PlayState - CodenameCrew/YoshiCrafterEngine GitHub Wiki
In each script file, the game's current PlayState can be accessed via the PlayState
and the PlayState_
variable.
This page shows every method and variables that can be used in PlayState, and it's uses.
song:SwagSong
- (PlayState
)
Current song JSON. Can be messed with.
Example usage:
// Changes the key amount to 4
PlayState.song.keyNumber = 4;
dads:Array<Character>
- (PlayState
)
List of current singing dads.
Example usage:
var d = new Character(PlayState.dad.x + 300, PlayState.dad.y, "Friday Night Funkin':dad");
add(d);
PlayState.dads.push(d);
boyfriends:Array<Character>
- (PlayState
)
List of current singing boyfriends.
Example usage:
var b = new Boyfriend(PlayState.boyfriend.x + 300, PlayState.boyfriend.y, "Friday Night Funkin':bf");
add(b);
PlayState.boyfriends.push(b);
gf:Character
- (PlayState
)
Girlfriend sprite
Example usage:
// Moves GF by 300 pixels to the right.
PlayState.gf.x += 300;
dad:Character
- (PlayState
)
First dad in the dads
array.
notes:FlxTypedGroup<Note>
- (PlayState
)
FlxTypedGroup
of all the note sprites.
camFollow:FlxObject
- (PlayState
)
Camera's target
Example usage:
function update(elapsed) {
// Focuses camera on Girlfriend
PlayState.camFollow.x = PlayState.gf.getGraphicMidpoint().x;
PlayState.camFollow.y = PlayState.gf.getGraphicMidpoint().y;
}
defaultCamZoom:Float
- (PlayState
)
Default camera zoom
Example usage:
function create() {
PlayState.defaultCamZoom = 0.5;
}
autoCamZooming:Bool
- (PlayState
)
camZooming:Bool
- (PlayState
)
isStoryMode:Bool
- (PlayState_
)
Whenever the game is in Story Mode (true
) or in Freeplay (false
).
Example usage:
if (PlayState_.isStoryMode) {
// Story Mode
} else {
// Freeplay
}
songMod:String
- (PlayState_
)
Song's mod (ex : Friday Night Funkin'
)
storyPlaylist:Array<String>
- (PlayState_
)
Remaining songs in the current week. Can be messed with to put custom secret songs.
Example usage:
// Adds Bopeebo in the current week
PlayState_.storyPlaylist.push("Bopeebo");
actualModWeek:FNFWeek
- (PlayState_
)
Current Story Menu week.
Example usage:
// Traces the current week's name
trace(PlayState_.actualModWeek.name);
validScore:Bool
- (PlayState
)
Whenever the score will be validated
vocals:FlxSound
- (PlayState
)
Current vocals
Example usage:
// Mutes the vocals
PlayState.vocals.volume = 0;
songPercentPos:Float
- (PlayState
)
Song position in percentage (0 to 1)
cpuStrums:FlxTypedGroup<FlxSprite>
- (PlayState
)
FlxTypedGroup
of the CPU's Static Strums
Example usage:
function update(elapsed) {
// Inverts the Player's Strums with the CPU's ones
for (i in 0...PlayState.playerStrums.length) {
var cpuStrumX = PlayState.cpuStrums.members[i].x;
PlayState.cpuStrums.members[i].x = PlayState.playerStrums.members[i].x;
PlayState.playerStrums.members[i].x = cpuStrumX;
}
}
gfSpeed:Int
- (PlayState
)
Girlfriend's dancing speed
health:Float
- (PlayState
)
Player's health (ranges from 0 to maxHealth)
Example usages:
// Kills BF
PlayState.health = 0;
// Puts the health to the max
PlayState.health = 2;
maxHealth:Float
- (PlayState
)
Player's maximum health (defaults to 2). Setting it to 0 or lower will enable OHKO (not a darkviperau reference)
Example usages:
/*
Hello and welcome to what is hopefully
my final attempt at completing Friday
Night Funkin' without taking any damage.
I have a max HP of 1 so any damage from
an source will immediatly kill me. I also
want this to be a no hit run, so Boyfriend's
ability to restore health is disabled. I have
successfully completed every Friday Night Funkin'
songs without taking any damage. I just yet have
to do it in one go. My current personal best is
1 shit rating and therefore 1 blueball.
*/
// Enables OHKO
PlayState.health = 0;
// Sets BF's maximum health to 0.75, making health draining and gaining faster (like it used to be)
PlayState.health = 0.75;
tapMissHealth:Float
- (PlayState
)
Player's health that'll be lost if he randomly taps while ghost tapping is off.
Example usages:
// Instant kill when random tap
PlayState.tapMissHealth = 3;
combo:Int
- (PlayState
)
Current combo
healthBarBG:FlxSprite
- (PlayState
)
Health Bar Background
healthBar:FlxBar
- (PlayState
)
Health Bar
iconP1:HealthIcon
- (PlayState
)
Player 1's icon
iconP2:HealthIcon
- (PlayState
)
Player 1's icon
camHUD:FlxCamera
- (PlayState
)
HUD's camera.
Example Usage:
var guiThing = new FlxSprite(0, 360);
guiThing.loadGraphic(Paths.image("guiObject"));
guiThing.cameras = [PlayState.camHUD];
PlayState.add(guiThing);```
songScore:Int
- (PlayState
)
Player's score
scoreTxt:FlxText
- (PlayState
)
Score text object at the bottom of the screen.
campaignScore:Int
- (PlayState_
)
Week score
misses:Int
- (PlayState
)
Player's misses count
isWidescreen:Bool
- (PlayState
)
Whenever the game is in Widescreen or not.
Example Usage:
PlayState.isWidescreen = true;
msScoreLabel:FlxText
- (PlayState
)
Label above the player's strums showing the milliseconds delay between the press and the note's strum time.
Example Usage:
PlayState.isWidescreen = true;
engineSettings:Dynamic
- (PlayState
)
Engine's current settings. Can be modified.
Can be accessed via the EngineSettings
variable.
Example Usage:
// Forces usage of downscroll
EngineSettings.downscroll = true;
function create() {
...
}
modchart:Interp
- (PlayState_
)
Modchart's HScript Interpreter.
stage:Interp
- (PlayState_
)
Stage's HScript Interpreter.
cutscene:Interp
- (PlayState_
)
Cutscene's HScript Interpreter.
noteScripts:Array<Interp>
- (PlayState
)
Array of Note Types HScript interpreters.
timerBG:FlxSprite
- (PlayState
)
Timer's Gray Background
timerBar:FlxBar
- (PlayState
)
Timer's Bar
showKeys():Void
- (PlayState
)
Shows the keys below the player's strums.
Does not work in Botplay.
Example Usage:
PlayState.showKeys();
setDownscroll(downscroll:Bool, autoPos:Bool):Void
- (PlayState
)
Added via the request of jayden8923
Example Usage:
// Enables downscroll and change the strums' positions automatically
PlayState.setDownscroll(true, true);
startCountdown():Void
- (PlayState
)
Starts the countdown. Can only be used in Cutscenes HScripts using startCountdown();
Example Usage:
// ONLY USABLE IN CUTSCENES HSCRIPTS
startCountdown();
resyncVocals():Void
- (PlayState
)
Syncs the vocals with the instrumental.
endSong():Void
- (PlayState
)
Ends the song
endSong2():Void
- (PlayState
)
Switches to the next song or goes back to the Freeplay menu. Used by ending cutscenes as end()
. Do not use since it doesn't save the player's score.
popUpScore(strumTime:Float):Void
- (PlayState
)
Creates a rating based on the difference between strumTime
and Conductor.songPosition
.
noteMiss():Void
- (PlayState
)
Misses a note.
goodNoteHit(note:Note):Void
- (PlayState
)
Hits a note