Funkin/source/animate/FlxAnimate.hx

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Haxe
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package animate;
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// import animateAtlasPlayer.assets.AssetManager;
// import animateAtlasPlayer.core.Animation;
import animate.FlxSymbol.Parsed;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.graphics.FlxGraphic;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.system.FlxAssets.FlxGraphicAsset;
import haxe.Json;
import openfl.Assets;
import openfl.display.BitmapData;
import openfl.geom.Rectangle;
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class FlxAnimate extends FlxSymbol
{
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// var myAnim:Animation;
// var animBitmap:BitmapData;
var loadedQueue:Bool = false;
var swagFrames:Array<BitmapData> = [];
public function new(x:Float, y:Float)
{
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var folder:String = 'tightBars';
coolParse = cast Json.parse(Assets.getText(Paths.file('images/' + folder + '/Animation.json')));
coolParse.AN.TL.L.reverse();
super(x, y, coolParse);
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frames = FlxAnimate.fromAnimate(Paths.file('images/' + folder + '/spritemap1.png'), Paths.file('images/' + folder + '/spritemap1.json'));
// frames
}
override function draw()
{
super.draw();
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renderFrame(coolParse.AN.TL, coolParse, true);
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if (FlxG.keys.justPressed.E)
{
for (shit in FlxSymbol.nestedShit.keys())
{
for (spr in FlxSymbol.nestedShit.get(shit))
{
spr.draw();
}
}
FlxSymbol.nestedShit.clear();
}
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}
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var curFrame:Int = 0;
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// notes to self
// account for different layers
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var playingAnim:Bool = false;
var frameTickTypeShit:Float = 0;
var animFrameRate:Int = 24;
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override function update(elapsed:Float)
{
super.update(elapsed);
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if (FlxG.keys.justPressed.SPACE)
playingAnim = !playingAnim;
if (playingAnim)
{
frameTickTypeShit += elapsed;
// prob fix this framerate thing for higher framerates?
if (frameTickTypeShit >= 1 / 24)
{
changeFrame(1);
frameTickTypeShit = 0;
}
}
if (FlxG.keys.justPressed.RIGHT)
changeFrame(1);
if (FlxG.keys.justPressed.LEFT)
changeFrame(-1);
}
// This stuff is u
public static function fromAnimate(Source:FlxGraphicAsset, Description:String):FlxAtlasFrames
{
var graphic:FlxGraphic = FlxG.bitmap.add(Source);
if (graphic == null)
return null;
var frames:FlxAtlasFrames = FlxAtlasFrames.findFrame(graphic);
if (frames != null)
return frames;
if (graphic == null || Description == null)
return null;
frames = new FlxAtlasFrames(graphic);
var data:AnimateObject;
var json:String = Description;
trace(json);
if (Assets.exists(json))
json = Assets.getText(json);
data = cast Json.parse(json).ATLAS;
for (sprite in data.SPRITES)
{
// probably nicer way to do this? Oh well
var swagSprite:AnimateSprite = sprite.SPRITE;
var rect = FlxRect.get(swagSprite.x, swagSprite.y, swagSprite.w, swagSprite.h);
var size = new Rectangle(0, 0, rect.width, rect.height);
var offset = FlxPoint.get(-size.left, -size.top);
var sourceSize = FlxPoint.get(size.width, size.height);
frames.addAtlasFrame(rect, sourceSize, offset, swagSprite.name);
}
return frames;
}
}
typedef AnimateObject =
{
SPRITES:Array<Dynamic>
}
typedef AnimateSprite =
{
var name:String;
var x:Int;
var y:Int;
var w:Int;
var h:Int;
var rotated:Bool;
}