FUCK SPACES!!!! TABS RULES!!! 💪💪💪💪

This commit is contained in:
Yoshman29
2023-03-25 22:53:47 +01:00
parent c259385f2a
commit a63e5f5958
135 changed files with 6799 additions and 6799 deletions
+38 -38
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@@ -8,51 +8,51 @@ import funkin.scripting.events.*;
* To add a Character script, create a file here: `data/characters/my-char.hx`
*/
interface CharacterScript {
/**
* Triggered after the characters XML has been loaded.
*/
public function create():Void;
/**
* Triggered after the characters XML has been loaded.
*/
public function create():Void;
/**
* Triggered after the character has been entirely loaded.
*/
public function postCreate():Void;
/**
* Triggered after the character has been entirely loaded.
*/
public function postCreate():Void;
/**
* Triggered every frame.
*/
public function update(elapsed:Float):Void;
/**
* Triggered every frame.
*/
public function update(elapsed:Float):Void;
/**
* Triggered everytime the character will dance (play its idle animation).
*/
public function onDance(event:DanceEvent):Void;
/**
* Triggered everytime the character will dance (play its idle animation).
*/
public function onDance(event:DanceEvent):Void;
/**
* Triggered every beat
*/
public function beatHit(curBeat:Int):Void;
/**
* Triggered every beat
*/
public function beatHit(curBeat:Int):Void;
/**
* Triggered every step
*/
public function stepHit(curStep:Int):Void;
/**
* Triggered every step
*/
public function stepHit(curStep:Int):Void;
/**
* Triggered everytime the game tries to play an animation on your character.
*/
public function onPlayAnim(event:PlayAnimEvent):Void;
/**
* Triggered everytime the game tries to play an animation on your character.
*/
public function onPlayAnim(event:PlayAnimEvent):Void;
/**
* Triggered everytime the game tries to get your player's camera position.
* This event cannot be cancelled.
*/
public function onGetCamPos(event:PointEvent):Void;
/**
* Triggered everytime the game tries to get your player's camera position.
* This event cannot be cancelled.
*/
public function onGetCamPos(event:PointEvent):Void;
/**
* Triggered everytime the game tries to play a sing, alt sing or miss animation.
*/
public function onPlaySingAnim(event:DirectionAnimEvent):Void;
/**
* Triggered everytime the game tries to play a sing, alt sing or miss animation.
*/
public function onPlaySingAnim(event:DirectionAnimEvent):Void;
}
+69 -69
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@@ -9,79 +9,79 @@ import flixel.FlxState;
* All flixel signals are automatically binded, as shown below.
*/
interface GlobalScript {
/**
* Called whenever the game gains focus.
*/
public function focusGained():Void;
/**
* Called whenever the game loses focus.
*/
public function focusLost():Void;
/**
* Called whenever the game loses focus.
* @param width Width of the game
* @param height Height of the game
*/
public function gameResized(width:Int, height:Int):Void;
/**
* Called whenever the game gains focus.
*/
public function focusGained():Void;
/**
* Called whenever the game loses focus.
*/
public function focusLost():Void;
/**
* Called whenever the game loses focus.
* @param width Width of the game
* @param height Height of the game
*/
public function gameResized(width:Int, height:Int):Void;
/**
* Called after the screen has been drawn.
*/
public function postDraw():Void;
/**
* Called after the game has been reset.
*/
public function postGameReset():Void;
/**
* Called after the game has been started.
*/
public function postGameStart():Void;
/**
* Called after the state has been switched.
*/
public function postStateSwitch():Void;
/**
* Called after the game has been updated.
*
* Aliases: `postUpdate`
*
* @param elapsed Time elapsed since last frame
*/
public function postUpdate(elapsed:Float):Void;
/**
* Called before the game draws on screen.
*/
public function preDraw():Void;
/**
* Called after the screen has been drawn.
*/
public function postDraw():Void;
/**
* Called after the game has been reset.
*/
public function postGameReset():Void;
/**
* Called after the game has been started.
*/
public function postGameStart():Void;
/**
* Called after the state has been switched.
*/
public function postStateSwitch():Void;
/**
* Called after the game has been updated.
*
* Aliases: `postUpdate`
*
* @param elapsed Time elapsed since last frame
*/
public function postUpdate(elapsed:Float):Void;
/**
* Called before the game draws on screen.
*/
public function preDraw():Void;
/**
* Called before the game resets.
*/
public function preGameReset():Void;
/**
* Called before the game resets.
*/
public function preGameReset():Void;
/**
* Called before the game starts.
*/
public function preGameStart():Void;
/**
* Called before the game starts.
*/
public function preGameStart():Void;
/**
* Called before the state creates.
*/
public function preStateCreate(state:FlxState):Void;
/**
* Called before the state creates.
*/
public function preStateCreate(state:FlxState):Void;
/**
* Called before the state switches.
*/
public function preStateSwitch():Void;
/**
* Called before the state switches.
*/
public function preStateSwitch():Void;
/**
* Called before the game updates.
*
* Aliases: `preUpdate`
*/
public function update(elapsed:Float):Void;
/**
* Called before the game updates.
*
* Aliases: `preUpdate`
*/
public function update(elapsed:Float):Void;
}
+78 -78
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@@ -12,97 +12,97 @@ import funkin.scripting.events.*;
* Ex: If you added a `superCoolBG` element in your stage XML, you'll be able to access it via scripts by using `superCoolBG`.
*/
interface PlayStateScript {
/**
* Triggered after the characters has been created, during PlayState's creation.
*/
public function create():Void;
/**
* Triggered after the characters has been created, during PlayState's creation.
*/
public function create():Void;
/**
* Triggered at the very end of PlayState's creation
*/
public function postCreate():Void;
/**
* Triggered at the very end of PlayState's creation
*/
public function postCreate():Void;
/**
* Triggered every frame.
* @param elapsed Time elapsed since last frame.
*/
public function update(elapsed:Float):Void;
/**
* Triggered every frame.
* @param elapsed Time elapsed since last frame.
*/
public function update(elapsed:Float):Void;
/**
* Triggered at the end of every frame.
* @param elapsed Time elapsed since last frame.
*/
public function postUpdate(elapsed:Float):Void;
/**
* Triggered at the end of every frame.
* @param elapsed Time elapsed since last frame.
*/
public function postUpdate(elapsed:Float):Void;
/**
* Triggered every step
* @param curStep Current step.
*/
public function stepHit(curStep:Int):Void;
/**
* Triggered every step
* @param curStep Current step.
*/
public function stepHit(curStep:Int):Void;
/**
* Triggered every beat.
* @param curBeat Current beat.
*/
public function beatHit(curBeat:Int):Void;
/**
* Triggered every beat.
* @param curBeat Current beat.
*/
public function beatHit(curBeat:Int):Void;
/**
* Triggered every countdown.
* @param event Countdown event.
*/
public function onCountdown(event:CountdownEvent):Void;
/**
* Triggered every countdown.
* @param event Countdown event.
*/
public function onCountdown(event:CountdownEvent):Void;
/**
* Triggered after every countdown.
* @param event Countdown event.
*/
public function onPostCountdown(event:CountdownEvent):Void;
/**
* Triggered after every countdown.
* @param event Countdown event.
*/
public function onPostCountdown(event:CountdownEvent):Void;
/**
* Triggered whenever the player hits a note.
* @param note Event object with the note being pressed, the character who pressed it, and functions to alter or cancel the default behaviour.
*/
public function onPlayerHit(event:NoteHitEvent):Void;
/**
* Triggered whenever the player hits a note.
* @param note Event object with the note being pressed, the character who pressed it, and functions to alter or cancel the default behaviour.
*/
public function onPlayerHit(event:NoteHitEvent):Void;
/**
* Triggered whenever the opponent hits a note.
* @param note Event object with the note being pressed, the character who pressed it, and functions to alter or cancel the default behaviour.
*/
public function onDadHit(event:NoteHitEvent):Void;
/**
* Triggered whenever the opponent hits a note.
* @param note Event object with the note being pressed, the character who pressed it, and functions to alter or cancel the default behaviour.
*/
public function onDadHit(event:NoteHitEvent):Void;
/**
* Triggered whenever the input system updates.
* @param note Event object with the pressed notes, which allows you to alter which notes are being pressed during this frame, or simply cancel the input update.
*/
public function inputUpdate(event:InputSystemEvent):Void;
/**
* Triggered whenever the input system updates.
* @param note Event object with the pressed notes, which allows you to alter which notes are being pressed during this frame, or simply cancel the input update.
*/
public function inputUpdate(event:InputSystemEvent):Void;
/**
* Triggered after the input system updates.
* @param note Event object with the pressed, justPressed and justReleased notes.
*/
public function inputPostUpdate(event:InputSystemEvent):Void;
/**
* Triggered after the input system updates.
* @param note Event object with the pressed, justPressed and justReleased notes.
*/
public function inputPostUpdate(event:InputSystemEvent):Void;
/**
* Triggered on each note creation
* @param event Event object containing information about the note.
*/
public function onNoteCreation(event:NoteCreationEvent):Void;
/**
* Triggered on each note creation
* @param event Event object containing information about the note.
*/
public function onNoteCreation(event:NoteCreationEvent):Void;
/**
* Triggered on each strum creation
* @param event Event object containing information about the strum.
*/
public function onStrumCreation(event:StrumCreationEvent):Void;
/**
* Triggered on each strum creation
* @param event Event object containing information about the strum.
*/
public function onStrumCreation(event:StrumCreationEvent):Void;
/**
* Triggered on substate open.
* @param event Event object containing the substate, which is cancellable.
*/
public function onSubstateOpen(event:StateEvent):Void;
/**
* Triggered on substate open.
* @param event Event object containing the substate, which is cancellable.
*/
public function onSubstateOpen(event:StateEvent):Void;
/**
* Triggered on substate close.
* @param event Event object containing the substate, which is cancellable.
*/
public function onSubstateClose(event:StateEvent):Void;
/**
* Triggered on substate close.
* @param event Event object containing the substate, which is cancellable.
*/
public function onSubstateClose(event:StateEvent):Void;
}