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funkin.editors.charter.Charter

APIWikiTools

Static variables

Static methods

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staticsaveAs(data:Dynamic, ?replacer:(key:Dynamic, value:Dynamic) ‑> Dynamic, ?space:String, ?options:Null<SaveSubstateData>, ?saveOptions:Map<String, Bool>, shouldBuild:Bool = true):Void

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staticsaveChart(shouldBuild:Bool = true, withEvents:Bool = true):Void

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staticsaveChartAs(shouldBuild:Bool = true, withEvents:Bool = true):Void

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staticsaveEvents(shouldBuild:Bool = true):Void

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staticsaveEventsAs(shouldBuild:Bool = true):Void

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staticsaveEverything(shouldBuild:Bool = true):Void

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staticsaveLegacyChartAs(shouldBuild:Bool = true):Void

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staticsaveMeta(shouldBuild:Bool = true):Void

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staticsaveMetaAs(shouldBuild:Bool = true):Void

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staticsavePsychChartAs(shouldBuild:Bool = true):Void

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staticsaveTo(path:String, separateEvents:Bool = false, shouldBuild:Bool = true):Void

Constructor

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new(song:String, diff:String, reload:Bool = true)

Variables

Methods

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inlinechangeNoteType(?newID:Int, checkSelection:Bool = true):Void

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createSelection(selection:Selection, addToUndo:Bool = true):Array<Dynamic>

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createStrumline(strumLineID:Int, strL:ChartStrumLine, addToUndo:Bool = true, __createNotes:Bool = true):Void

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deleteSelection(selection:Selection, addToUndo:Bool = true):Array<ICharterSelectable>

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deleteStrumline(strumLineID:Int, addToUndo:Bool = true):Void

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getWavesToGenerate():Array<{sound:FlxSound, name:String}>

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playtestChart(time:Float = 0, opponentMode:Bool = false, here:Bool = false):Void

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quantStep(step:Float):Float

NOTE DRAG HANDLING

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quantStepRounded(step:Float, roundRatio:Float = 0.5):Float

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ratioRound(val:Float, ratio:Float):Int

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updateNoteLogic(elapsed:Float):Void

Inherited Variables

Defined by UIState

Defined by MusicBeatState

cancelConductorUpdate:Bool = false

Whenever the Conductor auto update should be enabled or not.

read onlycontrols:Controls

Game Controls. (All players / Solo)

read onlycontrolsP1:Controls

Game Controls (Player 1 only)

read onlycontrolsP2:Controls

Game Controls (Player 2 only)

read onlycurBeat:Int

Current beat

read onlycurBeatFloat:Float

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

read onlycurMeasure:Int

Current beat

read onlycurMeasureFloat: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)

graphicCache:GraphicCacheSprite = new GraphicCacheSprite()

Dummy sprite used to cache graphics to GPU.

scriptName:String = null

scriptsAllowed:Bool = true

read onlysongPos:Float

Current song position (in milliseconds).

stateScripts:ScriptPack

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 UIState

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isOverlapping(spr:UISprite, rect:FlxRect):Bool

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openContextMenu(options:Array<UIContextMenuOption>, ?callback:Null<UIContextMenuCallback>, ?x:Float, ?y:Float, ?w:Int):UIContextMenu

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updateButtonHandler(spr:UISprite, buttonHandler:() ‑> Void):Void

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updateRectButtonHandler(spr:UISprite, rect:FlxRect, buttonHandler:() ‑> Void):Void

Defined by MusicBeatState

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call(name:String, ?args:Array<Dynamic>, ?defaultVal:Dynamic):Dynamic

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event<T>(name:String, event:T):T

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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 independent of framerate.

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openSubState(subState:FlxSubState):Void

SCRIPTING STUFF

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startTransition(?newState:FlxState, skipSubStates:Bool = false):Bool