package; import Conductor.BPMChangeEvent; import flixel.FlxG; import flixel.FlxSubState; import flixel.FlxBasic; import flixel.FlxSprite; class MusicBeatSubstate extends FlxSubState { public function new() { super(); } private var lastBeat:Float = 0; private var lastStep:Float = 0; private var curStep:Int = 0; private var curBeat:Int = 0; private var controls(get, never):Controls; inline function get_controls():Controls return PlayerSettings.player1.controls; override function update(elapsed:Float) { //everyStep(); var oldStep:Int = curStep; updateCurStep(); curBeat = Math.floor(curStep / 4); if (oldStep != curStep && curStep > 0) stepHit(); super.update(elapsed); } private function updateCurStep():Void { var lastChange:BPMChangeEvent = { stepTime: 0, songTime: 0, bpm: 0 } for (i in 0...Conductor.bpmChangeMap.length) { if (Conductor.songPosition > Conductor.bpmChangeMap[i].songTime) lastChange = Conductor.bpmChangeMap[i]; } curStep = lastChange.stepTime + Math.floor((Conductor.songPosition - lastChange.songTime) / Conductor.stepCrochet); } public function stepHit():Void { if (curStep % 4 == 0) beatHit(); } public function beatHit():Void { //do literally nothing dumbass } }