@:value({ retrySFX : "gameOverEnd", lossSFX : "gameOverSFX", gameOverSong : "gameOver", character : "bf-dead" })new(x:Float, y:Float, character:String = "bf-dead", gameOverSong:String = "gameOver", lossSFX:String = "gameOverSFX", retrySFX:String = "gameOverEnd")
characterName:String
gameOverSong:String
lossSFX:FlxSound
lossSFXName:String
retrySFX:String
read onlycontrols:Controls
Game Controls.
read onlycurBeat:Int
Current beat
read onlycurBeatFloat:Float
Current beat, as a Float (ex: 1.24, instead of 1)
Float
read onlycurStep:Int
Current step
read onlycurStepFloat:Float
Current step, as a Float (ex: 4.94, instead of 4)
@:value(null)scriptName:String = null
@:value(true)scriptsAllowed:Bool = true
read onlysongPos:Float
Current song position (in milliseconds).
stateScript:Script
Current injected script attached to the state. To add one, create a file at path "data/states/stateName" (ex: "data/states/PauseMenuSubstate.hx")
call(name:String, ?args:Array<Dynamic>, ?defaultVal:Dynamic):Dynamic
event<T>(name:String, event:T):T
@:value({ fpsSensitive : false })lerp(v1:Float, v2:Float, ratio:Float, fpsSensitive:Bool = false):Float
Shortcut to FlxMath.lerp or CoolUtil.lerp, depending on fpsSensitive
FlxMath.lerp
CoolUtil.lerp
fpsSensitive
Parameters:
v1
Value 1
v2
Value 2
ratio
Ratio
Whenever the ratio should not be adjusted to run at the same speed independant of framerate.
openSubState(subState:FlxSubState):Void
SCRIPTING STUFF