent(event); if (event.eventCanceled) { return false; } lastBeatHitTime = Conductor.songPosition; return true; } /** * Refreshes the state, by redoing the render order of all sprites. * It does this based on the `zIndex` of each prop. */ public function refresh() { sort(SortUtil.byZIndex, FlxSort.ASCENDING); } override function switchTo(nextState:FlxState):Bool { var event = new StateChangeScriptEvent(ScriptEvent.STATE_CHANGE_BEGIN, nextState, true); dispatchEvent(event); if (event.eventCanceled) { return false; } return super.switchTo(nextState); } public override function openSubState(targetSubstate:FlxSubState):Void { var event = new SubStateScriptEvent(ScriptEvent.SUBSTATE_OPEN_BEGIN, targetSubstate, true); dispatchEvent(event); if (event.eventCanceled) { return; } super.openSubState(targetSubstate); } function onOpenSubstateComplete(targetState:FlxSubState):Void { dispatchEvent(new SubStateScriptEvent(ScriptEvent.SUBSTATE_OPEN_END, targetState, true)); } public override function closeSubState():Void { var event = new SubStateScriptEvent(ScriptEvent.SUBSTATE_CLOSE_BEGIN, this.subState, true); dispatchEvent(event); if (event.eventCanceled) { return; } super.closeSubState(); } function onCloseSubstateComplete(targetState:FlxSubState):Void { dispatchEvent(new SubStateScriptEvent(ScriptEvent.SUBSTATE_CLOSE_END, targetState, true)); } }