package funkin.system; import funkin.system.Conductor.BPMChangeEvent; import funkin.system.Conductor; import funkin.options.PlayerSettings; import flixel.FlxG; import flixel.FlxSubState; import flixel.math.FlxMath; class MusicBeatSubstate extends FlxSubState { public function new() { super(); } private var lastBeat:Float = 0; private var lastStep:Float = 0; /** * Current step */ public var curStep:Int = 0; /** * Current beat */ public var curBeat:Int = 0; /** * Current step, as a `Float` (ex: 4.94, instead of 4) */ public var curStepFloat:Float = 0; /** * Current beat, as a `Float` (ex: 1.24, instead of 1) */ public var curBeatFloat:Float = 0; /** * Game Controls. */ public var controls(get, never):Controls; inline function get_controls():Controls return PlayerSettings.player1.controls; override function update(elapsed:Float) { //everyStep(); var oldStep:Int = curStep; updateCurStep(); curBeat = Math.floor(curStep / 4); if (oldStep != curStep && curStep > 0) stepHit(); super.update(elapsed); } private function updateCurStep():Void { var lastChange:BPMChangeEvent = { stepTime: 0, songTime: 0, bpm: 0 } for (i in 0...Conductor.bpmChangeMap.length) { if (Conductor.songPosition > Conductor.bpmChangeMap[i].songTime) lastChange = Conductor.bpmChangeMap[i]; } curStep = lastChange.stepTime + Math.floor((Conductor.songPosition - lastChange.songTime) / Conductor.stepCrochet); } @:dox(hide) public function stepHit():Void { if (curStep % 4 == 0) beatHit(); } @:dox(hide) public function beatHit():Void { //do literally nothing dumbass } /** * Shortcut to `FlxMath.lerp` or `CoolUtil.lerp`, depending on `fpsSensitive` * @param v1 Value 1 * @param v2 Value 2 * @param ratio Ratio * @param fpsSensitive Whenever the ratio should not be adjusted to run at the same speed independant of framerate. */ public function lerp(v1:Float, v2:Float, ratio:Float, fpsSensitive:Bool = false) { if (fpsSensitive) return FlxMath.lerp(v1, v2, ratio); else return CoolUtil.fpsLerp(v1, v2, ratio); } }