package funkin; import flixel.FlxSubState; import flixel.util.FlxColor; import funkin.Conductor.BPMChangeEvent; import funkin.modding.events.ScriptEvent; import funkin.modding.module.ModuleHandler; import flixel.text.FlxText; import funkin.modding.PolymodHandler; /** * MusicBeatSubState reincorporates the functionality of MusicBeatState into an FlxSubState. */ class MusicBeatSubState extends FlxSubState { 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; } 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); } }