2021-04-14 11:31:52 -04:00
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package animate;
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2021-04-15 23:13:52 -04:00
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import flixel.FlxCamera;
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2021-06-15 21:15:06 -04:00
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import flixel.FlxG;
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2021-04-14 11:31:52 -04:00
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import flixel.FlxSprite;
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import flixel.graphics.frames.FlxFrame.FlxFrameAngle;
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import flixel.math.FlxAngle;
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2021-04-15 23:13:52 -04:00
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import flixel.math.FlxMatrix;
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import flixel.math.FlxPoint;
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import openfl.geom.Matrix;
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2021-04-14 11:31:52 -04:00
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class FlxSymbol extends FlxSprite
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{
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public var coolParse:Parsed;
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public var oldMatrix:Array<Float> = [];
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private var hasFrameByPass:Bool = false;
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2021-06-17 01:42:31 -04:00
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// Loop types shit
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public static inline var LOOP:String = 'LP';
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public static inline var PLAY_ONCE:String = 'PO';
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public static inline var SINGLE_FRAME:String = 'SF';
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public var firstFrame:Int = 0;
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public var daLoopType:String = 'LP'; // LP by default, is set below!!!
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public function new(x:Float, y:Float, coolParsed:Parsed)
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{
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super(x, y);
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this.coolParse = coolParsed;
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var hasSymbolDictionary:Bool = Reflect.hasField(coolParse, "SD");
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if (hasSymbolDictionary)
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symbolAtlasShit = parseSymbolDictionary(coolParse);
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}
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var symbolAtlasShit:Map<String, String> = new Map();
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public static var nestedShit:Map<Int, Array<FlxSymbol>> = new Map();
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var symbolMap:Map<String, Animation> = new Map();
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public var daFrame:Int = 0;
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public var nestDepth:Int = 0;
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public var transformMatrix:Matrix = new Matrix();
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2021-06-15 17:43:46 -04:00
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function renderFrame(TL:Timeline, coolParsed:Parsed, ?traceShit:Bool = false)
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{
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for (layer in TL.L)
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{
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if (FlxG.keys.justPressed.TWO)
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trace(layer.LN);
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// layer.FR.reverse();
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// for (frame in layer.FR)
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// {
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var newFrameNum:Int = daFrame;
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switch (daLoopType)
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{
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case LOOP:
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var tempFrame = layer.FR[newFrameNum + firstFrame % layer.FR.length];
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newFrameNum += 0; // temp, fix later for good looping
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case PLAY_ONCE:
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newFrameNum += 0;
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case SINGLE_FRAME:
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newFrameNum = firstFrame;
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}
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trace(daLoopType);
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trace(newFrameNum);
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trace(layer.FR.length);
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trace(newFrameNum % layer.FR.length);
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var swagFrame:Frame = layer.FR[newFrameNum % layer.FR.length]; // has modulo just in case????
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// if (newFrameNum >= frame.I && newFrameNum < frame.I + frame.DU)
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// {
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for (element in swagFrame.E)
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{
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if (Reflect.hasField(element, 'ASI'))
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{
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var m3d = element.ASI.M3D;
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var dumbassMatrix:Matrix = new Matrix(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
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var spr:FlxSymbol = new FlxSymbol(0, 0, coolParsed);
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matrixExposed = true;
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spr.frames = frames;
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spr.frame = spr.frames.getByName(element.ASI.N);
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// dumbassMatrix.translate(origin.x, origin.y);
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dumbassMatrix.concat(_matrix);
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spr.matrixExposed = true;
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spr.transformMatrix.concat(dumbassMatrix);
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// spr._matrix.concat(spr.transformMatrix);
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spr.origin.set();
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// Prob dont need these offset thingies???
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// spr.origin.x += origin.x;
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// spr.origin.y += origin.y;
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spr.antialiasing = true;
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// if (layer.LN != 'head')
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spr.draw();
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if (FlxG.keys.justPressed.ONE)
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{
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trace("ASI - " + layer.LN + ": " + element.ASI.N);
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}
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}
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else
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{
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var nestedSymbol = symbolMap.get(element.SI.SN);
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var nestedShit:FlxSymbol = new FlxSymbol(0, 0, coolParse);
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nestedShit.frames = frames;
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var swagMatrix:FlxMatrix = new FlxMatrix(element.SI.M3D[0], element.SI.M3D[1], element.SI.M3D[4], element.SI.M3D[5], element.SI.M3D[12],
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element.SI.M3D[13]);
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swagMatrix.concat(_matrix);
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nestedShit._matrix.concat(swagMatrix);
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nestedShit.origin.set(element.SI.TRP.x, element.SI.TRP.y);
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// nestedShit.angle += ((180 / Math.PI) * Math.atan2(swagMatrix.b, swagMatrix.a));
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// nestedShit.angle += angle;
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if (symbolAtlasShit.exists(nestedSymbol.SN))
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{
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// nestedShit.frames.getByName(symbolAtlasShit.get(nestedSymbol.SN));
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// nestedShit.draw();
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}
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// scale.y = Math.sqrt(_matrix.c * _matrix.c + _matrix.d * _matrix.d);
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// scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b);
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// nestedShit.oldMatrix = element.SI.M3D;
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if (FlxG.keys.justPressed.ONE)
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{
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trace("SI - " + layer.LN + ": " + element.SI.SN + " - LOOP TYPE: " + element.SI.LP);
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}
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nestedShit.firstFrame = element.SI.FF;
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// nestedShit.daFrame += nestedShit.firstFrame;
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nestedSymbol.TL.L.reverse();
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nestedShit.daLoopType = element.SI.LP;
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nestedShit.daFrame = daFrame;
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nestedShit.hasFrameByPass = true;
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nestedShit.nestDepth = nestDepth + 1;
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nestedShit.renderFrame(nestedSymbol.TL, coolParsed);
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// renderFrame(nestedSymbol.TL, coolParsed);
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}
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}
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// }
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// }
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}
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}
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function setDaMap(spr:FlxSymbol):Void
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{
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if (!nestedShit.exists(nestDepth))
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nestedShit.set(nestDepth, [spr]);
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else
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nestedShit.get(nestDepth).push(spr);
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}
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function changeFrame(frameChange:Int = 0):Void
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{
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daFrame += frameChange;
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}
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function parseSymbolDictionary(coolParsed:Parsed):Map<String, String>
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{
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var awesomeMap:Map<String, String> = new Map();
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for (symbol in coolParsed.SD.S)
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{
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symbolMap.set(symbol.SN, symbol);
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var symbolName = symbol.SN;
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for (layer in symbol.TL.L)
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{
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for (frame in layer.FR)
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{
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for (element in frame.E)
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{
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if (Reflect.hasField(element, 'ASI'))
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{
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awesomeMap.set(symbolName, element.ASI.N);
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}
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}
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}
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}
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}
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return awesomeMap;
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}
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override function drawComplex(camera:FlxCamera):Void
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{
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_frame.prepareMatrix(_matrix, FlxFrameAngle.ANGLE_0, checkFlipX(), checkFlipY());
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_matrix.translate(-origin.x, -origin.y);
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_matrix.scale(scale.x, scale.y);
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if (matrixExposed)
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{
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_matrix.concat(transformMatrix);
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}
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else
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{
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if (bakedRotationAngle <= 0)
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{
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updateTrig();
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if (angle != 0)
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_matrix.rotateWithTrig(_cosAngle, _sinAngle);
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}
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// updateSkewMatrix();
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_matrix.concat(_skewMatrix);
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}
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_point.addPoint(origin);
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if (isPixelPerfectRender(camera))
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_point.floor();
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_matrix.translate(_point.x, _point.y);
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camera.drawPixels(_frame, framePixels, _matrix, colorTransform, blend, antialiasing);
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}
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var _skewMatrix:Matrix = new Matrix();
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// public var transformMatrix(default, null):Matrix = new Matrix();
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/**
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* Bool flag showing whether transformMatrix is used for rendering or not.
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* False by default, which means that transformMatrix isn't used for rendering
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*/
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public var matrixExposed:Bool = false;
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public var skew(default, null):FlxPoint = FlxPoint.get();
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function updateSkewMatrix():Void
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{
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_skewMatrix.identity();
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if (skew.x != 0 || skew.y != 0)
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{
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_skewMatrix.b = Math.tan(skew.y * FlxAngle.TO_RAD);
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_skewMatrix.c = Math.tan(skew.x * FlxAngle.TO_RAD);
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}
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}
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}
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// TYPEDEFS FOR ANIMATION.JSON PARSING
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typedef Parsed =
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{
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var MD:Metadata;
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var AN:Animation;
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var SD:SymbolDictionary; // Doesn't always have symbol dictionary!!
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}
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typedef Metadata =
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{
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/** Framerate */
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var FRT:Int;
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}
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/** Basically treated like one big symbol*/
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typedef Animation =
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{
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/** symbolName */
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var SN:String;
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var TL:Timeline;
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/** IDK what STI stands for, Symbole Type Instance?
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Anyways, it is NOT used in SYMBOLS, only the main AN animation
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*/
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var STI:Dynamic;
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}
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/** DISCLAIMER, MAY NOT ACTUALLY BE CALLED
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SYMBOL TYPE ISNTANCE, IM JUST MAKING ASSUMPTION!! */
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typedef SymbolTypeInstance =
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{
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// var TL:Timeline;
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// var SN:String;
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}
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typedef SymbolDictionary =
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{
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var S:Array<Animation>;
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}
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typedef Timeline =
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{
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/** Layers */
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var L:Array<Layer>;
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}
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// Singular layer, not to be confused with LAYERS
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typedef Layer =
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{
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var LN:String;
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/** Frames */
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var FR:Array<Frame>;
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}
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typedef Frame =
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{
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var I:Int;
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/** Duration, in frames*/
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var DU:Int;
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/** Elements*/
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var E:Array<Element>;
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}
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typedef Element =
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{
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var SI:SymbolInstance;
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var ASI:AtlasSymbolInstance;
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}
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/**
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Symbol instance, for SYMBOLS and refers to SYMBOLS
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*/
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typedef SymbolInstance =
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{
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var SN:String;
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/** SymbolType (Graphic, Movieclip, Button)*/
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var ST:String;
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/** First frame*/
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var FF:Int;
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/** Loop type (Loop, play once, single frame)*/
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var LP:String;
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var TRP:TransformationPoint;
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var M3D:Array<Float>;
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}
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typedef AtlasSymbolInstance =
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{
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var N:String;
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var M3D:Array<Float>;
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}
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typedef TransformationPoint =
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{
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var x:Float;
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var y:Float;
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}
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