Static methods

staticgetIconFromCharName(?curCharacter:String):String

@:value({ mods : false })staticgetList(mods:Bool = false):Array<String>

Constructor

@:value({ switchAnims : true, isPlayer : false, character : "bf" })new(x:Float, y:Float, character:String = "bf", isPlayer:Bool = false, switchAnims:Bool = true)

Variables

@:value(new FlxPoint(0, 0))cameraOffset:FlxPoint = new FlxPoint(0, 0)

@:value("bf")curCharacter:String = "bf"

@:value(1)danceInterval:Int = 1

Interval at which the character will dance (higher number = slower dance)

@:value(true)danceOnBeat:Bool = true

Whenever the character should dance on beat or not. Set to false for gf, since the dance animation is automatically handled by PlayState.

@:value([])extra:Map<String, Dynamic> = []

@:value("bf-dead")gameOverCharacter:String = "bf-dead"

@:value(new FlxPoint(0, 0))globalOffset:FlxPoint = new FlxPoint(0, 0)

@:value(4)holdTime:Float = 4

@:value(null)icon:String = null

@:value(false)isGF:Bool = false

@:value(false)isPlayer:Bool = false

@:value(Math.NEGATIVE_INFINITY)lastHit:Float = Math.NEGATIVE_INFINITY

@:value(false)playerOffsets:Bool = false

@:value("bf")sprite:String = "bf"

@:value(false)stunned:Bool = false

xml:Access

Methods

applyXML(xml:Access):Void

buildXML():Xml

dance():Void

FOR GF DANCING SHIT

@:value({ switchAnims : false })fixChar(switchAnims:Bool = false):Void

inlinegetCameraPosition():FlxPoint

inlinegetIcon():String

@:value({ Frame : 0, Reversed : false, Force : true, Context : SING, suffix : "" })playSingAnim(direction:Int, suffix:String = "", Context:PlayAnimContext = SING, Force:Bool = true, Reversed:Bool = false, Frame:Int = 0):Void

tryDance():Void

Inherited Variables

Defined by FunkinSprite

@:value([])animDatas:Map<String, AnimData> = []

@:value(new Map<String,FlxPoint>())animOffsets:Map<String, FlxPoint> = new Map<String,FlxPoint>()

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

@:value(false)debugMode:Bool = false

@:value(1)initialZoom:Float = 1

@:value(DANCE)lastAnimContext:PlayAnimContext = DANCE

name:String

@:value(NONE)spriteAnimType:XMLAnimType = NONE

@:value(1)zoomFactor:Float = 1

Inherited Methods

Defined by FunkinSprite

@:value({ y : 0, x : 0 })addOffset(name:String, x:Float = 0, y:Float = 0):Void

inlinegetAnimName():String

inlinegetAnimOffset(name:String):Null<FlxPoint>

inlinegetNameList():Array<String>

inlinehasAnimation(AnimName:String):Bool

inlineisAnimFinished():Bool

@:value({ Key : null, Unique : false })loadSprite(path:String, Unique:Bool = false, ?Key:String):Void

measureHit(curMeasure:Int):Void

onPropertySet(property:String, value:Dynamic):Void

inlineremoveAnimation(name:String):Void

inlinestopAnimation():Void

switchOffset(anim1:String, anim2:String):Void