Files
CodenameEngine/source/funkin/system/MusicBeatState.hx
T
2022-10-13 18:24:14 +02:00

114 lines
2.5 KiB
Haxe

package funkin.system;
import funkin.interfaces.IBeatReceiver;
import funkin.system.Conductor.BPMChangeEvent;
import funkin.system.Conductor;
import flixel.FlxG;
import flixel.addons.transition.FlxTransitionableState;
import flixel.addons.ui.FlxUIState;
import flixel.math.FlxRect;
import flixel.math.FlxMath;
import flixel.util.FlxTimer;
class MusicBeatState extends FlxUIState
{
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 create()
{
super.create();
}
override function update(elapsed:Float)
{
//everyStep();
var oldStep:Int = curStep;
updateCurStep();
updateBeat();
if (oldStep != curStep && curStep > 0)
stepHit();
super.update(elapsed);
}
private function updateBeat():Void
{
curBeat = Math.floor(curBeatFloat = (curStepFloat / 4));
}
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 = Math.floor(curStepFloat = lastChange.stepTime + ((Conductor.songPosition - lastChange.songTime) / Conductor.stepCrochet));
}
@:dox(hide) public function stepHit():Void
{
for(e in members) if (e is IBeatReceiver) cast(e, IBeatReceiver).stepHit(curStep);
if (curStep % 4 == 0)
beatHit();
}
@:dox(hide) public function beatHit():Void
{
for(e in members) if (e is IBeatReceiver) cast(e, IBeatReceiver).beatHit(curBeat);
}
/**
* 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);
}
}