new()
bg:FlxBackdrop
@:value("default")bgType:String = "default"
@:value(Type.getClass(FlxG.state))lastState:Class<FlxState> = Type.getClass(FlxG.state)
main:OptionsScreen
optionsTree:OptionsTree
pathBG:FlxSprite
pathDesc:FunkinText
pathLabel:FunkinText
@:value(false)cancelConductorUpdate:Bool = false
Whenever the Conductor auto update should be enabled or not.
read onlycontrols:Controls
Game Controls. (All players / Solo)
read onlycontrolsP1:Controls
Game Controls (Player 1 only)
read onlycontrolsP2:Controls
Game Controls (Player 2 only)
read onlycurBeat:Int
Current beat
read onlycurBeatFloat:Float
Current beat, as a Float (ex: 1.24, instead of 1)
Float
read onlycurMeasure:Int
read onlycurMeasureFloat:Float
read onlycurStep:Int
Current step
read onlycurStepFloat:Float
Current step, as a Float (ex: 4.94, instead of 4)
@:value(new GraphicCacheSprite())graphicCache:GraphicCacheSprite = new GraphicCacheSprite()
Dummy sprite used to cache graphics to GPU.
@: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 "data/states/stateName" (ex: data/states/FreeplayState)
onMenuChange():Void
onMenuClose(m:OptionsScreen):Void
@:value({ moreTxt : "" })updateDesc(moreTxt:String = ""):Void
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
FlxMath.lerp
CoolUtil.lerp
fpsSensitive
Parameters:
v1
Value 1
v2
Value 2
ratio
Ratio
Whenever the ratio should not be adjusted to run at the same speed independent of framerate.
openSubState(subState:FlxSubState):Void
SCRIPTING STUFF