class Main
no package
extends Sprite › DisplayObjectContainer › InteractiveObject › DisplayObject › EventDispatcher
@:directlyUsed@:build(openfl.utils._internal.AssetsMacro.initBinding())@:autoBuild(openfl.utils._internal.AssetsMacro.initBinding())@:keepStatic variables
Static methods
Constructor
Inherited Variables
Defined by Sprite
buttonMode:Bool
Specifies the button mode of this sprite. If true
, this
+
class Main
no package
extends Sprite › DisplayObjectContainer › InteractiveObject › DisplayObject › EventDispatcher
@:directlyUsed@:build(openfl.utils._internal.AssetsMacro.initBinding())@:autoBuild(openfl.utils._internal.AssetsMacro.initBinding())@:keepStatic variables
Static methods
Constructor
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;
}
-
class StrumNote
package game
extends FlxSkewedSprite › FlxSprite › FlxObject › FlxBasic
@:directlyUsedConstructor
Variables
Methods
Inherited Variables
Defined by FlxSkewedSprite
@:value(false)matrixExposed:Bool = false
Bool flag showing whether transformMatrix is used for rendering or not. +
class StrumNote
package game
extends FlxSkewedSprite › FlxSprite › FlxObject › FlxBasic
@:directlyUsedConstructor
Variables
Methods
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(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:
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(0)staticpreviousScrollSpeedLmao:Float = 0
Variable that stores the original scroll speed before being divided by songMultiplier
.
Usage: ChartingState
@:value("NORMAL")staticstoryDifficultyStr:String = "NORMAL"
String
representation of the current Story Mode difficulty.
@:value([])staticstoryPlaylist:Array<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
Variables
@: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(false)camZooming:Bool = false
Bool
for whether or not the camera is currently zooming in and out to the song's beat.
@:value(Options.getData("cameraZooms"))cameraZooms:Bool = Options.getData("cameraZooms")
Bool
for if the camera is allowed to zoom in.
@:value(1.0)defaultHudCamZoom:Float = 1.0
The default hud camera zoom (used for zoom the hud properly).
@: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(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(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
Variables
@: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(false)camZooming:Bool = false
Bool
for whether or not the camera is currently zooming in and out to the song's beat.
@:value(Options.getData("cameraZooms"))cameraZooms:Bool = Options.getData("cameraZooms")
Bool
for if the camera is allowed to zoom in.
@:value(1.0)defaultHudCamZoom:Float = 1.0
The default hud camera zoom (used for zoom the hud properly).
@: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(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(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).
@: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(Options.getData("marvelousRatings"))marvelousRatings:Bool = Options.getData("marvelousRatings")
@:value(4)ogKeyCount:Int = 4
Keeps track of the original opponent (or both if not specified for player) key count.
+Turned off by default.@: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(Options.getData("playerNoteSplashes"))playerNoteSplashes:Bool = Options.getData("playerNoteSplashes")
Should the player spawn a notesplash on a sick or marvelous rating?
@: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]
@:value(new FlxTypedSpriteGroup<NoteSplash>())splash_group:FlxTypedSpriteGroup<NoteSplash> = new FlxTypedSpriteGroup<NoteSplash>()
FlxTypedGroup
of NoteSplash
s used to contain all note splashes
-and make performance better as a result by using .recycle
.
@: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(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
@:value({ execute_on : BOTH })inlineset(name:String, data:Dynamic, execute_on:Execute_On = BOTH, ?stage_data:Dynamic):Void
Inherited Variables
Defined by MusicBeatState
Defined by ModchartMusicBeatState
Defined by FlxUIState
Defined by FlxTransitionableState
Defined by FlxState
@: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(Options.getData("playerNoteSplashes"))playerNoteSplashes:Bool = Options.getData("playerNoteSplashes")
Should the player spawn a notesplash on a sick or marvelous rating?
@: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]
@:value(new FlxTypedSpriteGroup<NoteSplash>())splash_group:FlxTypedSpriteGroup<NoteSplash> = new FlxTypedSpriteGroup<NoteSplash>()
FlxTypedGroup
of NoteSplash
s used to contain all note splashes
+and make performance better as a result by using .recycle
.
@: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(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
@:value({ execute_on : BOTH })inlineset(name:String, data:Dynamic, execute_on:Execute_On = BOTH, ?stage_data:Dynamic):Void
Inherited Variables
Defined by MusicBeatState
Defined by ModchartMusicBeatState
Defined by FlxUIState
Defined by FlxTransitionableState
Defined by FlxState
@: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.
class UISkinSelect
package substates
extends MusicBeatSubstate › FlxSubState › FlxState › FlxTypedContainer › FlxTypedGroup › FlxBasic
@:directlyUsed@:build(flixel.system.macros.FlxMacroUtil.deprecateOverride("switchTo", "switchTo is deprecated, use startOutro"))@:autoBuild(flixel.system.macros.FlxMacroUtil.deprecateOverride("switchTo", "switchTo is deprecated, use startOutro"))Constructor
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
Defined by FlxSubState
Defined by FlxState
@:value(true)destroySubStates:Bool = true
If substates get destroyed when they are closed, setting this to +
class UISkinSelect
package substates
extends MusicBeatSubstate › FlxSubState › FlxState › FlxTypedContainer › FlxTypedGroup › FlxBasic
@:directlyUsed@:build(flixel.system.macros.FlxMacroUtil.deprecateOverride("switchTo", "switchTo is deprecated, use startOutro"))@:autoBuild(flixel.system.macros.FlxMacroUtil.deprecateOverride("switchTo", "switchTo is deprecated, use startOutro"))Constructor
Variables
@:value(new FlxTypedGroup<FlxSprite>())uiGroup:FlxTypedGroup<FlxSprite> = new FlxTypedGroup<FlxSprite>()
@: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
Defined by FlxSubState
Defined by FlxState
@: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.
class HUDAdjustment
package ui
extends MusicBeatState › ModchartMusicBeatState › FlxUIState › FlxTransitionableState › FlxState › FlxTypedContainer › FlxTypedGroup › FlxBasic
@:directlyUsed@:build(flixel.system.macros.FlxMacroUtil.deprecateOverride("switchTo", "switchTo is deprecated, use startOutro"))@:autoBuild(flixel.system.macros.FlxMacroUtil.deprecateOverride("switchTo", "switchTo is deprecated, use startOutro"))Constructor
Methods
Inherited Variables
Defined by MusicBeatState
Defined by ModchartMusicBeatState
Defined by FlxUIState
Defined by FlxTransitionableState
Defined by FlxState
@:value(true)destroySubStates:Bool = true
If substates get destroyed when they are closed, setting this to +
class HUDAdjustment
package ui
extends MusicBeatState › ModchartMusicBeatState › FlxUIState › FlxTransitionableState › FlxState › FlxTypedContainer › FlxTypedGroup › FlxBasic
@:directlyUsed@:build(flixel.system.macros.FlxMacroUtil.deprecateOverride("switchTo", "switchTo is deprecated, use startOutro"))@:autoBuild(flixel.system.macros.FlxMacroUtil.deprecateOverride("switchTo", "switchTo is deprecated, use startOutro"))Constructor
Variables
Methods
Inherited Variables
Defined by MusicBeatState
Defined by ModchartMusicBeatState
Defined by FlxUIState
Defined by FlxTransitionableState
Defined by FlxState
@: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.
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.
4.4.0
.read onlymemberRemoved:FlxTypedSignal<T ‑> Void>
A FlxSignal
that dispatches when a child is removed from this group.
4.4.0
.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)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).
cameras:Array<FlxCamera>
This determines on which FlxCamera
s 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
5.7.0
.Inherited Methods
Defined by MusicBeatState
Defined by FlxUIState
Defined by FlxTransitionableState
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
5.7.0
.Inherited Methods
Defined by MusicBeatState
Defined by FlxUIState
Defined by FlxTransitionableState
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.
switchTo(nextState:FlxState):Bool
Called from FlxG.switchState()
. If false
is returned, the state
switch is cancelled - the default implementation returns true
.
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
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 |