Constructor

@:value({ switchAnims : true, isPlayer : false, character : "bf" })new(x:Float, y:Float, character:String = "bf", isPlayer:Bool = false, switchAnims:Bool = true)

Variables

animOffsets:Map<String, FlxPoint>

@:value(new FlxPoint(0, 0))cameraOffset:FlxPoint = new FlxPoint(0, 0)

@:value("bf")curCharacter:String = "bf"

@:value(true)danceOnBeat:Bool = true

Whenever the character should dance on beat or not. Set to false for gf, since the dance animation is automatically handled by PlayState.

@:value(false)debugMode:Bool = false

@:value("bf-dead")gameOverCharacter:String = "bf-dead"

@:value(new FlxPoint(0, 0))globalOffset:FlxPoint = new FlxPoint(0, 0)

@:value(4)holdTime:Float = 4

@:value(null)icon:String = null

@:value(false)isGF:Bool = false

@:value(false)isPlayer:Bool = false

@:value(DANCE)lastAnimContext:PlayAnimContext = DANCE

@:value(-5000)lastHit:Float = -5000

@:value(false)playerOffsets:Bool = false

@:value(false)stunned:Bool = false

xml:Access

Methods

@:value({ y : 0, x : 0 })addOffset(name:String, x:Float = 0, y:Float = 0):Void

beatHit(curBeat:Int):Void

dance():Void

FOR GF DANCING SHIT

inlinegetCameraPosition():FlxPoint

inlinegetIcon():String

@:value({ Frame : 0, Reversed : false, Context : NONE, Force : false })playAnim(AnimName:String, Force:Bool = false, Context:PlayAnimContext = NONE, Reversed:Bool = false, Frame:Int = 0):Void

@:value({ Frame : 0, Reversed : false, suffix : "" })playSingAnim(direction:Int, suffix:String = "", Reversed:Bool = false, Frame:Int = 0):Void

stepHit(curStep:Int):Void

switchOffset(anim1:String, anim2:String):Void