diff --git a/Main.html b/Main.html index 827d0ce20c..5fe1a6725e 100644 --- a/Main.html +++ b/Main.html @@ -7,7 +7,7 @@ float: none; text-shadow: 0 0 0 transparent; } -

Static variables

@:keepstaticgame:FlxGame

@:keepstaticlogsOverlay:Logs

Static methods

@:keepstaticinlinechangeFont(font:String):Void

@:keepstaticinlineresetSpriteCache(sprite:Sprite):Void

@:keepstaticinlinetoggleFPS(fpsEnabled:Bool):Void

@:keepstaticinlinetoggleLogs(logsEnabled:Bool):Void

@:keepstaticinlinetoggleMem(memEnabled:Bool):Void

@:keepstaticinlinetoggleVers(versEnabled:Bool):Void

Constructor

@:has_untyped@:keepnew()

Inherited Variables

Defined by Sprite

buttonMode:Bool

Specifies the button mode of this sprite. If true, this +

Static variables

@:keepstaticgame:FlxGame

@:keepstaticlogsOverlay:Logs

Static methods

@:keepstaticinlinechangeFont(font:String):Void

@:keepstaticinlineresetSpriteCache(sprite:Sprite):Void

@:keepstaticinlinetoggleFPS(fpsEnabled:Bool):Void

@:keepstaticinlinetoggleLogs(logsEnabled:Bool):Void

@:keepstaticinlinetoggleMem(memEnabled:Bool):Void

@:keepstaticinlinetoggleVers(versEnabled:Bool):Void

Constructor

@:has_untyped@:keepnew()

Inherited Variables

Defined by Sprite

buttonMode:Bool

Specifies the button mode of this sprite. If true, this sprite behaves as a button, which means that it triggers the display of the hand cursor when the pointer passes over the sprite and can receive a click event if the enter or space keys are pressed when the diff --git a/game/StrumNote.html b/game/StrumNote.html index 150947025e..9e5ebb4957 100644 --- a/game/StrumNote.html +++ b/game/StrumNote.html @@ -7,7 +7,7 @@ float: none; text-shadow: 0 0 0 transparent; } -

Constructor

new(x:Float, y:Float, leData:Int, ?ui_Skin:String, ?ui_settings:Array<String>, ?mania_size:Array<String>, ?keyCount:Int, ?isPlayer:Float)

Variables

@:value(false)affectedbycolor:Bool = false

@:value(new ColorSwap())colorSwap:ColorSwap = new ColorSwap()

@:value(0)modAngle:Float = 0

@:value([255, 0, 0])noteColor:Array<Int> = [255, 0, 0]

@:value(0)resetAnim:Float = 0

@:value(0)swagWidth:Float = 0

@:value("default")ui_Skin:String = "default"

Methods

@:value({ force : false })playAnim(anim:String, force:Bool = false):Void

Inherited Variables

Defined by FlxSkewedSprite

@:value(false)matrixExposed:Bool = false

Bool flag showing whether transformMatrix is used for rendering or not. +

Constructor

new(x:Float, y:Float, noteData:Int, ?ui_Skin:String, ?ui_settings:Array<String>, ?mania_size:Array<String>, ?keyCount:Int, ?isPlayer:Float)

Variables

@:value(false)affectedbycolor:Bool = false

@:value(new ColorSwap())colorSwap:ColorSwap = new ColorSwap()

@:value(0)modAngle:Float = 0

@:value([255, 0, 0])noteColor:Array<Int> = [255, 0, 0]

@:value(0)resetAnim:Float = 0

@:value(0)swagWidth:Float = 0

@:value("default")ui_Skin:String = "default"

Methods

@:value({ force : false })playAnim(anim:String, force:Bool = false):Void

Inherited Variables

Defined by FlxSkewedSprite

@:value(false)matrixExposed:Bool = false

Bool flag showing whether transformMatrix is used for rendering or not. False by default, which means that transformMatrix isn't used for rendering

@:value(FlxPoint.get())read onlyskew:FlxPoint = FlxPoint.get()

@:value(new Matrix())read onlytransformMatrix:Matrix = new Matrix()

Tranformation matrix for this sprite. Used only when matrixExposed is set to true

Defined by FlxSprite

@:value(1.0)alpha:Float = 1.0

Set alpha to a number between 0 and 1 to change the opacity of the sprite.

See also:

animation:FlxAnimationController

Class that handles adding and playing animations on this sprite.

See also:

@:value(defaultAntialiasing)antialiasing:Bool = defaultAntialiasing

Controls whether the object is smoothed when rotated, affects performance.

@:value(0)read onlybakedRotationAngle:Float = 0

The minimum angle (out of 360°) for which a new baked rotation exists. Example: 90 means there are 4 baked rotations in the spritesheet. 0 if this sprite does not have any baked rotations.

See also:

blend:BlendMode

Blending modes, just like Photoshop or whatever, e.g. "multiply", "screen", etc.

clipRect:FlxRect

Clipping rectangle for this sprite. diff --git a/states/PlayState.html b/states/PlayState.html index 1953102bd3..620858e6b2 100644 --- a/states/PlayState.html +++ b/states/PlayState.html @@ -15,16 +15,16 @@ (Disabled while charting as the events are already loaded)

@:value(false)staticplayCutsceneLmao:Bool = false

@:value(false)staticplayCutsceneOnPauseLmao:Bool = false

@:value(false)staticplayCutscenes:Bool = false

staticplayerStrums:FlxTypedGroup<StrumNote>

FlxTypedGroup of all current player strums.

staticprevCamFollow:FlxObject

Copy of camFollow used for transitioning between songs smoother.

@:value(0)staticpreviousScrollSpeedLmao:Float = 0

Variable that stores the original scroll speed before being divided by songMultiplier.

Usage: ChartingState

@:value(1)staticsongMultiplier:Float = 1

Current song multiplier. (Should be minimum 0.25)

@:value(0)staticstartOnTime:Float = 0

@:value("NORMAL")staticstoryDifficultyStr:String = "NORMAL"

String representation of the current Story Mode difficulty.

@:value([])staticstoryPlaylist:Array<String> = []

Array of all the songs that you are going to play next in Story Mode as String.

@:value(0)staticstoryWeek:Int = 0

Current Story Mode week as an Int.

-

(Generally unused / deprecated).

staticstrumLineNotes:FlxTypedGroup<StrumNote>

FlxTypedGroup of all current strums (enemy strums are first).

Static methods

Constructor

new()

Variables

@:value(100.0)accuracy:Float = 100.0

Current accuracy for the player (0 - 100).

@:value([])addedVocals:Array<String> = []

@:value("")altAnim:String = ""

Current alt animation for any characters that may be using it (should just be dad).

@:value(new Map<String,Array<String>>())arrow_Configs:Map<String, Array<String>> = new Map<String,Array<String>>()

@:value([])baseEvents:Array<Array<Dynamic>> = []

Original Array of the current song's events.

@:value([])bfMap:Map<String, Boyfriend> = []

Map of String to Boyfriend for changing bf's character.

binds:Array<String>

Your current key bindings stored as Strings.

camFollow:FlxObject

Simple FlxObject to store the camera's current position that it's following.

camGame:FlxCamera

FlxCamera for all elements part of the main scene.

camHUD:FlxCamera

FlxCamera for all HUD/UI elements.

@:value(false)camZooming:Bool = false

Bool for whether or not the camera is currently zooming in and out to the song's beat.

@:value(1)cameraSpeed:Float = 1

Speed of camera.

@:value(1)cameraZoomRate:Float = 1

Multiplier for speed of camera bops.

@:value(1)cameraZoomSpeed:Float = 1

Speed of camera zooming.

@:value(1)cameraZoomStrength:Float = 1

Multiplier for strength of camera bops.

@:value(Options.getData("cameraZooms"))cameraZooms:Bool = Options.getData("cameraZooms")

Bool for if the camera is allowed to zoom in.

@:value(true)canFullscreen:Bool = true

@:value(true)canPause:Bool = true

@:value(false)centerCamera:Bool = false

Should the camera be centered?

@:value(0)combo:Int = 0

Current combo (or amount of notes hit in a row without a combo break).

@:value("")curSong:String = ""

Shortner for SONG.song.

@:value(SONG.keyCount)currentParsingKeyCount:Int = SONG.keyCount

@:value(SONG.playerKeyCount)currentParsingPlayerKeyCount:Int = SONG.playerKeyCount

@:value([])dadMap:Map<String, Character> = []

Map of String to Character for changing dad's character.

@:value(1.05)defaultCamZoom:Float = 1.05

The default camera zoom (used for camera zooming properly).

@:value(1.0)defaultHudCamZoom:Float = 1.0

The default hud camera zoom (used for zoom the hud properly).

@:value("")detailsPausedText:String = ""

Paused Details to use in RPC.

@:value("Freeplay")detailsText:String = "Freeplay"

Details to use in RPC.

@:value(Options.getData("enemyStrumsGlow"))enemyStrumsGlow:Bool = Options.getData("enemyStrumsGlow")

@:value([])event_luas:Map<String, ModchartUtilities> = []

Map of String to ModchartUtilities used for custom events.

@:value([])events:Array<Array<Dynamic>> = []

Array of current events used by the song.

@:value(new FlxGroup())foregroundSprites:FlxGroup = new FlxGroup()

FlxGroup for all the sprites that should go above the characters in a stage.

@:value(Options.getData("timeBarStyle"))funnyTimeBarStyle:String = Options.getData("timeBarStyle")

Current time bar style selected by the player.

@:value(false)generatedMusic:Bool = false

Variable for if generateSong has been called successfully yet.

@:value(false)generatedSomeDumbEventLuas:Bool = false

@:value([])gfMap:Map<String, Character> = []

Map of String to Character for changing gf's character.

@:value(1)gfSpeed:Int = 1

The interval of beats the current gf waits till their dance function gets called. (as an Int)

+

(Generally unused / deprecated).

staticstrumLineNotes:FlxTypedGroup<StrumNote>

FlxTypedGroup of all current strums (enemy strums are first).

Static methods

Constructor

new()

Variables

@:value(100.0)accuracy:Float = 100.0

Current accuracy for the player (0 - 100).

@:value(new FlxText(0, 0, 0, "bruh", 24))accuracyText:FlxText = new FlxText(0, 0, 0, "bruh", 24)

@:value([])addedVocals:Array<String> = []

@:value("")altAnim:String = ""

Current alt animation for any characters that may be using it (should just be dad).

@:value(new Map<String,Array<String>>())arrow_Configs:Map<String, Array<String>> = new Map<String,Array<String>>()

@:value([])baseEvents:Array<Array<Dynamic>> = []

Original Array of the current song's events.

@:value([])bfMap:Map<String, Boyfriend> = []

Map of String to Boyfriend for changing bf's character.

binds:Array<String>

Your current key bindings stored as Strings.

camFollow:FlxObject

Simple FlxObject to store the camera's current position that it's following.

camGame:FlxCamera

FlxCamera for all elements part of the main scene.

camHUD:FlxCamera

FlxCamera for all HUD/UI elements.

@:value(false)camZooming:Bool = false

Bool for whether or not the camera is currently zooming in and out to the song's beat.

@:value(1)cameraSpeed:Float = 1

Speed of camera.

@:value(1)cameraZoomRate:Float = 1

Multiplier for speed of camera bops.

@:value(1)cameraZoomSpeed:Float = 1

Speed of camera zooming.

@:value(1)cameraZoomStrength:Float = 1

Multiplier for strength of camera bops.

@:value(Options.getData("cameraZooms"))cameraZooms:Bool = Options.getData("cameraZooms")

Bool for if the camera is allowed to zoom in.

@:value(true)canFullscreen:Bool = true

@:value(true)canPause:Bool = true

@:value(false)centerCamera:Bool = false

Should the camera be centered?

@:value(0)combo:Int = 0

Current combo (or amount of notes hit in a row without a combo break).

@:value("")curSong:String = ""

Shortner for SONG.song.

@:value(SONG.keyCount)currentParsingKeyCount:Int = SONG.keyCount

@:value(SONG.playerKeyCount)currentParsingPlayerKeyCount:Int = SONG.playerKeyCount

@:value([])dadMap:Map<String, Character> = []

Map of String to Character for changing dad's character.

@:value(1.05)defaultCamZoom:Float = 1.05

The default camera zoom (used for camera zooming properly).

@:value(1.0)defaultHudCamZoom:Float = 1.0

The default hud camera zoom (used for zoom the hud properly).

@:value("")detailsPausedText:String = ""

Paused Details to use in RPC.

@:value("Freeplay")detailsText:String = "Freeplay"

Details to use in RPC.

@:value(false)endingSong:Bool = false

@:value(Options.getData("enemyStrumsGlow"))enemyStrumsGlow:Bool = Options.getData("enemyStrumsGlow")

@:value([])event_luas:Map<String, ModchartUtilities> = []

Map of String to ModchartUtilities used for custom events.

@:value([])events:Array<Array<Dynamic>> = []

Array of current events used by the song.

@:value(new FlxGroup())foregroundSprites:FlxGroup = new FlxGroup()

FlxGroup for all the sprites that should go above the characters in a stage.

@:value(Options.getData("timeBarStyle"))funnyTimeBarStyle:String = Options.getData("timeBarStyle")

Current time bar style selected by the player.

@:value(false)generatedMusic:Bool = false

Variable for if generateSong has been called successfully yet.

@:value(false)generatedSomeDumbEventLuas:Bool = false

@:value([])gfMap:Map<String, Character> = []

Map of String to Character for changing gf's character.

@:value(1)gfSpeed:Int = 1

The interval of beats the current gf waits till their dance function gets called. (as an Int)

Example:

1 = Every Beat,
 2 = Every Other Beat,
 etc.
 

@:value(1)health:Float = 1

Current health of the player (stored as a range from minHealth to maxHealth, which is by default 0 to 2).

healthBar:FlxBar

The health bar.

healthBarBG:FlxSprite

Background sprite for the health bar.

@:value(1)healthShown:Float = 1

Current health being shown on the healthBar. (Is inverted from normal when playing as opponent)

@:value(0.0)hitNotes:Float = 0.0

Total notes hit (is a Float because it's used for accuracy calculations).

@:value(Options.getData("hitsound"))hitSoundString:String = Options.getData("hitsound")

The current hitsound the player is using. (By default is 'none')

@:value([])hscriptEvents:Map<String, HScript> = []

iconP1:HealthIcon

The icon for the player character (bf).

iconP2:HealthIcon

The icon for the opponent character (dad).

@:value("")iconRPC:String = ""

Small Icon to use in RPC.

@:value(false)inCutscene:Bool = false

Whether or not you are currently in a cutscene.

@:value(false)invincible:Bool = false

@:value([])luaScriptArray:Array<ModchartUtilities> = []

Array of Lua scripts.

@:value([])maniaChanges:Array<Dynamic> = []

@:value(Options.getData("marvelousRatings"))marvelousRatings:Bool = Options.getData("marvelousRatings")

@:value(0)maxCombo:Int = 0

Current combo (or amount of notes hit in a row without a combo break).

@:value(2)maxHealth:Float = 2

Maximum health value. (Defaults to 2)

@:value(0)minHealth:Float = 0

Minimum health value. (Defaults to 0)

@:value([])missSounds:Array<FlxSound> = []

Array of cached miss sounds.

@:value(0)misses:Int = 0

Current miss count for the player.

noteBG:FlxSprite

The note underlay colored black. -Turned off by default.

notes:FlxTypedGroup<Note>

FlxTypedGroup of all currently active notes in the game.

@:value(4)ogKeyCount:Int = 4

Keeps track of the original opponent (or both if not specified for player) key count.

+Turned off by default.

notes:FlxTypedGroup<Note>

FlxTypedGroup of all currently active notes in the game.

@:value([])number_Tweens:Array<VarTween> = []

@:value([])numbers:Array<FlxSprite> = []

@:value(4)ogKeyCount:Int = 4

Keeps track of the original opponent (or both if not specified for player) key count.

(Used when playing as opponent).

@:value(4)ogPlayerKeyCount:Int = 4

Keeps track of the original player key count.

-

(Used when playing as opponent).

@:value(Options.getData("opponentNoteSplashes"))opponentNoteSplashes:Bool = Options.getData("opponentNoteSplashes")

Should the opponent spawn a notesplash on a sick or marvelous rating?

@:value(false)paused:Bool = false

@:value(Options.getData("playerNoteSplashes"))playerNoteSplashes:Bool = Options.getData("playerNoteSplashes")

Should the player spawn a notesplash on a sick or marvelous rating?

@:value([])prevEnemyXVals:Map<String, Float> = []

@:value([])prevPlayerXVals:Map<String, Float> = []

@:value("")ratingStr:String = ""

ratingText:FlxText

Current text that displays your ratings (plus misses and MA/PA).

@:value(["marvelous" => 0, "sick" => 0, "good" => 0, "bad" => 0, "shit" => 0])ratings:Map<String, Int> = ["marvelous" => 0, "sick" => 0, "good" => 0, "bad" => 0, "shit" => 0]

A Map of the String names of the ratings to the amount of times you got them.

@:value(new FlxSpriteGroup())ratingsGroup:FlxSpriteGroup = new FlxSpriteGroup()

scoreTxt:FlxText

Current text under the health bar (displays score and other stats).

@:value([])scripts:Array<HScript> = []

@:value(0)songLength:Float = 0

Length of the current song's instrumental track in milliseconds.

@:value(0)songScore:Int = 0

Current score for the player.

@:value(0.0)song_info_timer:Float = 0.0

@:value(1.0)speed:Float = 1.0

@:value(new FlxTypedSpriteGroup<NoteSplash>())splash_group:FlxTypedSpriteGroup<NoteSplash> = new FlxTypedSpriteGroup<NoteSplash>()

FlxTypedGroup of NoteSplashs used to contain all note splashes -and make performance better as a result by using .recycle.

stage:StageGroup

The current stage.

@:value([])stageMap:Map<String, StageGroup> = []

Map of String to StageGroup for changing the stage.

@:value(false)startedCountdown:Bool = false

@:value(false)startingSong:Bool = false

Whether or not the player has started the song yet.

@:value(false)stopSong:Bool = false

Variable used by Lua Modcharts to stop the song midway.

strumLine:FlxSprite

Simple FlxSprite to help represent the strum line the strums initially spawn at.

@:value(false)switchedStates:Bool = false

@:value(0.0)time:Float = 0.0

Current time of the song in milliseconds used for the progress bar.

timeBar:TimeBar

The progress bar.

@:value(0)totalNotes:Int = 0

Total notes interacted with. (Includes missing and hitting)

tweenManager:FlxTweenManager

Manages tweens in lua scripts to pause when game is

@:value(new Map<String,Array<String>>())type_Configs:Map<String, Array<String>> = new Map<String,Array<String>>()

@:value([])unspawnNotes:Array<Note> = []

Array of all the notes waiting to be spawned into the game (when their time comes to prevent lag).

@:value(false)usedLuaCameras:Bool = false

Used lua cameras?

@:value(new SoundGroup(2))vocals:SoundGroup = new SoundGroup(2)

Vocal tracks for the current song as a SoundGroup.

Methods

addBehind(behind:FlxBasic, obj:FlxBasic):Void

Adds behind behind obj

Parameters:

behind

The object to add behind

obj

The object that will be in front

@:value({ execute_on : BOTH })inlinecall(func:String, ?args:Array<Dynamic>, execute_on:Execute_On = BOTH, ?stage_arguments:Array<Dynamic>):Void

@:value({ execute_on : BOTH })executeALuaState(name:String, arguments:Array<Dynamic>, execute_on:Execute_On = BOTH, ?stage_arguments:Array<Dynamic>):Void

@:value({ showReminders : true, isPlayer : false })generateStaticArrows(pos:Float, isPlayer:Bool = false, showReminders:Bool = true):Void

@:value({ execute_on : BOTH })hscriptCall(func:String, ?args:Array<Dynamic>, execute_on:Execute_On = BOTH):Void

popUpScore(strumtime:Float, noteData:Int, ?setNoteDiff:Float):Void

@:value({ newCam : null })reorderCameras(?newCam:FlxCamera):Void

@:value({ execute_on : BOTH })inlineset(name:String, data:Dynamic, execute_on:Execute_On = BOTH, ?stage_data:Dynamic):Void

@:value({ execute_on : BOTH })setLuaVar(name:String, data:Dynamic, execute_on:Execute_On = BOTH, ?stage_data:Dynamic):Void

sortNotes(Obj1:Note, Obj2:Note):Int

@:value({ endSongVar : false })startVideo(name:String, ?ext:String, endSongVar:Bool = false):Void

Inherited Variables

Defined by MusicBeatState

@:value(0)curBeat:Int = 0

@:value(0)curStep:Int = 0

@:value(0)lastBeat:Float = 0

@:value(0)lastStep:Float = 0

Defined by ModchartMusicBeatState

Defined by FlxUIState

@:value(null)cursor:FlxUICursor = null

@:value(null)getTextFallback:(String, String, Bool) ‑> String = null

@:value(false)hideCursorOnSubstate:Bool = false

@:value(false)reload_ui_on_resize:Bool = false

read onlytooltips:FlxUITooltipManager

frontend for adding tooltips to things

Defined by FlxTransitionableState

Defined by FlxState

bgColor:FlxColor

The natural background color the cameras default to. In AARRGGBB format.

@:value(true)destroySubStates:Bool = true

If substates get destroyed when they are closed, setting this to +

(Used when playing as opponent).

@:value(Options.getData("opponentNoteSplashes"))opponentNoteSplashes:Bool = Options.getData("opponentNoteSplashes")

Should the opponent spawn a notesplash on a sick or marvelous rating?

@:value(false)paused:Bool = false

@:value(Options.getData("playerNoteSplashes"))playerNoteSplashes:Bool = Options.getData("playerNoteSplashes")

Should the player spawn a notesplash on a sick or marvelous rating?

@:value([])prevEnemyXVals:Map<String, Float> = []

@:value([])prevPlayerXVals:Map<String, Float> = []

@:value(new FlxSprite())rating:FlxSprite = new FlxSprite()

@:value("")ratingStr:String = ""

ratingText:FlxText

Current text that displays your ratings (plus misses and MA/PA).

@:value(["marvelous" => 0, "sick" => 0, "good" => 0, "bad" => 0, "shit" => 0])ratings:Map<String, Int> = ["marvelous" => 0, "sick" => 0, "good" => 0, "bad" => 0, "shit" => 0]

A Map of the String names of the ratings to the amount of times you got them.

@:value(new FlxSpriteGroup())ratingsGroup:FlxSpriteGroup = new FlxSpriteGroup()

scoreTxt:FlxText

Current text under the health bar (displays score and other stats).

@:value([])scripts:Array<HScript> = []

@:value(0)songLength:Float = 0

Length of the current song's instrumental track in milliseconds.

@:value(0)songScore:Int = 0

Current score for the player.

@:value(0.0)song_info_timer:Float = 0.0

@:value(1.0)speed:Float = 1.0

@:value(new FlxTypedSpriteGroup<NoteSplash>())splash_group:FlxTypedSpriteGroup<NoteSplash> = new FlxTypedSpriteGroup<NoteSplash>()

FlxTypedGroup of NoteSplashs used to contain all note splashes +and make performance better as a result by using .recycle.

stage:StageGroup

The current stage.

@:value([])stageMap:Map<String, StageGroup> = []

Map of String to StageGroup for changing the stage.

@:value(false)startedCountdown:Bool = false

@:value(false)startingSong:Bool = false

Whether or not the player has started the song yet.

@:value(false)stopSong:Bool = false

Variable used by Lua Modcharts to stop the song midway.

strumLine:FlxSprite

Simple FlxSprite to help represent the strum line the strums initially spawn at.

@:value(false)switchedStates:Bool = false

@:value(0.0)time:Float = 0.0

Current time of the song in milliseconds used for the progress bar.

timeBar:TimeBar

The progress bar.

@:value(0)totalNotes:Int = 0

Total notes interacted with. (Includes missing and hitting)

tweenManager:FlxTweenManager

Manages tweens in lua scripts to pause when game is

@:value(new Map<String,Array<String>>())type_Configs:Map<String, Array<String>> = new Map<String,Array<String>>()

@:value([])uiMap:Map<String, FlxGraphicAsset> = []

@:value([])unspawnNotes:Array<Note> = []

Array of all the notes waiting to be spawned into the game (when their time comes to prevent lag).

@:value(false)usedLuaCameras:Bool = false

Used lua cameras?

@:value(new SoundGroup(2))vocals:SoundGroup = new SoundGroup(2)

Vocal tracks for the current song as a SoundGroup.

Methods

addBehind(behind:FlxBasic, obj:FlxBasic):Void

Adds behind behind obj

Parameters:

behind

The object to add behind

obj

The object that will be in front

@:value({ execute_on : BOTH })inlinecall(func:String, ?args:Array<Dynamic>, execute_on:Execute_On = BOTH, ?stage_arguments:Array<Dynamic>):Void

@:value({ execute_on : BOTH })executeALuaState(name:String, arguments:Array<Dynamic>, execute_on:Execute_On = BOTH, ?stage_arguments:Array<Dynamic>):Void

@:value({ showReminders : true, isPlayer : false })generateStaticArrows(pos:Float, isPlayer:Bool = false, showReminders:Bool = true):Void

@:value({ execute_on : BOTH })hscriptCall(func:String, ?args:Array<Dynamic>, execute_on:Execute_On = BOTH):Void

popUpScore(strumtime:Float, noteData:Int, ?setNoteDiff:Float):Void

@:value({ newCam : null })reorderCameras(?newCam:FlxCamera):Void

@:value({ execute_on : BOTH })inlineset(name:String, data:Dynamic, execute_on:Execute_On = BOTH, ?stage_data:Dynamic):Void

@:value({ execute_on : BOTH })setLuaVar(name:String, data:Dynamic, execute_on:Execute_On = BOTH, ?stage_data:Dynamic):Void

sortNotes(Obj1:Note, Obj2:Note):Int

@:value({ endSongVar : false })startVideo(name:String, ?ext:String, endSongVar:Bool = false):Void

Inherited Variables

Defined by MusicBeatState

@:value(0)curBeat:Int = 0

@:value(0)curStep:Int = 0

@:value(0)lastBeat:Float = 0

@:value(0)lastStep:Float = 0

Defined by ModchartMusicBeatState

Defined by FlxUIState

@:value(null)cursor:FlxUICursor = null

@:value(null)getTextFallback:(String, String, Bool) ‑> String = null

@:value(false)hideCursorOnSubstate:Bool = false

@:value(false)reload_ui_on_resize:Bool = false

read onlytooltips:FlxUITooltipManager

frontend for adding tooltips to things

Defined by FlxTransitionableState

Defined by FlxState

bgColor:FlxColor

The natural background color the cameras default to. In AARRGGBB format.

@:value(true)destroySubStates:Bool = true

If substates get destroyed when they are closed, setting this to false might reduce state creation time, at greater memory cost.

@:value(true)persistentDraw:Bool = true

Determines whether the current state is drawn, even when it is not the active state. For example, if you have your game state open first, and then you push a pause state on top of it, if this is set to true, the game state would still continue to be drawn behind that pause state.

diff --git a/substates/UISkinSelect.html b/substates/UISkinSelect.html index 52e46ce680..006bb3671b 100644 --- a/substates/UISkinSelect.html +++ b/substates/UISkinSelect.html @@ -7,7 +7,7 @@ float: none; text-shadow: 0 0 0 transparent; } -

Constructor

new()

Variables

@:value(CoolUtil.coolTextFile(Paths.txt("uiSkinList")))ui_Skins:Array<String> = CoolUtil.coolTextFile(Paths.txt("uiSkinList"))

@:value(CoolUtil.coolTextFile(Paths.txt("ui skins/" + Options.getData("uiSkin") + "/config")))ui_settings:Array<String> = CoolUtil.coolTextFile(Paths.txt("ui skins/" + Options.getData("uiSkin") + "/config"))

Methods

Inherited Variables

Defined by MusicBeatSubstate

@:value(0)curBeat:Int = 0

@:value(0)curStep:Int = 0

@:value(0)lastBeat:Float = 0

@:value(0)lastStep:Float = 0

Defined by FlxSubState

closeCallback:() ‑> Void

Callback method for state close event.

openCallback:() ‑> Void

Callback method for state open/resume event.

Available since

4.3.0

.

Defined by FlxState

bgColor:FlxColor

The natural background color the cameras default to. In AARRGGBB format.

@:value(true)destroySubStates:Bool = true

If substates get destroyed when they are closed, setting this to +

Constructor

new()

Variables

@:value(0)curSelected:Int = 0

@:value(4)keyCount:Int = 4

@:value(false)leaving:Bool = false

@:value(new FlxTypedGroup<FlxSprite>())uiGroup:FlxTypedGroup<FlxSprite> = new FlxTypedGroup<FlxSprite>()

@:value(Options.getData("uiSkin"))ui_Skin:String = Options.getData("uiSkin")

@:value(CoolUtil.coolTextFile(Paths.txt("uiSkinList")))ui_Skins:Array<String> = CoolUtil.coolTextFile(Paths.txt("uiSkinList"))

@:value(CoolUtil.coolTextFile(Paths.txt("ui skins/" + Options.getData("uiSkin") + "/config")))ui_settings:Array<String> = CoolUtil.coolTextFile(Paths.txt("ui skins/" + Options.getData("uiSkin") + "/config"))

Methods

Inherited Variables

Defined by MusicBeatSubstate

@:value(0)curBeat:Int = 0

@:value(0)curStep:Int = 0

@:value(0)lastBeat:Float = 0

@:value(0)lastStep:Float = 0

Defined by FlxSubState

closeCallback:() ‑> Void

Callback method for state close event.

openCallback:() ‑> Void

Callback method for state open/resume event.

Available since

4.3.0

.

Defined by FlxState

bgColor:FlxColor

The natural background color the cameras default to. In AARRGGBB format.

@:value(true)destroySubStates:Bool = true

If substates get destroyed when they are closed, setting this to false might reduce state creation time, at greater memory cost.

@:value(true)persistentDraw:Bool = true

Determines whether the current state is drawn, even when it is not the active state. For example, if you have your game state open first, and then you push a pause state on top of it, if this is set to true, the game state would still continue to be drawn behind that pause state.

diff --git a/ui/HUDAdjustment.html b/ui/HUDAdjustment.html index f3dc6ab1d2..590f0d40d9 100644 --- a/ui/HUDAdjustment.html +++ b/ui/HUDAdjustment.html @@ -7,7 +7,7 @@ float: none; text-shadow: 0 0 0 transparent; } -

Constructor

new()

Methods

Inherited Variables

Defined by MusicBeatState

@:value(0)curBeat:Int = 0

@:value(0)curStep:Int = 0

@:value(0)lastBeat:Float = 0

@:value(0)lastStep:Float = 0

Defined by ModchartMusicBeatState

Defined by FlxUIState

@:value(null)cursor:FlxUICursor = null

@:value(null)getTextFallback:(String, String, Bool) ‑> String = null

@:value(false)hideCursorOnSubstate:Bool = false

@:value(false)reload_ui_on_resize:Bool = false

read onlytooltips:FlxUITooltipManager

frontend for adding tooltips to things

Defined by FlxTransitionableState

Defined by FlxState

bgColor:FlxColor

The natural background color the cameras default to. In AARRGGBB format.

@:value(true)destroySubStates:Bool = true

If substates get destroyed when they are closed, setting this to +

Constructor

new()

Variables

bf:Boyfriend

The player character.

dad:Character

The opponent character.

gf:Character

The gf character.

healthBar:FlxBar

The health bar.

healthBarBG:FlxSprite

Background sprite for the health bar.

@:value(1)healthShown:Float = 1

Current health being shown on the healthBar.

hud:FlxCamera

FlxCamera for the ratings and ui.

iconP1:HealthIcon

The icon for the player character (bf).

iconP2:HealthIcon

The icon for the opponent character (dad).

@:value(0)initAccuracyTextX:Float = 0

@:value(0)initAccuracyTextY:Float = 0

@:value(0)initComboX:Float = 0

@:value(0)initComboY:Float = 0

@:value(0)initRatingTextX:Float = 0

@:value(0)initRatingTextY:Float = 0

@:value(0)initRatingX:Float = 0

@:value(0)initRatingY:Float = 0

@:value([])maniaSize:Array<String> = []

ratingText:FlxExtendedMouseSprite

Current text that displays your ratings (plus misses and MA/PA).

stage:StageGroup

The stage.

@:value([])uiSettings:Array<String> = []

Methods

Inherited Variables

Defined by MusicBeatState

@:value(0)curBeat:Int = 0

@:value(0)curStep:Int = 0

@:value(0)lastBeat:Float = 0

@:value(0)lastStep:Float = 0

Defined by ModchartMusicBeatState

Defined by FlxUIState

@:value(null)cursor:FlxUICursor = null

@:value(null)getTextFallback:(String, String, Bool) ‑> String = null

@:value(false)hideCursorOnSubstate:Bool = false

@:value(false)reload_ui_on_resize:Bool = false

read onlytooltips:FlxUITooltipManager

frontend for adding tooltips to things

Defined by FlxTransitionableState

Defined by FlxState

bgColor:FlxColor

The natural background color the cameras default to. In AARRGGBB format.

@:value(true)destroySubStates:Bool = true

If substates get destroyed when they are closed, setting this to false might reduce state creation time, at greater memory cost.

@:value(true)persistentDraw:Bool = true

Determines whether the current state is drawn, even when it is not the active state. For example, if you have your game state open first, and then you push a pause state on top of it, if this is set to true, the game state would still continue to be drawn behind that pause state.

@@ -20,7 +20,7 @@ variable instead of members.length unless you really know what you're doing!

maxSize:Int

The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow.

read onlymemberAdded:FlxTypedSignal<T ‑> Void>

A FlxSignal that dispatches when a child is added to this group.

Available since

4.4.0

.

read onlymemberRemoved:FlxTypedSignal<T ‑> Void>

A FlxSignal that dispatches when a child is removed from this group.

Available since

4.4.0

.

read onlymembers:Array<T>

Array of all the members in this group.

Defined by FlxBasic

@:value(idEnumerator++)ID:Int = idEnumerator++

A unique ID starting from 0 and increasing by 1 for each subsequent FlxBasic that is created.

@:value(true)active:Bool = true

Controls whether update() is automatically called by FlxState/FlxGroup.

@:value(true)alive:Bool = true

Useful state for many game objects - "dead" (!alive) vs alive. kill() and revive() both flip this switch (along with exists, but you can override that).

camera:FlxCamera

Gets or sets the first camera of this object.

cameras:Array<FlxCamera>

This determines on which FlxCameras this object will be drawn. If it is null / has not been set, it uses the list of default draw targets, which is controlled via FlxG.camera.setDefaultDrawTarget -as well as the DefaultDrawTarget argument of FlxG.camera.add.

read onlycontainer:Null<FlxContainer>

The parent containing this basic, typically if you check this recursively you should reach the state

Available since

5.7.0

.

@:value(true)exists:Bool = true

Controls whether update() and draw() are automatically called by FlxState/FlxGroup.

@:value(true)visible:Bool = true

Controls whether draw() is automatically called by FlxState/FlxGroup.

Inherited Methods

Defined by MusicBeatState

Defined by FlxUIState

getEvent(id:String, sender:Dynamic, data:Dynamic, ?params:Array<Dynamic>):Void

getRequest(id:String, sender:Dynamic, data:Dynamic, ?params:Array<Dynamic>):Dynamic

@:value({ Safe : true, Context : "ui" })getText(Flag:String, Context:String = "ui", Safe:Bool = true):String

onShowTooltip(t:FlxUITooltip):Void

Available since

2.1.0

.

@:value({ height : 600, width : 800 })resizeScreen(width:Float = 800, height:Float = 600):Void

Defined by FlxTransitionableState

transitionIn():Void

Starts the in-transition. Can be called manually at any time.

transitionOut(?OnExit:() ‑> Void):Void

Starts the out-transition. Can be called manually at any time.

Defined by FlxState

onFocus():Void

This method is called after the game receives focus. +as well as the DefaultDrawTarget argument of FlxG.camera.add.

read onlycontainer:Null<FlxContainer>

The parent containing this basic, typically if you check this recursively you should reach the state

Available since

5.7.0

.

@:value(true)exists:Bool = true

Controls whether update() and draw() are automatically called by FlxState/FlxGroup.

@:value(true)visible:Bool = true

Controls whether draw() is automatically called by FlxState/FlxGroup.

Inherited Methods

Defined by MusicBeatState

Defined by FlxUIState

getEvent(id:String, sender:Dynamic, data:Dynamic, ?params:Array<Dynamic>):Void

getRequest(id:String, sender:Dynamic, data:Dynamic, ?params:Array<Dynamic>):Dynamic

@:value({ Safe : true, Context : "ui" })getText(Flag:String, Context:String = "ui", Safe:Bool = true):String

onShowTooltip(t:FlxUITooltip):Void

Available since

2.1.0

.

@:value({ height : 600, width : 800 })resizeScreen(width:Float = 800, height:Float = 600):Void

Defined by FlxTransitionableState

transitionIn():Void

Starts the in-transition. Can be called manually at any time.

transitionOut(?OnExit:() ‑> Void):Void

Starts the out-transition. Can be called manually at any time.

Defined by FlxState

onFocus():Void

This method is called after the game receives focus. Can be useful for third party libraries, such as tweening engines.

onFocusLost():Void

This method is called after the game loses focus. Can be useful for third party libraries, such as tweening engines.

resetSubState():Void

Load substate for this state

switchTo(nextState:FlxState):Bool

Deprecated: "switchTo is deprecated, use startOutro"

Called from FlxG.switchState(). If false is returned, the state switch is cancelled - the default implementation returns true.

diff --git a/utilities/Controls.html b/utilities/Controls.html index 6ac65a582b..4d0553cc02 100644 --- a/utilities/Controls.html +++ b/utilities/Controls.html @@ -14,4 +14,4 @@ If binder is a literal you can inline this

copyFrom(controls:Controls, ?device:Device):Void

inlinecopyTo(controls:Controls, ?device:Device):Void

getInputsFor(control:Control, device:Device, ?list:Array<Int>):Array<Int>

@:value({ deviceID : FlxInputDeviceID.ALL })removeGamepad(deviceID:Int = FlxInputDeviceID.ALL):Void

replaceBinding(control:Control, device:Device, ?toAdd:Int, ?toRemove:Int):Void

@:value({ reset : true })setKeyboardScheme(scheme:KeyboardScheme, reset:Bool = true):Void

inlineunbindButtons(control:Control, gamepadID:Int, buttons:Array<FlxGamepadInputID>):Void

Sets all actions that pertain to the binder to trigger when the supplied keys are used. If binder is a literal you can inline this

unbindKeys(control:Control, keys:Array<FlxKey>):Void

Sets all actions that pertain to the binder to trigger when the supplied keys are used. If binder is a literal you can inline this

Inherited Variables

Defined by FlxActionSet

@:value(true)active:Bool = true

Whether this action set runs when update() is called

read onlyanalogActions:Array<FlxActionAnalog>

Analog actions in this set

read onlydigitalActions:Array<FlxActionDigital>

Digital actions in this set

@:value("")read onlyname:String = ""

Name of the action set

Inherited Methods

Defined by FlxActionSet

@:value({ Attach : true })attachSteamController(Handle:Int, Attach:Bool = true):Void

Automatically adds or removes inputs for a steam controller -to any steam-affiliated actions

Parameters:

Handle

steam controller handle from FlxSteam.getConnectedControllers(), or FlxInputDeviceID.FIRST_ACTIVE / ALL

Attach

true: adds inputs, false: removes inputs

@:value({ Destroy : true })remove(Action:FlxAction, Destroy:Bool = true):Bool

Remove an action from this set

Parameters:

Action

a FlxAction

Destroy

whether to destroy it as well

Returns:

whether it was found and removed

\ No newline at end of file +to any steam-affiliated actions

Parameters:

Handle

steam controller handle from FlxSteam.getConnectedControllers(), or FlxInputDeviceID.FIRST_ACTIVE / ALL

Attach

true: adds inputs, false: removes inputs

@:value({ Destroy : true })remove(Action:FlxAction, Destroy:Bool = true):Bool

Remove an action from this set

Parameters:

Action

a FlxAction

Destroy

whether to destroy it as well

Returns:

whether it was found and removed

update():Void

Update all the actions in this set (each will check inputs & potentially trigger)

\ No newline at end of file