animation fixing for FlxSymbol in progress

This commit is contained in:
Cameron Taylor 2021-06-17 01:42:31 -04:00
parent 4137687f26
commit 1927be79f8

View file

@ -16,6 +16,15 @@ class FlxSymbol extends FlxSprite
private var hasFrameByPass:Bool = false;
// Loop types shit
public static inline var LOOP:String = 'LP';
public static inline var PLAY_ONCE:String = 'PO';
public static inline var SINGLE_FRAME:String = 'SF';
public var firstFrame:Int = 0;
public var daLoopType:String = 'LP'; // LP by default, is set below!!!
public function new(x:Float, y:Float, coolParsed:Parsed)
{
super(x, y);
@ -47,88 +56,113 @@ class FlxSymbol extends FlxSprite
trace(layer.LN);
// layer.FR.reverse();
// var frame = layer.FR[0]
for (frame in layer.FR)
// for (frame in layer.FR)
// {
var newFrameNum:Int = daFrame;
switch (daLoopType)
{
if (daFrame >= frame.I && daFrame < frame.I + frame.DU)
case LOOP:
var tempFrame = layer.FR[newFrameNum + firstFrame % layer.FR.length];
newFrameNum += 0; // temp, fix later for good looping
case PLAY_ONCE:
newFrameNum += 0;
case SINGLE_FRAME:
newFrameNum = firstFrame;
}
trace(daLoopType);
trace(newFrameNum);
trace(layer.FR.length);
trace(newFrameNum % layer.FR.length);
var swagFrame:Frame = layer.FR[newFrameNum % layer.FR.length]; // has modulo just in case????
// if (newFrameNum >= frame.I && newFrameNum < frame.I + frame.DU)
// {
for (element in swagFrame.E)
{
if (Reflect.hasField(element, 'ASI'))
{
for (element in frame.E)
var m3d = element.ASI.M3D;
var dumbassMatrix:Matrix = new Matrix(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
var spr:FlxSymbol = new FlxSymbol(0, 0, coolParsed);
matrixExposed = true;
spr.frames = frames;
spr.frame = spr.frames.getByName(element.ASI.N);
// dumbassMatrix.translate(origin.x, origin.y);
dumbassMatrix.concat(_matrix);
spr.matrixExposed = true;
spr.transformMatrix.concat(dumbassMatrix);
// spr._matrix.concat(spr.transformMatrix);
spr.origin.set();
// Prob dont need these offset thingies???
// spr.origin.x += origin.x;
// spr.origin.y += origin.y;
spr.antialiasing = true;
// if (layer.LN != 'head')
spr.draw();
if (FlxG.keys.justPressed.ONE)
{
if (Reflect.hasField(element, 'ASI'))
{
var m3d = element.ASI.M3D;
var dumbassMatrix:Matrix = new Matrix(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
var spr:FlxSymbol = new FlxSymbol(0, 0, coolParsed);
matrixExposed = true;
spr.frames = frames;
spr.frame = spr.frames.getByName(element.ASI.N);
// dumbassMatrix.translate(origin.x, origin.y);
dumbassMatrix.concat(_matrix);
spr.matrixExposed = true;
spr.transformMatrix.concat(dumbassMatrix);
// spr._matrix.concat(spr.transformMatrix);
spr.origin.set();
// Prob dont need these offset thingies???
// spr.origin.x += origin.x;
// spr.origin.y += origin.y;
spr.antialiasing = true;
// if (layer.LN != 'head')
spr.draw();
if (FlxG.keys.justPressed.ONE)
{
trace("ASI - " + layer.LN + ": " + element.ASI.N);
}
}
else
{
var nestedSymbol = symbolMap.get(element.SI.SN);
var nestedShit:FlxSymbol = new FlxSymbol(0, 0, coolParse);
nestedShit.frames = frames;
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], element.SI.M3D[13]);
swagMatrix.concat(_matrix);
nestedShit._matrix.concat(swagMatrix);
nestedShit.origin.set(element.SI.TRP.x, element.SI.TRP.y);
// nestedShit.angle += ((180 / Math.PI) * Math.atan2(swagMatrix.b, swagMatrix.a));
// nestedShit.angle += angle;
if (symbolAtlasShit.exists(nestedSymbol.SN))
{
// nestedShit.frames.getByName(symbolAtlasShit.get(nestedSymbol.SN));
// nestedShit.draw();
}
// scale.y = Math.sqrt(_matrix.c * _matrix.c + _matrix.d * _matrix.d);
// scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b);
// nestedShit.oldMatrix = element.SI.M3D;
if (FlxG.keys.justPressed.ONE)
{
trace("SI - " + layer.LN + ": " + element.SI.SN);
}
nestedSymbol.TL.L.reverse();
nestedShit.hasFrameByPass = true;
nestedShit.nestDepth = nestDepth + 1;
nestedShit.renderFrame(nestedSymbol.TL, coolParsed);
// renderFrame(nestedSymbol.TL, coolParsed);
}
trace("ASI - " + layer.LN + ": " + element.ASI.N);
}
}
else
{
var nestedSymbol = symbolMap.get(element.SI.SN);
var nestedShit:FlxSymbol = new FlxSymbol(0, 0, coolParse);
nestedShit.frames = frames;
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],
element.SI.M3D[13]);
swagMatrix.concat(_matrix);
nestedShit._matrix.concat(swagMatrix);
nestedShit.origin.set(element.SI.TRP.x, element.SI.TRP.y);
// nestedShit.angle += ((180 / Math.PI) * Math.atan2(swagMatrix.b, swagMatrix.a));
// nestedShit.angle += angle;
if (symbolAtlasShit.exists(nestedSymbol.SN))
{
// nestedShit.frames.getByName(symbolAtlasShit.get(nestedSymbol.SN));
// nestedShit.draw();
}
// scale.y = Math.sqrt(_matrix.c * _matrix.c + _matrix.d * _matrix.d);
// scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b);
// nestedShit.oldMatrix = element.SI.M3D;
if (FlxG.keys.justPressed.ONE)
{
trace("SI - " + layer.LN + ": " + element.SI.SN + " - LOOP TYPE: " + element.SI.LP);
}
nestedShit.firstFrame = element.SI.FF;
// nestedShit.daFrame += nestedShit.firstFrame;
nestedSymbol.TL.L.reverse();
nestedShit.daLoopType = element.SI.LP;
nestedShit.daFrame = daFrame;
nestedShit.hasFrameByPass = true;
nestedShit.nestDepth = nestDepth + 1;
nestedShit.renderFrame(nestedSymbol.TL, coolParsed);
// renderFrame(nestedSymbol.TL, coolParsed);
}
}
// }
// }
}
}
@ -311,6 +345,12 @@ typedef SymbolInstance =
/** SymbolType (Graphic, Movieclip, Button)*/
var ST:String;
/** First frame*/
var FF:Int;
/** Loop type (Loop, play once, single frame)*/
var LP:String;
var TRP:TransformationPoint;
var M3D:Array<Float>;
}