package funkin.modding; import funkin.modding.events.ScriptEvent; /** * Defines a set of callbacks available to all scripted classes. * * Includes events handling basic life cycle relevant to all scripted classes. */ interface IScriptedClass { public function onScriptEvent(event:ScriptEvent):Void; public function onCreate(event:ScriptEvent):Void; public function onDestroy(event:ScriptEvent):Void; public function onUpdate(event:UpdateScriptEvent):Void; } /** * Defines a set of callbacks available to scripted classes which can follow the game between states. */ interface IStateChangingScriptedClass extends IScriptedClass { public function onStateChangeBegin(event:StateChangeScriptEvent):Void; public function onStateChangeEnd(event:StateChangeScriptEvent):Void; public function onSubstateOpenBegin(event:SubStateScriptEvent):Void; public function onSubstateOpenEnd(event:SubStateScriptEvent):Void; public function onSubstateCloseBegin(event:SubStateScriptEvent):Void; public function onSubstateCloseEnd(event:SubStateScriptEvent):Void; } /** * Defines a set of callbacks available to scripted classes which represent notes. */ interface INoteScriptedClass extends IScriptedClass { public function onNoteHit(event:NoteScriptEvent):Void; public function onNoteMiss(event:NoteScriptEvent):Void; } /** * Developer note: * * I previously considered adding events for onKeyDown, onKeyUp, mouse events, etc. * However, I realized that you can simply call something like the following within a module: * `FlxG.stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);` * This is more efficient than adding an entire event handler for every key press. * * -Eric */ /** * Defines a set of callbacks available to scripted classes that involve the lifecycle of the Play State. */ interface IPlayStateScriptedClass extends IScriptedClass { public function onPause(event:PauseScriptEvent):Void; public function onResume(event:ScriptEvent):Void; public function onSongLoaded(eent:SongLoadScriptEvent):Void; public function onSongStart(event:ScriptEvent):Void; public function onSongEnd(event:ScriptEvent):Void; public function onGameOver(event:ScriptEvent):Void; public function onSongRetry(event:ScriptEvent):Void; public function onNoteHit(event:NoteScriptEvent):Void; public function onNoteMiss(event:NoteScriptEvent):Void; public function onNoteGhostMiss(event:GhostMissNoteScriptEvent):Void; public function onStepHit(event:SongTimeScriptEvent):Void; public function onBeatHit(event:SongTimeScriptEvent):Void; public function onCountdownStart(event:CountdownScriptEvent):Void; public function onCountdownStep(event:CountdownScriptEvent):Void; public function onCountdownEnd(event:CountdownScriptEvent):Void; }