staticread onlyinstance:Charter
@:value(false)staticstartHere:Bool = false
@:value(0)staticstartTime:Float = 0
@:value({ reload : true })new(song:String, diff:String, reload:Bool = true)
addEventSpr:CharterEventAdd
beatSeparator:FlxBackdrop
charterBG:FunkinSprite
CONFIG & UI (might make this customizable later)
charterCamera:FlxCamera
CAMERAS
@:value([])clipboard:Array<CharterCopyboardObject> = []
conductorFollowerSpr:FlxSprite
eventsBackdrop:FlxBackdrop
@:value(new CharterEventGroup())eventsGroup:CharterEventGroup = new CharterEventGroup()
gridBackdrop:CharterBackdrop
gridBackdropDummy:CharterBackdropDummy
hitsound:FlxSound
metronome:FlxSound
@:value(new CharterNoteGroup())notesGroup:CharterNoteGroup = new CharterNoteGroup()
@:value([])redoList:Array<CharterChange> = []
scrollBar:UIScrollBar
sectionSeparator:FlxBackdrop
@:value([])selection:Array<CharterNote> = []
selectionBox:UISliceSprite
songPosInfo:UIText
@:value(new FlxTypedGroup<CharterStrumline>())strumLines:FlxTypedGroup<CharterStrumline> = new FlxTypedGroup<CharterStrumline>()
ACTUAL CHART DATA
strumlineAddButton:CharterStrumlineExtraButton
strumlineInfoBG:FlxSprite
topLimit:FlxSprite
topMenu:Array<UIContextMenuOption>
topMenuSpr:UITopMenu
uiCamera:FlxCamera
@:value(new FlxTypedGroup<FlxSprite>())uiGroup:FlxTypedGroup<FlxSprite> = new FlxTypedGroup<FlxSprite>()
@:value([])undoList:Array<CharterChange> = []
vocals:FlxSound
inlineaddToUndo(c:CharterChange):Void
buildChart():Void
createStrumWithUI():Void
@:value({ addToUndo : true })createStrumline(strumLineID:Int, strL:ChartStrumLine, addToUndo:Bool = true):Void
@:value({ addToUndo : true })deleteNote(note:CharterNote, addToUndo:Bool = true):CharterNote
@:value({ addToUndo : true })deleteNotes(notes:Array<CharterNote>, addToUndo:Bool = true):Array<CharterNote>
@:value({ addToUndo : true })deleteStrumline(strumLineID:Int, addToUndo:Bool = true):Void
inlinedeleteStrumlineFromData(strL:ChartStrumLine):Void
inlineeditStrumline(strL:ChartStrumLine):Void
getHoveredEvent(y:Float):CharterEvent
getStrumlineID(strL:ChartStrumLine):Int
inlinehitsoundsEnabled(id:Int):Bool
loadSong():Void
@:value({ here : false, opponentMode : false, time : 0 })playtestChart(time:Float = 0, opponentMode:Bool = false, here:Bool = false):Void
refreshBPMSensitive():Void
inlineremoveStrumlineFromSelection(strumLineID:Int):Void
inlinesortNotes():Void
updateNoteLogic(elapsed:Float):Void
@:value(null)buttonHandler:() ‑> Void = null
@:value(null)curContextMenu:UIContextMenu = null
@:value(ARROW)currentCursor:MouseCursor = ARROW
@:value(null)currentFocus:IUIFocusable = null
@:value(null)hoveredSprite:UISprite = null
@: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)
closeCurrentContextMenu():Void
isOverlapping(spr:UISprite, rect:FlxRect):Bool
openContextMenu(options:Array<UIContextMenuOption>, ?callback:Null<UIContextMenuCallback>, ?x:Float, ?y:Float):UIContextMenu
updateButtonHandler(spr:UISprite, buttonHandler:() ‑> Void):Void
updateRectButtonHandler(spr:UISprite, rect:FlxRect, buttonHandler:() ‑> Void):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