package; import flixel.FlxSprite; import flixel.util.FlxColor; class Note extends FlxSprite { public var strumTime:Float = 0; public var mustPress:Bool = false; public var noteData:Int = 0; public var canBeHit:Bool = false; public var tooLate:Bool = false; public var wasGoodHit:Bool = false; public var prevNote:Note; public var noteScore:Float = 1; public function new(strumTime:Float, noteData:Int) { super(); x += 100; this.strumTime = strumTime; this.noteData = noteData; makeGraphic(50, 50); var swagWidth:Float = 55; switch (Math.abs(noteData)) { case 1: x += swagWidth * 2; color = FlxColor.GREEN; case 2: x += swagWidth * 3; color = FlxColor.RED; case 3: x += swagWidth * 1; color = FlxColor.BLUE; case 4: x += swagWidth * 0; color = FlxColor.PURPLE; } if (noteData < 0) { noteScore * 0.2; alpha = 0.6; } } override function update(elapsed:Float) { super.update(elapsed); if (mustPress) { if (strumTime > Conductor.songPosition - Conductor.safeZoneOffset && strumTime < Conductor.songPosition + Conductor.safeZoneOffset) { canBeHit = true; } else canBeHit = false; if (strumTime < Conductor.songPosition - Conductor.safeZoneOffset) tooLate = true; } else canBeHit = false; if (tooLate && alpha > 0.3) alpha *= 0.3; } }