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125 lines
3.9 KiB
Haxe
125 lines
3.9 KiB
Haxe
package funkin.modding;
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import funkin.modding.events.ScriptEvent;
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/**
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* Defines a set of callbacks available to all scripted classes.
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*
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* Includes events handling basic life cycle relevant to all scripted classes.
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*/
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interface IScriptedClass
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{
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public function onScriptEvent(event:ScriptEvent):Void;
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public function onCreate(event:ScriptEvent):Void;
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public function onDestroy(event:ScriptEvent):Void;
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public function onUpdate(event:UpdateScriptEvent):Void;
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}
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/**
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* Defines a set of callbacks available to scripted classes which can follow the game between states.
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*/
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interface IStateChangingScriptedClass extends IScriptedClass
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{
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public function onStateChangeBegin(event:StateChangeScriptEvent):Void;
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public function onStateChangeEnd(event:StateChangeScriptEvent):Void;
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public function onSubstateOpenBegin(event:SubStateScriptEvent):Void;
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public function onSubstateOpenEnd(event:SubStateScriptEvent):Void;
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public function onSubstateCloseBegin(event:SubStateScriptEvent):Void;
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public function onSubstateCloseEnd(event:SubStateScriptEvent):Void;
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}
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/**
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* Defines a set of callbacks available to scripted classes which represent notes.
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*/
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interface INoteScriptedClass extends IScriptedClass
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{
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public function onNoteHit(event:NoteScriptEvent):Void;
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public function onNoteMiss(event:NoteScriptEvent):Void;
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}
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/**
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* Developer note:
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*
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* I previously considered adding events for onKeyDown, onKeyUp, mouse events, etc.
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* However, I realized that you can simply call something like the following within a module:
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* `FlxG.state.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);`
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* This is more efficient than adding an entire event handler for every key press.
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*
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* -Eric
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*/
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/**
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* Defines a set of callbacks available to scripted classes that involve the lifecycle of the Play State.
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*/
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interface IPlayStateScriptedClass extends IScriptedClass
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{
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/**
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* Called when the game is paused.
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* Has properties to set whether the pause easter egg will happen,
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* and can be cancelled by scripts.
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*/
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public function onPause(event:PauseScriptEvent):Void;
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/**
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* Called when the game is unpaused.
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*/
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public function onResume(event:ScriptEvent):Void;
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/**
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* Called when the song has been parsed, before notes have been placed.
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* Use this to mutate the chart.
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*/
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public function onSongLoaded(event:SongLoadScriptEvent):Void;
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/**
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* Called when the song starts (conductor time is 0 seconds).
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*/
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public function onSongStart(event:ScriptEvent):Void;
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/**
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* Called when the song ends and the song is about to be unloaded.
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*/
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public function onSongEnd(event:ScriptEvent):Void;
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/**
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* Called as the player runs out of health just before the game over substate is entered.
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*/
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public function onGameOver(event:ScriptEvent):Void;
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/**
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* Called when the player restarts the song, either via pause menu or restarting after a game over.
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*/
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public function onSongRetry(event:ScriptEvent):Void;
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/**
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* Called when EITHER player hits a note.
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* Query the note attached to the event to determine if it was hit by the player or CPU.
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*/
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public function onNoteHit(event:NoteScriptEvent):Void;
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/**
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* Called when EITHER player (usually the player) misses a note.
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*/
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public function onNoteMiss(event:NoteScriptEvent):Void;
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/**
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* Called when the player presses a key when no note is on the strumline.
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*/
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public function onNoteGhostMiss(event:GhostMissNoteScriptEvent):Void;
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/**
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* Called once every step of the song.
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*/
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public function onStepHit(event:SongTimeScriptEvent):Void;
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/**
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* Called once every beat of the song.
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*/
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public function onBeatHit(event:SongTimeScriptEvent):Void;
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/**
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* Called when the countdown of the song starts.
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*/
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public function onCountdownStart(event:CountdownScriptEvent):Void;
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/**
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* Called when the a part of the countdown happens.
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*/
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public function onCountdownStep(event:CountdownScriptEvent):Void;
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/**
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* Called when the countdown of the song ends.
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*/
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public function onCountdownEnd(event:CountdownScriptEvent):Void;
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}
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