Static variables

staticSONG:SwagSong

SONG METADATA

@:value(0)staticcampaignScore:Int = 0

@:value(6)staticdaPixelZoom:Float = 6

@:value("normal")staticdifficulty:String = "normal"

@:value(false)staticfromMods:Bool = false

@:value(null)staticinstance:PlayState = null

@:value(false)staticisStoryMode:Bool = false

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

@:value(null)staticstoryWeek:WeekData = null

Constructor

new(?scriptsAllowed:Bool, ?scriptName:String)

Variables

@:value(new FlxTextFormat(0xFF888888, false, false, 0))accFormat:FlxTextFormat = new FlxTextFormat(0xFF888888, false, false, 0)

accuracy:Float

@:value(0)accuracyPressedNotes:Float = 0

camFollow:FlxObject

camGame:FlxCamera

@:value(false)camZooming:Bool = false

@:value(4)camZoomingInterval:Int = 4

@:value(true)canAccessDebugMenus:Bool = true

@:value(true)canDie:Bool = true

@:value(true)canPause:Bool = true

@:value(0)combo:Int = 0

@:value(false)comboBreaks:Bool = false

comboGroup:FlxSpriteGroup

@:value([new ComboRating(0, "F", 0xFFFF4444), new ComboRating(0.1, "E", 0xFFFF8844), new ComboRating(0.2, "D", 0xFFFFAA44), new ComboRating(0.4, "C", 0xFFFFFF44), new ComboRating(0.6, "B", 0xFFAAFF44), new ComboRating(0.8, "A", 0xFF88FF44), new ComboRating(0.9, "S", 0xFF44FFFF), new ComboRating(1, "S++", 0xFF44FFFF)])comboRatings:Array<ComboRating> = [new ComboRating(0, "F", 0xFFFF4444), new ComboRating(0.1, "E", 0xFFFF8844), new ComboRating(0.2, "D", 0xFFFFAA44), new ComboRating(0.4, "C", 0xFFFFFF44), new ComboRating(0.6, "B", 0xFFAAFF44), new ComboRating(0.8, "A", 0xFF88FF44), new ComboRating(0.9, "S", 0xFF44FFFF), new ComboRating(1, "S++", 0xFF44FFFF)]

cpuStrums:FlxTypedGroup<Strum>

@:value(0)curLight:Int = 0

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

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

@:value(null)cutscene:String = null

@:value(0)debugNum:Int = 0

@:value(1.05)defaultCamZoom:Float = 1.05

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

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

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

@:value(null)endCutscene:String = null

@:value(false)endingSong:Bool = false

@:value("gameOver")gameOverSong:String = "gameOver"

@:value(false)generatedMusic:Bool = false

@:value(1)gfSpeed:Int = 1

@:value(false)halloweenLevel:Bool = false

@:value(1)health:Float = 1

healthBar:FlxBar

healthBarBG:FlxSprite

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

@:value(false)inCutscene:Bool = false

inst:FlxSound

@:value(5)introLength:Int = 5

@:value(["intro3", "intro2", "intro1", "introGo"])introSounds:Array<String> = ["intro3", "intro2", "intro1", "introGo"]

@:value([null, "game/ready", "game/set", "game/go"])introSprites:Array<String> = [null, "game/ready", "game/set", "game/go"]

@:value("gameOverSFX")lossSFX:String = "gameOverSFX"

@:value(0)misses:Int = 0

@:value(true)muteVocalsOnMiss:Bool = true

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

@:value(false)paused:Bool = false

@:value(false)perfectMode:Bool = false

@:value(isStoryMode)playCutscenes:Bool = isStoryMode

playerStrums:FlxTypedGroup<Strum>

@:value(0)previousFrameTime:Int = 0

@:value(0)ratingNum:Int = 0

@:value("gameOverEnd")retrySFX:String = "gameOverEnd"

@:value(0)scrollSpeed:Float = 0

@:value(0)songLength:Float = 0

@:value(0)songScore:Int = 0

@:value(0)songTime:Float = 0

startTimer:FlxTimer

@:value(false)startedCountdown:Bool = false

@:value(false)startingSong:Bool = false

strumLine:FlxObject

strumLineNotes:FlxTypedGroup<Strum>

@:value(0)totalAccuracyAmount:Float = 0

vocals:FlxSound

Methods

@:value({ addAsDefaultIfUnknown : false })addNoteType(name:String, addAsDefaultIfUnknown:Bool = false):Int

countdown(swagCounter:Int):Void

Creates a fake countdown.

deleteNote(note:Note):Void

generateNotes(songData:SwagSong):Void

getNoteType(id:Int):String

nextSong():Void

pauseGame():Void

Inherited Variables

Defined by MusicBeatState

@:value(false)cancelConductorUpdate:Bool = false

Whenever the Conductor auto update should be enabled or not.

read onlycontrols:Controls

Game Controls.

read onlycurBeat:Int

Current beat

read onlycurBeatFloat:Float

Current beat, as a Float (ex: 1.24, instead of 1)

read onlycurStep:Int

Current step

read onlycurStepFloat:Float

Current step, as a Float (ex: 4.94, instead of 4)

@:value(null)scriptName:String = null

@:value(true)scriptsAllowed:Bool = true

read onlysongPos:Float

Current song position (in milliseconds).

stateScript:Script

Current injected script attached to the state. To add one, create a file at path "scripts/stateName" (ex: "scripts/")

Inherited Methods

Defined by MusicBeatState

call(name:String, ?args:Array<Dynamic>, ?defaultVal:Dynamic):Dynamic

event<T>(name:String, event:T):T

@:value({ fpsSensitive : false })lerp(v1:Float, v2:Float, ratio:Float, fpsSensitive:Bool = false):Float

Shortcut to FlxMath.lerp or CoolUtil.lerp, depending on fpsSensitive

Parameters:

v1

Value 1

v2

Value 2

ratio

Ratio

fpsSensitive

Whenever the ratio should not be adjusted to run at the same speed independant of framerate.