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CodenameEngine/source/funkin/system/MusicBeatSubstate.hx
T

100 lines
2.1 KiB
Haxe

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);
}
}