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funkin.menus.TitleState

APIWiki

Constructor

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new(?scriptsAllowed:Bool, ?scriptName:String)

Variables

blackScreen:FlxSprite

@:value([])curWacky:Array<String> = []

ngSpr:FlxSprite

textGroup:FlxGroup

@:value(16)titleLength:Int = 16

@:value([1 =&gt; new IntroText(["ninjamuffin99", "phantomArcade", "kawaisprite", "evilsk8er"]), 3 =&gt; new IntroText(["ninjamuffin99", "phantomArcade", "kawaisprite", "evilsk8er", "present"]), 4 =&gt; new IntroText(), 5 =&gt; new IntroText(["In association", "with"]), 7 =&gt; new IntroText(["In association", "with", "newgrounds", { name : "newgroundsLogo", path : "menus/titlescreen/newgrounds_logo", scale : 0.8 }]), 8 =&gt; new IntroText(), 9 =&gt; new IntroText(["{introText1}"]), 11 =&gt; new IntroText(["{introText1}", "{introText2}"]), 12 =&gt; new IntroText(), 13 =&gt; new IntroText(["Friday"]), 14 =&gt; new IntroText(["Friday", "Night"]), 15 =&gt; new IntroText(["Friday", "Night", "Funkin'"])])titleLines:Map<Int, IntroText> = [1 => new IntroText(["ninjamuffin99", "phantomArcade", "kawaisprite", "evilsk8er"]), 3 => new IntroText(["ninjamuffin99", "phantomArcade", "kawaisprite", "evilsk8er", "present"]), 4 => new IntroText(), 5 => new IntroText(["In association", "with"]), 7 => new IntroText(["In association", "with", "newgrounds", { name : "newgroundsLogo", path : "menus/titlescreen/newgrounds_logo", scale : 0.8 }]), 8 => new IntroText(), 9 => new IntroText(["{introText1}"]), 11 => new IntroText(["{introText1}", "{introText2}"]), 12 => new IntroText(), 13 => new IntroText(["Friday"]), 14 => new IntroText(["Friday", "Night"]), 15 => new IntroText(["Friday", "Night", "Funkin'"])]

wackyImage:FlxSprite

xml:Access

Methods

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. (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)

@:value(new GraphicCacheSprite())graphicCache:GraphicCacheSprite = new GraphicCacheSprite()

Dummy sprite used to cache graphics to GPU.

@:value(null)scriptName:String = null

@:value(true)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 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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@: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 independent of framerate.

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openSubState(subState:FlxSubState):Void

SCRIPTING STUFF