Files
CodenameEngine/source/funkin/system/MusicBeatState.hx
T
2022-11-02 03:19:10 +01:00

103 lines
2.5 KiB
Lua

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;
import funkin.options.PlayerSettings;
class MusicBeatState extends FlxUIState implements IBeatReceiver
{
private var lastBeat:Float = 0;
private var lastStep:Float = 0;
/**
* Whenever the Conductor auto update should be enabled or not.
*/
public var cancelConductorUpdate:Bool = false;
/**
* Current step
*/
public var curStep(get, never):Int;
/**
* Current beat
*/
public var curBeat(get, never):Int;
/**
* Current step, as a `Float` (ex: 4.94, instead of 4)
*/
public var curStepFloat(get, never):Float;
/**
* Current beat, as a `Float` (ex: 1.24, instead of 1)
*/
public var curBeatFloat(get, never):Float;
/**
* Current song position (in milliseconds).
*/
public var songPos(get, never):Float;
inline function get_curStep():Int
return Conductor.curStep;
inline function get_curBeat():Int
return Conductor.curBeat;
inline function get_curStepFloat():Float
return Conductor.curStepFloat;
inline function get_curBeatFloat():Float
return Conductor.curBeatFloat;
inline function get_songPos():Float
return Conductor.songPosition;
/**
* 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;
super.update(elapsed);
}
@:dox(hide) public function stepHit(curStep:Int):Void
{
for(e in members) if (e is IBeatReceiver) cast(e, IBeatReceiver).stepHit(curStep);
}
@:dox(hide) public function beatHit(curBeat:Int):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);
}
}