class PlayState
package states
extends MusicBeatState › ModchartMusicBeatState › FlxUIState › FlxTransitionableState › FlxState › FlxTypedContainer › FlxTypedGroup › FlxBasic
The main gameplay state.
Static variables
staticcharacterPlayingAs:CharacterPlayingAs = BF
staticloadChartEvents:Bool = true
Whether the game will or will not load events from the chart's events.json
file.
(Disabled while charting as the events are already loaded)
staticpreviousScrollSpeed:Float = 0
Variable that stores the original scroll speed before being divided by songMultiplier
.
Usage: ChartingState
staticstoryDifficultyStr:String = "NORMAL"
String
representation of the current Story Mode difficulty.
staticstoryPlaylist:Array<String> = []
staticstrumLineNotes:FlxTypedGroup<StrumNote>
FlxTypedGroup
of all current strums (enemy strums are first).
Static methods
Constructor
Variables
altAnim:String = ""
Current alt animation for any characters that may be using it (should just be dad
).
camZooming:Bool = false
Bool
for whether or not the camera is currently zooming in and out to the song's beat.
foregroundSprites:FlxGroup = new FlxGroup()
FlxGroup
for all the sprites that should go above the characters in a stage.
gfSpeed:Int = 1
The interval of beats the current gf
waits till their dance
function gets called. (as an Int
)
Example:
1 = Every Beat,
2 = Every Other Beat,
etc.
health:Float = 1
Current health
of the player (stored as a range from minHealth
to maxHealth
, which is by default 0 to 2).
healthShown:Float = 1
Current health
being shown on the healthBar
. (Is inverted from normal when playing as opponent)
hitSoundString:String = Options.getData("hitsound")
The current hitsound the player is using. (By default is 'none')
ogKeyCount:Int = 4
Keeps track of the original opponent (or both if not specified for player) key count.
(Used when playing as opponent).
ogPlayerKeyCount:Int = 4
Keeps track of the original player key count.
(Used when playing as opponent).
opponentNoteSplashes:Bool = Options.getData("opponentNoteSplashes")
Should the opponent spawn a notesplash on a sick or marvelous rating?
playerNoteSplashes:Bool = Options.getData("playerNoteSplashes")
Should the player spawn a notesplash on a sick or marvelous rating?
splash_group:FlxTypedSpriteGroup<NoteSplash> = new FlxTypedSpriteGroup<NoteSplash>()
FlxTypedGroup
of NoteSplash
s used to contain all note splashes
and make performance better as a result by using .recycle
.
read onlytimeBarStyle:String = Options.getData("timeBarStyle")
Current time bar style selected by the player.
unspawnNotes:Array<Note> = []
Array
of all the notes waiting to be spawned into the game (when their time comes to prevent lag).
Methods
moveToResultsScreen(pause:Bool = false):Void
Move to the results screen right goddamn now.
Parameters:
pause | Should the game pause? |
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