Funkin/source/funkin/play/character/MultiSparrowCharacter.hx

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package funkin.play.character;
import flixel.graphics.frames.FlxFramesCollection;
import funkin.modding.events.ScriptEvent;
import funkin.util.assets.FlxAnimationUtil;
import funkin.play.character.CharacterData.CharacterRenderType;
/**
* For some characters which use Sparrow atlases, the spritesheets need to be split
* into multiple files. This character renderer handles by showing the appropriate sprite.
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*
* Examples in base game include BF Holding GF (most of the sprites are in one file
* but the death animation is in a separate file).
* Only example I can think of in mods is Tricky (which has a separate file for each animation).
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*
* BaseCharacter has game logic, SparrowCharacter has only rendering logic.
* KEEP THEM SEPARATE!
*
* TODO: Rewrite this to use a single frame collection.
* @see https://github.com/HaxeFlixel/flixel/issues/2587#issuecomment-1179620637
*/
class MultiSparrowCharacter extends BaseCharacter
{
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/**
* The actual group which holds all spritesheets this character uses.
*/
var members:Map<String, FlxFramesCollection> = new Map<String, FlxFramesCollection>();
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/**
* A map between animation names and what frame collection the animation should use.
*/
var animAssetPath:Map<String, String> = new Map<String, String>();
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/**
* The current frame collection being used.
*/
var activeMember:String;
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public function new(id:String)
{
super(id, CharacterRenderType.MultiSparrow);
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}
override function onCreate(event:ScriptEvent):Void
{
trace('Creating Multi-Sparrow character: ' + this.characterId);
buildSprites();
super.onCreate(event);
}
function buildSprites():Void
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{
buildSpritesheets();
buildAnimations();
if (_data.isPixel)
{
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this.isPixel = true;
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this.antialiasing = false;
}
else
{
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this.isPixel = false;
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this.antialiasing = true;
}
}
function buildSpritesheets():Void
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{
// TODO: This currently works by creating like 5 frame collections and switching between them.
// It would be better to refactor this to simply concatenate the frame collections together.
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// Build the list of asset paths to use.
// Ignore nulls and duplicates.
var assetList = [_data.assetPath];
for (anim in _data.animations)
{
if (anim.assetPath != null && !assetList.contains(anim.assetPath))
{
assetList.push(anim.assetPath);
}
animAssetPath.set(anim.name, anim.assetPath);
}
// Load the Sparrow atlas for each path and store them in the members map.
for (asset in assetList)
{
var texture:FlxFramesCollection = Paths.getSparrowAtlas(asset, 'shared');
// If we don't do this, the unused textures will be removed as soon as they're loaded.
if (texture == null)
{
trace('Multi-Sparrow atlas could not load texture: ${asset}');
}
else
{
trace('Adding multi-sparrow atlas: ${asset}');
texture.parent.destroyOnNoUse = false;
members.set(asset, texture);
}
}
// Use the default frame collection to start.
loadFramesByAssetPath(_data.assetPath);
}
/**
* Replace this sprite's animation frames with the ones at this asset path.
*/
function loadFramesByAssetPath(assetPath:String):Void
{
if (_data.assetPath == null)
{
trace('[ERROR] Multi-Sparrow character has no default asset path!');
return;
}
if (assetPath == null)
{
// trace('Asset path is null, falling back to default. This is normal!');
loadFramesByAssetPath(_data.assetPath);
return;
}
if (this.activeMember == assetPath)
{
// trace('Already using this asset path: ${assetPath}');
return;
}
if (members.exists(assetPath))
{
// Switch to a new set of sprites.
// trace('Loading frames from asset path: ${assetPath}');
this.frames = members.get(assetPath);
this.activeMember = assetPath;
this.setScale(_data.scale);
}
else
{
trace('[WARN] MultiSparrow character ${characterId} could not find asset path: ${assetPath}');
}
}
/**
* Replace this sprite's animation frames with the ones needed to play this animation.
*/
function loadFramesByAnimName(animName)
{
if (animAssetPath.exists(animName))
{
loadFramesByAssetPath(animAssetPath.get(animName));
}
else
{
trace('[WARN] MultiSparrow character ${characterId} could not find animation: ${animName}');
}
}
function buildAnimations()
{
trace('[MULTISPARROWCHAR] Loading ${_data.animations.length} animations for ${characterId}');
// We need to swap to the proper frame collection before adding the animations, I think?
for (anim in _data.animations)
{
loadFramesByAnimName(anim.name);
FlxAnimationUtil.addAtlasAnimation(this, anim);
if (anim.offsets == null)
{
setAnimationOffsets(anim.name, 0, 0);
}
else
{
setAnimationOffsets(anim.name, anim.offsets[0], anim.offsets[1]);
}
}
var animNames = this.animation.getNameList();
trace('[MULTISPARROWCHAR] Successfully loaded ${animNames.length} animations for ${characterId}');
}
public override function playAnimation(name:String, restart:Bool = false, ?ignoreOther:Bool = false, ?reverse:Bool = false):Void
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{
// Make sure we ignore other animations if we're currently playing a forced one,
// unless we're forcing a new animation.
if (!this.canPlayOtherAnims && !ignoreOther) return;
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loadFramesByAnimName(name);
super.playAnimation(name, restart, ignoreOther, reverse);
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}
override function set_frames(value:FlxFramesCollection):FlxFramesCollection
{
// DISABLE THIS SO WE DON'T DESTROY OUR HARD WORK
// WE WILL MAKE SURE TO LOAD THE PROPER SPRITESHEET BEFORE PLAYING AN ANIM
// if (animation != null)
// {
// animation.destroyAnimations();
// }
if (value != null)
{
graphic = value.parent;
this.frames = value;
this.frame = value.getByIndex(0);
this.numFrames = value.numFrames;
resetHelpers();
this.bakedRotationAngle = 0;
this.animation.frameIndex = 0;
graphicLoaded();
}
else
{
this.frames = null;
this.frame = null;
this.graphic = null;
}
return this.frames;
}
}