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https://github.com/FunkinCrew/Funkin.git
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animation fixing for FlxSymbol in progress
This commit is contained in:
parent
4137687f26
commit
1927be79f8
1 changed files with 115 additions and 75 deletions
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@ -16,6 +16,15 @@ class FlxSymbol extends FlxSprite
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private var hasFrameByPass:Bool = false;
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private var hasFrameByPass:Bool = false;
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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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public function new(x:Float, y:Float, coolParsed:Parsed)
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{
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{
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super(x, y);
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super(x, y);
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@ -47,13 +56,33 @@ class FlxSymbol extends FlxSprite
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trace(layer.LN);
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trace(layer.LN);
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// layer.FR.reverse();
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// layer.FR.reverse();
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// var frame = layer.FR[0]
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for (frame in layer.FR)
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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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{
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if (daFrame >= frame.I && daFrame < frame.I + frame.DU)
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case LOOP:
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{
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var tempFrame = layer.FR[newFrameNum + firstFrame % layer.FR.length];
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for (element in frame.E)
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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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{
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if (Reflect.hasField(element, 'ASI'))
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if (Reflect.hasField(element, 'ASI'))
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{
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{
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@ -92,8 +121,8 @@ class FlxSymbol extends FlxSprite
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var nestedShit:FlxSymbol = new FlxSymbol(0, 0, coolParse);
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var nestedShit:FlxSymbol = new FlxSymbol(0, 0, coolParse);
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nestedShit.frames = frames;
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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],
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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[12], element.SI.M3D[13]);
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element.SI.M3D[13]);
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swagMatrix.concat(_matrix);
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swagMatrix.concat(_matrix);
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@ -115,11 +144,16 @@ class FlxSymbol extends FlxSprite
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if (FlxG.keys.justPressed.ONE)
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if (FlxG.keys.justPressed.ONE)
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{
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{
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trace("SI - " + layer.LN + ": " + element.SI.SN);
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trace("SI - " + layer.LN + ": " + element.SI.SN + " - LOOP TYPE: " + element.SI.LP);
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}
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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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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.hasFrameByPass = true;
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nestedShit.nestDepth = nestDepth + 1;
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nestedShit.nestDepth = nestDepth + 1;
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nestedShit.renderFrame(nestedSymbol.TL, coolParsed);
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nestedShit.renderFrame(nestedSymbol.TL, coolParsed);
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@ -127,8 +161,8 @@ class FlxSymbol extends FlxSprite
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// 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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}
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// }
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}
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}
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}
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}
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@ -311,6 +345,12 @@ typedef SymbolInstance =
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/** SymbolType (Graphic, Movieclip, Button)*/
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/** SymbolType (Graphic, Movieclip, Button)*/
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var ST:String;
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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 TRP:TransformationPoint;
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var M3D:Array<Float>;
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var M3D:Array<Float>;
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}
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}
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