Static variables

@:value(false)staticfromPlayState:Bool = false

Constructor

new(?fromPlayState:Bool)

Variables

alphabets:FlxTypedGroup<Alphabet>

@:value(true)canSelect:Bool = true

@:value(-1)curSelected:Int = -1

@:value([{ name : "Controls", desc : "Change Controls for Player 1 and Player 2!", state : funkin.options.keybinds.KeybindsOptions }, { name : "Gameplay", desc : "Change Gameplay options such as Downscroll, Scroll Speed, Naughtyness...", state : GameplayOptions }, { name : "Behaviour", desc : "Change Behaviour options such as Flashing menus...", state : BehaviourOptions }, { name : "Miscellaneous", desc : "Use this menu to reset save data or engine settings.", state : MiscOptions }, { name : "Debug Options", desc : "Use this menu to change debug options.", state : DebugOptions }])options:Array<OptionCategory> = [{ name : "Controls", desc : "Change Controls for Player 1 and Player 2!", state : funkin.options.keybinds.KeybindsOptions }, { name : "Gameplay", desc : "Change Gameplay options such as Downscroll, Scroll Speed, Naughtyness...", state : GameplayOptions }, { name : "Behaviour", desc : "Change Behaviour options such as Flashing menus...", state : BehaviourOptions }, { name : "Miscellaneous", desc : "Use this menu to reset save data or engine settings.", state : MiscOptions }, { name : "Debug Options", desc : "Use this menu to change debug options.", state : DebugOptions }]

Methods

changeSelection(change:Int):Void

Inherited Variables

Defined by MusicBeatState

@:value(false)cancelConductorUpdate:Bool = false

Whenever the Conductor auto update should be enabled or not.

read onlycontrols:Controls

Game Controls.

read onlycurBeat:Int

Current beat

read onlycurBeatFloat:Float

Current beat, as a Float (ex: 1.24, instead of 1)

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/FreeplayState)

Inherited Methods

Defined by MusicBeatState

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

Parameters:

v1

Value 1

v2

Value 2

ratio

Ratio

fpsSensitive

Whenever the ratio should not be adjusted to run at the same speed independant of framerate.

openSubState(subState:FlxSubState):Void

SCRIPTING STUFF