mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-12-11 16:51:21 -05:00
Merge branch 'master' of github.com:ninjamuffin99/Funkin-secret into nitpix
This commit is contained in:
commit
366b6242c0
4 changed files with 333 additions and 63 deletions
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@ -1,8 +1,6 @@
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package;
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import animate.FlxAnimate;
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import animateAtlasPlayer.assets.AssetManager;
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import animateAtlasPlayer.core.Animation;
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import flixel.FlxG;
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import flixel.FlxSprite;
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import flixel.FlxState;
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@ -13,18 +11,10 @@ import flixel.text.FlxText;
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import flixel.util.FlxColor;
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import openfl.display.BitmapData;
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// import animateAtlasPlayer.assets.AssetManager;
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// import animateAtlasPlayer.core.Animation;
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class CutsceneAnimTestState extends FlxState
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{
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var animShit:Array<String> = [
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'GF STARTS TO TURN PART 1',
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'GF STARTS TO TURN PART 2',
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'PICO ARRIVES PART 1',
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'PICO ARRIVES PART 2',
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'PICO ARRIVES PART 2 POINT FIVE',
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'PICO ARRIVES PART 3',
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'Pico Dual Wield on Speaker'
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];
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var cutsceneGroup:CutsceneCharacter;
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var curSelected:Int = 0;
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@ -42,7 +32,7 @@ class CutsceneAnimTestState extends FlxState
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debugTxt.color = FlxColor.BLUE;
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add(debugTxt);
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var animated:FlxAnimate = new FlxAnimate(10, 10);
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var animated:FlxAnimate = new FlxAnimate(600, 200);
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add(animated);
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// createCutscene(0);
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@ -107,6 +107,8 @@ class TitleState extends MusicBeatState
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#if FREEPLAY
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FlxG.switchState(new FreeplayState());
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#elseif ANIMATE
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FlxG.switchState(new CutsceneAnimTestState());
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#elseif CHARTING
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FlxG.switchState(new ChartingState());
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/*
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@ -1,7 +1,8 @@
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package animate;
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import animateAtlasPlayer.assets.AssetManager;
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import animateAtlasPlayer.core.Animation;
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// import animateAtlasPlayer.assets.AssetManager;
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// import animateAtlasPlayer.core.Animation;
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import animate.FlxSymbol.Parsed;
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import flixel.FlxG;
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import flixel.FlxSprite;
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import flixel.graphics.FlxGraphic;
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@ -11,77 +12,68 @@ import flixel.math.FlxRect;
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import flixel.system.FlxAssets.FlxGraphicAsset;
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import haxe.Json;
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import openfl.Assets;
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import openfl.display.Bitmap;
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import openfl.display.BitmapData;
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import openfl.geom.Point;
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import openfl.geom.Rectangle;
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class FlxAnimate extends FlxSprite
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class FlxAnimate extends FlxSymbol
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{
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var myAnim:Animation;
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var animBitmap:BitmapData;
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// var myAnim:Animation;
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// var animBitmap:BitmapData;
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var loadedQueue:Bool = false;
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var swagFrames:Array<BitmapData> = [];
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public function new(x:Float, y:Float)
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{
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super(x, y);
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var folder:String = 'tightBars';
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coolParse = cast Json.parse(Assets.getText(Paths.file('images/' + folder + '/Animation.json')));
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coolParse.AN.TL.L.reverse();
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super(x, y, coolParse);
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// get fromAnimate()
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// get every symbol / piece needed
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// animate them?
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var swagAssets:AssetManager = new AssetManager();
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swagAssets.enqueueSingle(Paths.file('images/picoShoot/spritemap1.png'));
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swagAssets.enqueueSingle(Paths.file('images/picoShoot/spritemap1.json'));
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swagAssets.enqueueSingle(Paths.file('images/picoShoot/Animation.json'));
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swagAssets.loadQueue(function(assetMgr:AssetManager)
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{
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myAnim = assetMgr.createAnimation("Pico Saves them sequence");
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myAnim.cacheAsBitmap = true;
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myAnim.opaqueBackground = null;
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// myAnim.root.x += 200;
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// myAnim.root.y += 200;
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// myAnim.x += 200;
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// myAnim.y += 200;
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var daAnim:BitmapData = new BitmapData(200, 200, true, 0x00000000);
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daAnim.draw(myAnim);
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animBitmap = new BitmapData(200, 200, true, 0x00000000);
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animBitmap.draw(myAnim);
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loadGraphic(animBitmap);
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// framePixels = animBitmap;
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loadedQueue = true;
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});
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frames = FlxAnimate.fromAnimate(Paths.file('images/' + folder + '/spritemap1.png'), Paths.file('images/' + folder + '/spritemap1.json'));
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// frames
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}
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var pointZero:Point = new Point();
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private var lastFrame:Int = 0;
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override function draw()
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{
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super.draw();
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if (loadedQueue)
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{
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if (lastFrame != myAnim.currentFrame)
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{
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lastFrame = myAnim.currentFrame;
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// loadGraphic(animBitmap);
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animBitmap.draw(myAnim);
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renderFrame(coolParse.AN.TL, coolParse, true);
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}
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// animBitmap.draw(myAnim);
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var curFrame:Int = 0;
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// notes to self
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// account for different layers
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var playingAnim:Bool = false;
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var frameTickTypeShit:Float = 0;
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var animFrameRate:Int = 24;
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override function update(elapsed:Float)
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{
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super.update(elapsed);
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if (FlxG.keys.justPressed.SPACE)
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playingAnim = !playingAnim;
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if (playingAnim)
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{
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frameTickTypeShit += elapsed;
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// prob fix this framerate thing for higher framerates?
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if (frameTickTypeShit >= 1 / 24)
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{
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changeFrame(1);
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frameTickTypeShit = 0;
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}
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}
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if (FlxG.keys.justPressed.RIGHT)
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changeFrame(1);
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if (FlxG.keys.justPressed.LEFT)
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changeFrame(-1);
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}
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// This stuff is u
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public static function fromAnimate(Source:FlxGraphicAsset, Description:String):FlxAtlasFrames
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{
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286
source/animate/FlxSymbol.hx
Normal file
286
source/animate/FlxSymbol.hx
Normal file
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package animate;
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import flixel.FlxSprite;
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import flixel.math.FlxAngle;
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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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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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override function draw()
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{
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super.draw();
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}
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var swagX:Float = 0;
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var swagY:Float = 0;
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var symbolMap:Map<String, Animation> = new Map();
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var drawQueue:Array<FlxSymbol> = [];
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public var daFrame:Int = 0;
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function renderFrame(TL:Timeline, coolParsed:Parsed, ?isMainLoop:Bool = false)
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{
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drawQueue = [];
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for (layer in TL.L)
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{
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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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{
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if (daFrame >= frame.I && daFrame < frame.I + frame.DU)
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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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var spr:FlxSymbol = new FlxSymbol(x + element.ASI.M3D[12], y + element.ASI.M3D[13], coolParsed);
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if (oldMatrix != null)
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{
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// spr.x += oldMatrix[12];
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// spr.y += oldMatrix[13];
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}
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// trace(element.ASI.M3D[12] + element.ASI.N);
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spr.frames = frames;
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// spr.animation.addByPrefix('swag',)
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spr.frame = spr.frames.getByName(element.ASI.N);
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// spr.flipX = true;
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var m3d = element.ASI.M3D;
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_matrix.identity();
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_matrix.setTo(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
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// spr.scale.x = m3d[0];
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spr.scale.y = Math.sqrt(_matrix.c * _matrix.c + _matrix.d * _matrix.d);
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spr.scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b);
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spr.origin.set();
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spr.origin.x += origin.x;
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spr.origin.y += origin.y;
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spr.angle = FlxAngle.asDegrees(Math.atan2(m3d[1], m3d[0])) + angle;
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spr.antialiasing = true;
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// spr.scale.y = m3d[5];
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// if (flipX || m3d[0] == -1)
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// spr.flipX = true;
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// _matrix.identity();
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// _matrix.setTo(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
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// spr.x = _matrix.tx + swagX;
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// spr.y = _matrix.ty + swagY;
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// spr._matrix.setTo(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
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drawQueue.push(spr);
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// spr.draw();
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// swagX = 0;
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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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// nestedSymbol
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// if (element.SI.M3D[0] == -1 || flipX)
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// nestedShit.flipX = true;
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// nestedSymbol.TL.L.reverse();
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_matrix.identity();
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_matrix.setTo(element.SI.M3D[0], element.SI.M3D[1], element.SI.M3D[4], element.SI.M3D[5], element.SI.M3D[12], element.SI.M3D[13]);
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// _matrix.scale(1, 1);
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var nestedShit:FlxSymbol = new FlxSymbol(x + _matrix.tx, y + _matrix.ty, coolParse);
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nestedShit.frames = frames;
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nestedShit.scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b + _matrix.b);
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nestedShit.scale.y = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b);
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nestedShit.origin.set(element.SI.TRP.x, element.SI.TRP.y);
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nestedShit.angle = FlxAngle.asDegrees(Math.atan2(_matrix.b, _matrix.a));
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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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nestedShit.hasFrameByPass = true;
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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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// drawQueue.reverse();
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//
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for (thing in drawQueue)
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thing.draw();
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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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}
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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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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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|
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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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Loading…
Reference in a new issue