mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-14 19:25:16 -05:00
WIP on Animate
This commit is contained in:
parent
dad252dfdc
commit
39585f9794
9 changed files with 131 additions and 1172 deletions
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@ -13,7 +13,7 @@ Code Quality is handled by the `vshaxe.haxe-checkstyle` extension, which include
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* Checks can be disabled by setting the severity to `IGNORE`.
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* `IndentationCharacter` checks what is used to indent, `Indentation` checks how deep the intentation is.
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* `CommentedOutCode` check is in place because old code should be retrieved via Git history.
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* TODO items:
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* TODO items: Enable these one-by-one and fix them to improve the overall code quality.
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- Reconfigure `MethodLength`
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- Reconfigure `CyclomaticComplexity`
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- Re-enable `MagicNumber`
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@ -41,7 +41,9 @@
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"type": "AvoidStarImport"
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},
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{
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"props": {},
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"props": {
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"severity": "IGNORE"
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},
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"type": "AvoidTernaryOperator"
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},
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{
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@ -229,7 +231,8 @@
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},
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{
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"props": {
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"ignoreReturnAssignments": false
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"ignoreReturnAssignments": false,
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"severity": "WARNING"
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},
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"type": "InnerAssignment"
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},
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@ -275,11 +278,18 @@
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},
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"type": "MagicNumber"
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},
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{
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"props": {
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"format": "^[A-Z][a-zA-Z0-9]*$",
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"tokens": ["ENUM"]
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},
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"type": "MemberName"
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},
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{
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"props": {
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"ignoreExtern": true,
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"format": "^[a-z][a-zA-Z0-9]*$",
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"tokens": []
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"tokens": ["PUBLIC", "PRIVATE", "CLASS", "ABSTRACT", "TYPEDEF"]
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},
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"type": "MemberName"
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},
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@ -310,10 +320,10 @@
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{
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"props": {
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"modifiers": [
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"MACRO",
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"OVERRIDE",
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"PUBLIC_PRIVATE",
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"STATIC",
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"MACRO",
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"OVERRIDE",
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"INLINE",
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"DYNAMIC",
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"FINAL"
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@ -342,13 +352,15 @@
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},
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{
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"props": {
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"max": 3
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"max": 3,
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"severity": "IGNORE"
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},
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"type": "NestedControlFlow"
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},
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{
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"props": {
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"max": 1
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"max": 1,
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"severity": "IGNORE"
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},
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"type": "NestedForDepth"
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},
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@ -366,7 +378,7 @@
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},
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{
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"props": {
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"option": "questionMark"
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"option": "nullDefault"
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},
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"type": "NullableParameter"
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},
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@ -426,7 +438,7 @@
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"++",
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"--"
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],
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"option": "eol"
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"option": "nl"
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},
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"type": "OperatorWrap"
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},
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@ -446,7 +458,9 @@
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"type": "ParameterNumber"
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},
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{
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"props": {},
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"props": {
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"severity": "WARNING"
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},
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"type": "PublicAccessor"
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},
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{
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211
hmm.json
211
hmm.json
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@ -1,106 +1,107 @@
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{
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"dependencies": [{
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"name": "discord_rpc",
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"type": "git",
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"dir": null,
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"ref": "2d83fa8",
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"url": "https://github.com/Aidan63/linc_discord-rpc"
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},
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{
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"name": "flixel",
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"type": "git",
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"dir": null,
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"ref": "a629f9a5",
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"url": "https://github.com/MasterEric/flixel"
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},
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{
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"name": "flixel-addons",
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"type": "git",
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"dir": null,
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"ref": "752c3d7",
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"url": "https://github.com/MasterEric/flixel-addons"
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},
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{
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"name": "flixel-ui",
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"type": "haxelib",
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"version": "2.4.0"
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},
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{
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"name": "flxanimate",
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"type": "git",
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"dir": null,
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"ref": "18b2060",
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"url": "https://github.com/Dot-Stuff/flxanimate"
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},
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{
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"name": "format",
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"type": "haxelib",
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"version": "3.5.0"
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},
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{
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"name": "haxeui-core",
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"type": "git",
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"dir": null,
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"ref": "e5cf78d",
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"url": "https://github.com/haxeui/haxeui-core/"
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},
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{
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"name": "haxeui-flixel",
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"type": "git",
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"dir": null,
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"ref": "f03bb6d",
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"url": "https://github.com/haxeui/haxeui-flixel"
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},
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{
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"name": "hmm",
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"type": "git",
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"dir": null,
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"ref": "3ef9522",
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"url": "https://github.com/steviegt6/hmm"
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},
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{
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"name": "hscript",
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"type": "haxelib",
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"version": "2.5.0"
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},
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{
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"name": "hxcpp",
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"type": "haxelib",
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"version": "4.2.1"
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},
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{
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"name": "hxcpp-debug-server",
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"type": "haxelib",
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"version": "1.2.4"
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},
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{
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"name": "hxp",
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"type": "haxelib",
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"version": null
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},
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{
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"name": "lime",
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"type": "haxelib",
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"version": null
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},
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{
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"name": "openfl",
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"type": "git",
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"dir": null,
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"ref": "3fd5763c1",
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"url": "https://github.com/MasterEric/openfl"
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},
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{
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"name": "polymod",
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"type": "git",
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"dir": null,
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"ref": "4e5b4b3",
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"url": "https://github.com/larsiusprime/polymod"
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},
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{
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"name": "thx.semver",
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"type": "haxelib",
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"version": "0.2.2"
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}
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]
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}
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"dependencies": [
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{
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"name": "discord_rpc",
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"type": "git",
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"dir": null,
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"ref": "2d83fa8",
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"url": "https://github.com/Aidan63/linc_discord-rpc"
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},
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{
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"name": "flixel",
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"type": "git",
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"dir": null,
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"ref": "ec5d0f2",
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"url": "https://github.com/EliteMasterEric/flixel"
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},
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{
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"name": "flixel-addons",
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"type": "git",
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"dir": null,
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"ref": "752c3d7",
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"url": "https://github.com/EliteMasterEric/flixel-addons"
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},
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{
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"name": "flixel-ui",
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"type": "haxelib",
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"version": "2.4.0"
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},
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{
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"name": "flxanimate",
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"type": "git",
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"dir": null,
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"ref": "master",
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"url": "https://github.com/Dot-Stuff/flxanimate"
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},
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{
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"name": "format",
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"type": "haxelib",
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"version": "3.5.0"
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},
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{
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"name": "haxeui-core",
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"type": "git",
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"dir": null,
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"ref": "e5cf78d",
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"url": "https://github.com/haxeui/haxeui-core/"
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},
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{
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"name": "haxeui-flixel",
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"type": "git",
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"dir": null,
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"ref": "f03bb6d",
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"url": "https://github.com/haxeui/haxeui-flixel"
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},
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{
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"name": "hmm",
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"type": "git",
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"dir": null,
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"ref": "3ef9522",
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"url": "https://github.com/steviegt6/hmm"
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},
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{
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"name": "hscript",
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"type": "haxelib",
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"version": "2.5.0"
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},
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{
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"name": "hxcpp",
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"type": "haxelib",
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"version": "4.2.1"
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},
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{
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"name": "hxcpp-debug-server",
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"type": "haxelib",
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"version": "1.2.4"
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},
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{
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"name": "hxp",
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"type": "haxelib",
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"version": null
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},
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{
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"name": "lime",
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"type": "haxelib",
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"version": null
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},
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{
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"name": "openfl",
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"type": "git",
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"dir": null,
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"ref": "3fd5763c1",
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"url": "https://github.com/EliteMasterEric/openfl"
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},
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{
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"name": "polymod",
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"type": "git",
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"dir": null,
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"ref": "4e5b4b3",
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"url": "https://github.com/larsiusprime/polymod"
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},
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{
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"name": "thx.semver",
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"type": "haxelib",
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"version": "0.2.2"
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}
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]
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}
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@ -1,36 +0,0 @@
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package funkin.animate;
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import flixel.FlxSprite;
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import flixel.FlxState;
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import flixel.addons.display.FlxGridOverlay;
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class AnimTestStage extends FlxState
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{
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var tl:AnimateTimeline;
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var swag:FlxAnimate;
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override function create()
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{
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var bg:FlxSprite = FlxGridOverlay.create(32, 32);
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add(bg);
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bg.scrollFactor.set();
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swag = new FlxAnimate(200, 200);
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add(swag);
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tl = new AnimateTimeline(Paths.file('images/tightBarsLol/Animation.json'));
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add(tl);
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super.create();
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}
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override function update(elapsed:Float)
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{
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tl.curFrame = swag.daFrame;
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CoolUtil.mouseWheelZoom();
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CoolUtil.mouseCamDrag();
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super.update(elapsed);
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}
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}
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@ -1,74 +0,0 @@
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package funkin.animate;
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import flixel.FlxCamera;
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import flixel.FlxSprite;
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import flixel.group.FlxGroup.FlxTypedGroup;
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import flixel.group.FlxGroup;
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import flixel.text.FlxText;
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import flixel.util.FlxColor;
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import haxe.Json;
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import lime.utils.Assets;
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class AnimateTimeline extends FlxTypedGroup<FlxSprite>
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{
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// var coolParsed:Parsed;
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var playhead:FlxSprite;
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public var curFrame(default, set):Int;
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function set_curFrame(frm:Int):Int
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{
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if (playhead != null) playhead.x = 5 + (frm * 12) + (12 * 5);
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return frm;
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}
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var hudCamShit:FlxCamera;
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public function new(parsed:String)
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{
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super();
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/* hudCamShit = new FlxCamera();
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hudCamShit.bgColor = FlxColor.TRANSPARENT;
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FlxG.cameras.add(hudCamShit, false);
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playhead = new FlxSprite(0, -12).makeGraphic(2, 10, FlxColor.MAGENTA);
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add(playhead);
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hudCamShit.follow(playhead);
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hudCamShit.setScrollBounds(0, null, -14, null);
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curFrame = 0;
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coolParsed = cast Json.parse(Assets.getText(parsed));
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var layerNum:Int = 0;
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for (layer in coolParsed.AN.TL.L)
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{
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var frameNum:Int = 0;
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for (frame in layer.FR)
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{
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var coolFrame:TimelineFrame = new TimelineFrame((frame.I * 12) + 12 * 5, layerNum * 12, frame.DU, frame);
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add(coolFrame);
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frameNum++;
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}
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var layerName:FlxText = new FlxText(0, layerNum * 12, 0, layer.LN, 10);
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layerName.color = FlxColor.PURPLE;
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layerName.scrollFactor.x = 0;
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var layerBG:FlxSprite = new FlxSprite(0, layerNum * 12).makeGraphic(12 * 4, 12);
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layerBG.scrollFactor.x = 0;
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add(layerBG);
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add(layerName);
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layerNum++;
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}
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||||
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this.cameras = [hudCamShit];
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*/
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||||
}
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}
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@ -1,285 +0,0 @@
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package funkin.animate;
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||||
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||||
import funkin.animate.ParseAnimate.AnimJson;
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||||
import funkin.animate.ParseAnimate.Sprite;
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||||
import funkin.animate.ParseAnimate.Spritemap;
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import flixel.FlxCamera;
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import flixel.FlxSprite;
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||||
import flixel.graphics.FlxGraphic;
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||||
import flixel.graphics.frames.FlxAtlasFrames;
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||||
import flixel.graphics.frames.FlxFrame.FlxFrameAngle;
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||||
import flixel.group.FlxGroup;
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||||
import flixel.math.FlxMatrix;
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||||
import flixel.math.FlxPoint;
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||||
import flixel.math.FlxRect;
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||||
import flixel.system.FlxAssets.FlxGraphicAsset;
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||||
import haxe.format.JsonParser;
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||||
import openfl.Assets;
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||||
import openfl.display.BitmapData;
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||||
import openfl.geom.Matrix;
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||||
import openfl.geom.Rectangle;
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||||
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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 jsonAnim:AnimJson;
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||||
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||||
var sprGrp:FlxTypedGroup<FlxSymbol>;
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||||
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||||
public function new(x:Float, y:Float)
|
||||
{
|
||||
super(x, y);
|
||||
|
||||
sprGrp = new FlxTypedGroup<FlxSymbol>();
|
||||
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||||
var tests:Array<String> = ['tightBarsLol', 'tightestBars'];
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||||
|
||||
var folder:String = tests[1];
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||||
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||||
frames = FlxAnimate.fromAnimate(Paths.file('images/' + folder + "/spritemap1.png"), Paths.file('images/$folder/spritemap1.json'));
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||||
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||||
jsonAnim = cast CoolUtil.coolJSON(Assets.getText(Paths.file('images/$folder/Animation.json')));
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||||
ParseAnimate.generateSymbolmap(jsonAnim.SD.S);
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||||
ParseAnimate.resetFrameList();
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||||
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||||
ParseAnimate.parseTimeline(jsonAnim.AN.TL, 0, 0);
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||||
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||||
generateSpriteShit();
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||||
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||||
/* var folder:String = 'tightestBars';
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||||
coolParse = cast Json.parse(Assets.getText(Paths.file('images/' + folder + '/Animation.json')));
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||||
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||||
// reverses the layers, for proper rendering!
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||||
coolParse.AN.TL.L.reverse();
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||||
super(x, y, coolParse);
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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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||||
*/
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||||
|
||||
// frames
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||||
}
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||||
|
||||
override function draw()
|
||||
{
|
||||
// having this commented out fixes some wacky scaling bullshit?
|
||||
// or fixes drawing it twice?
|
||||
// super.draw();
|
||||
|
||||
// renderFrame(coolParse.AN.TL, coolParse, true);
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||||
|
||||
actualFrameRender();
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||||
}
|
||||
|
||||
/**
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||||
* Puts all the needed sprites into a FlxTypedGroup, and properly recycles them?
|
||||
**/
|
||||
function generateSpriteShit()
|
||||
{
|
||||
sprGrp.kill(); // kills group, maybe dont need to do this one so broadly? ehh whatev
|
||||
|
||||
for (frameSorted in ParseAnimate.frameList)
|
||||
{
|
||||
for (i in frameSorted)
|
||||
{
|
||||
// instead of making them every frame, regenerate when needed?
|
||||
var spr:FlxSymbol = sprGrp.recycle(FlxSymbol); // redo this to recycle from a list later
|
||||
spr.frames = frames;
|
||||
spr.frame = spr.frames.getByName(i.frameName); // this one is fine
|
||||
spr.updateHitbox();
|
||||
|
||||
// move this? wont work here!
|
||||
if (FlxG.keys.justPressed.I)
|
||||
{
|
||||
trace(i.frameName);
|
||||
trace(i.depthString);
|
||||
// trace("random lol: " + i.randomLol);
|
||||
}
|
||||
|
||||
// cuz its in group, gets a lil fuckie when animated, need to go thru and properly reset each thing for shit like matrix!
|
||||
// merely resets the matrix to normal ass one!
|
||||
spr.transformMatrix.identity();
|
||||
spr.setPosition();
|
||||
|
||||
/* for (swagMatrix in i.matrixArray)
|
||||
{
|
||||
var alsoSwag:FlxMatrix = new FlxMatrix(swagMatrix[0], swagMatrix[1], swagMatrix[4], swagMatrix[5], swagMatrix[12], swagMatrix[13]);
|
||||
spr.matrixExposed = true;
|
||||
spr.transformMatrix.concat(alsoSwag);
|
||||
}*/
|
||||
|
||||
// i.fullMatrix.concat
|
||||
|
||||
spr.matrixExposed = true;
|
||||
|
||||
// trace(i.fullMatrix);
|
||||
|
||||
if (i.fullMatrix.a < 0)
|
||||
{
|
||||
trace('negative?');
|
||||
trace(i.fullMatrix);
|
||||
}
|
||||
|
||||
spr.transformMatrix.concat(i.fullMatrix);
|
||||
|
||||
if (i.fullMatrix.a < 0)
|
||||
{
|
||||
trace('negative?');
|
||||
trace(i.fullMatrix);
|
||||
trace(spr.transformMatrix);
|
||||
}
|
||||
|
||||
// trace(spr.transformMatrix);
|
||||
|
||||
spr.origin.set();
|
||||
|
||||
/* for (trpShit in i.trpArray)
|
||||
{
|
||||
spr.origin.x -= trpShit[0];
|
||||
spr.origin.y -= trpShit[1];
|
||||
}
|
||||
*/
|
||||
// spr.alpha = 0.3;
|
||||
|
||||
spr.antialiasing = true;
|
||||
sprGrp.add(spr);
|
||||
spr.alpha = 0.5;
|
||||
|
||||
/* if (i == "0225")
|
||||
{
|
||||
trace('FUNNY MATRIX!');
|
||||
trace(spr._matrix);
|
||||
trace("\n\n MATRIX MAP");
|
||||
for (m in ParseAnimate.matrixMap.get("0225"))
|
||||
{
|
||||
trace(m);
|
||||
}
|
||||
|
||||
trace('\n\n');
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
// trace(sprGrp.length);
|
||||
}
|
||||
|
||||
// fix render order of ALL layers!
|
||||
// seperate frameList into layers
|
||||
// go thru animate file to see how it should all be ordered
|
||||
// per frame symbol stuff to fix lip sync (in ParseAnimate?)
|
||||
// definitely need to dig through Animate.json stuff
|
||||
// something with TRP stuff, look through tighterBars (GF scene)
|
||||
// redo map stuff incase there's multiple assets
|
||||
// ONE CENTRAL THING FOR THIS DUMBASS BULLSHIT
|
||||
// sorted framelist put it all in there, then make i actually mean something
|
||||
|
||||
function actualFrameRender()
|
||||
{
|
||||
sprGrp.draw();
|
||||
}
|
||||
|
||||
// notes to self
|
||||
// account for different layers
|
||||
var playingAnim:Bool = false;
|
||||
var frameTickTypeShit:Float = 0;
|
||||
var animFrameRate:Int = 24;
|
||||
|
||||
// redo all the matrix animation stuff
|
||||
|
||||
override function update(elapsed:Float)
|
||||
{
|
||||
super.update(elapsed);
|
||||
|
||||
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;
|
||||
ParseAnimate.resetFrameList();
|
||||
ParseAnimate.parseTimeline(jsonAnim.AN.TL, 0, daFrame);
|
||||
|
||||
generateSpriteShit();
|
||||
}
|
||||
}
|
||||
|
||||
if (FlxG.keys.justPressed.RIGHT)
|
||||
{
|
||||
changeFrame(1);
|
||||
|
||||
ParseAnimate.resetFrameList();
|
||||
ParseAnimate.parseTimeline(jsonAnim.AN.TL, 0, daFrame);
|
||||
|
||||
generateSpriteShit();
|
||||
}
|
||||
if (FlxG.keys.justPressed.LEFT) changeFrame(-1);
|
||||
}
|
||||
|
||||
/**
|
||||
* PARSES THE 'spritemap1.png' or whatever into a FlxAtlasFrames!!!
|
||||
*/
|
||||
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:Spritemap;
|
||||
|
||||
var json:String = Description;
|
||||
|
||||
// trace(json);
|
||||
|
||||
var funnyJson:Dynamic = {};
|
||||
if (Assets.exists(json)) funnyJson = JaySon.parseFile(json);
|
||||
|
||||
// trace(json);
|
||||
|
||||
// data = c
|
||||
|
||||
data = cast funnyJson;
|
||||
|
||||
for (sprite in data.ATLAS.SPRITES)
|
||||
{
|
||||
// probably nicer way to do this? Oh well
|
||||
var swagSprite:Sprite = 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;
|
||||
}
|
||||
}
|
||||
|
||||
// handy json function that has some hashlink fix, see the thing in CoolUtils file to see the link / where i stole it from
|
||||
class JaySon
|
||||
{
|
||||
public static function parseFile(name:String)
|
||||
{
|
||||
var cont = Assets.getText(name);
|
||||
function is(n:Int, what:Int)
|
||||
return cont.charCodeAt(n) == what;
|
||||
return JsonParser.parse(cont.substr(if (is(0, 65279)) /// looks like a HL target, skipping only first character here:
|
||||
1 else if (is(0, 239) && is(1, 187) && is(2, 191)) /// it seems to be Neko or PHP, start from position 3:
|
||||
3 else /// all other targets, that prepare the UTF string correctly
|
||||
0));
|
||||
}
|
||||
}
|
|
@ -1,81 +0,0 @@
|
|||
package funkin.animate;
|
||||
|
||||
import funkin.animate.ParseAnimate.AnimJson;
|
||||
import funkin.animate.ParseAnimate.Animation;
|
||||
import funkin.animate.ParseAnimate.Frame;
|
||||
import funkin.animate.ParseAnimate.Sprite;
|
||||
import funkin.animate.ParseAnimate.Spritemap;
|
||||
import funkin.animate.ParseAnimate.SymbolDictionary;
|
||||
import funkin.animate.ParseAnimate.Timeline;
|
||||
import flixel.FlxCamera;
|
||||
import flixel.FlxSprite;
|
||||
import flixel.graphics.frames.FlxFrame.FlxFrameAngle;
|
||||
import flixel.math.FlxAngle;
|
||||
import flixel.math.FlxMath;
|
||||
import flixel.math.FlxMatrix;
|
||||
import flixel.math.FlxPoint;
|
||||
import lime.system.System;
|
||||
import openfl.Assets;
|
||||
import openfl.geom.Matrix;
|
||||
|
||||
class FlxSymbol extends FlxSprite
|
||||
{
|
||||
// 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 transformMatrix:Matrix = new Matrix();
|
||||
public var daLoopType:String = 'LP'; // LP by default, is set below!!!
|
||||
|
||||
/**
|
||||
* Bool flag showing whether transformMatrix is used for rendering or not.
|
||||
* False by default, which means that transformMatrix isn't used for rendering
|
||||
*/
|
||||
public var matrixExposed:Bool = true;
|
||||
|
||||
public function new(x:Float, y:Float)
|
||||
{
|
||||
super(x, y);
|
||||
}
|
||||
|
||||
public var daFrame:Int = 0;
|
||||
|
||||
function changeFrame(frameChange:Int = 0):Void
|
||||
{
|
||||
daFrame += frameChange;
|
||||
}
|
||||
|
||||
/**
|
||||
* custom "homemade" (nabbed from FlxSkewSprite) draw function, to make having a matrix transform slightly
|
||||
* less painful
|
||||
*/
|
||||
override function drawComplex(camera:FlxCamera):Void
|
||||
{
|
||||
_frame.prepareMatrix(_matrix, FlxFrameAngle.ANGLE_0, checkFlipX(), checkFlipY());
|
||||
_matrix.translate(-origin.x, -origin.y);
|
||||
_matrix.scale(scale.x, scale.y);
|
||||
|
||||
if (matrixExposed)
|
||||
{
|
||||
_matrix.concat(transformMatrix);
|
||||
}
|
||||
|
||||
if (bakedRotationAngle <= 0)
|
||||
{
|
||||
updateTrig();
|
||||
|
||||
if (angle != 0) _matrix.rotateWithTrig(_cosAngle, _sinAngle);
|
||||
}
|
||||
|
||||
_point.addPoint(origin);
|
||||
_matrix.translate(_point.x, _point.y);
|
||||
|
||||
if (isPixelPerfectRender(camera))
|
||||
{
|
||||
_matrix.tx = Math.floor(_matrix.tx);
|
||||
_matrix.ty = Math.floor(_matrix.ty);
|
||||
}
|
||||
camera.drawPixels(_frame, framePixels, _matrix, colorTransform, blend, antialiasing, shader);
|
||||
}
|
||||
}
|
|
@ -1,517 +0,0 @@
|
|||
package funkin.animate;
|
||||
|
||||
import haxe.format.JsonParser;
|
||||
import openfl.Assets;
|
||||
import openfl.geom.Matrix3D;
|
||||
import openfl.geom.Matrix;
|
||||
#if sys
|
||||
import sys.io.File;
|
||||
#end
|
||||
|
||||
/**
|
||||
* Generally designed / written in a way that can be easily taken out of FNF and used elsewhere
|
||||
* I don't think it even has ties to OpenFL? Could probably just use it for ANY haxe
|
||||
* project if needed, DOES NEED A LOT OF CLEANUP THOUGH!
|
||||
*/
|
||||
class ParseAnimate
|
||||
{
|
||||
// make list of frames needed to render (with ASI)
|
||||
// make GIANT list of all the frames ever and have them in order?
|
||||
public static var symbolMap:Map<String, Symbol> = new Map();
|
||||
public static var actualSprites:Map<String, Sprite> = new Map();
|
||||
|
||||
var _atlas:Map<String, Sprite>;
|
||||
var _symbolData:Map<String, Symbol>;
|
||||
var _defaultSymbolName:String;
|
||||
|
||||
public function new(data:AnimJson, atlas:Spritemap)
|
||||
{
|
||||
// bitmap data could prob be instead
|
||||
// this code is mostly nabbed from https://github.com/miltoncandelero/OpenFLAnimateAtlas/blob/master/Source/animateatlas/displayobject/SpriteAnimationLibrary.hx
|
||||
parseAnimationData(data);
|
||||
parseAtlasData(atlas);
|
||||
}
|
||||
|
||||
function parseAnimationData(data:AnimJson):Void
|
||||
{
|
||||
_symbolData = new Map();
|
||||
|
||||
var symbols = data.SD.S;
|
||||
for (symbol in symbols)
|
||||
_symbolData[symbol.SN] = preprocessSymbolData(symbol);
|
||||
|
||||
var defaultSymbol:Symbol = preprocessSymbolData(data.AN);
|
||||
_defaultSymbolName = defaultSymbol.SN;
|
||||
_symbolData.set(_defaultSymbolName, defaultSymbol);
|
||||
}
|
||||
|
||||
// at little redundant, does exactly the same thing as genSpritemap()
|
||||
function parseAtlasData(atlas:Spritemap):Void
|
||||
{
|
||||
_atlas = new Map<String, Sprite>();
|
||||
if (atlas.ATLAS != null && atlas.ATLAS.SPRITES != null)
|
||||
{
|
||||
for (s in atlas.ATLAS.SPRITES)
|
||||
_atlas.set(s.SPRITE.name, s.SPRITE);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Not used, was used for testing stuff though!
|
||||
*/
|
||||
public static function init()
|
||||
{
|
||||
// Main.gids
|
||||
var folder:String = 'tightestBars';
|
||||
|
||||
// var spritemap:Spritemap =
|
||||
// var spritemap:Spritemap = genSpritemap('test/$folder/spritemap1.json');
|
||||
|
||||
actualSprites = genSpritemap('test/$folder/spritemap1.json');
|
||||
|
||||
var animation:AnimJson = cast CoolUtil.coolJSON(Assets.getText('src/$folder/Animation.json'));
|
||||
|
||||
generateSymbolmap(animation.SD.S);
|
||||
|
||||
trace("\n\nANIMATION SHIT\n");
|
||||
|
||||
var timelineLength:Int = 0;
|
||||
for (lyr in animation.AN.TL.L)
|
||||
timelineLength = Std.int(Math.max(lyr.FR.length, timelineLength));
|
||||
|
||||
var content:String = animation.AN.TL.L[0].LN;
|
||||
content += "TOTAL FRAMES NEEDED: " + timelineLength + "\n";
|
||||
|
||||
for (frm in 0...timelineLength)
|
||||
{
|
||||
trace('FRAME NUMBER ' + frm);
|
||||
try
|
||||
{
|
||||
parseTimeline(animation.AN.TL, 1, frm);
|
||||
content += 'Good write on frame: ' + frm + "\n";
|
||||
}
|
||||
catch (e)
|
||||
{
|
||||
content += "BAD WRITE : " + frm + "\n";
|
||||
content += "\t" + e + "\n";
|
||||
trace(e);
|
||||
}
|
||||
|
||||
// File.saveContent("output.txt", content);
|
||||
}
|
||||
|
||||
parseTimeline(animation.AN.TL, 1, 0);
|
||||
trace(actualSprites);
|
||||
}
|
||||
|
||||
/**
|
||||
* a MAP of SPRITES, not to be confused with Spritemap... lol
|
||||
*/
|
||||
public static function genSpritemap(json:String):Map<String, Sprite>
|
||||
{
|
||||
var sprShitty:Spritemap = cast CoolUtil.coolJSON(json);
|
||||
var sprMap:Map<String, Sprite> = new Map();
|
||||
|
||||
for (spr in sprShitty.ATLAS.SPRITES)
|
||||
sprMap.set(spr.SPRITE.name, spr.SPRITE);
|
||||
return sprMap;
|
||||
}
|
||||
|
||||
// should change dis to all private?
|
||||
public static function generateSymbolmap(symbols:Array<Symbol>)
|
||||
{
|
||||
for (symbol in symbols)
|
||||
{
|
||||
// trace(symbol.SN + "has: " + symbol.TL.L.length + " LAYERS");
|
||||
|
||||
symbolMap.set(symbol.SN, symbol);
|
||||
// parseTimeline(symbol.TL);
|
||||
}
|
||||
}
|
||||
|
||||
public static function preprocessSymbolData(anim:Symbol):Symbol
|
||||
{
|
||||
var timelineData:Timeline = anim.TL;
|
||||
var layerData:Array<Layer> = timelineData.L;
|
||||
|
||||
if (!timelineData.sortedForRender)
|
||||
{
|
||||
timelineData.sortedForRender = true;
|
||||
layerData.reverse();
|
||||
}
|
||||
|
||||
for (layerStuff in layerData)
|
||||
{
|
||||
var frames:Array<Frame> = layerStuff.FR;
|
||||
|
||||
for (frame in frames)
|
||||
{
|
||||
var elements:Array<Element> = frame.E;
|
||||
for (e in 0...elements.length)
|
||||
{
|
||||
var element:Element = elements[e];
|
||||
if (element.ASI != null)
|
||||
{
|
||||
element = elements[e] =
|
||||
{
|
||||
SI:
|
||||
{
|
||||
SN: "ATLAS_SYMBOL_SPRITE",
|
||||
LP: "LP",
|
||||
TRP: {x: 0, y: 0},
|
||||
M3D: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1],
|
||||
FF: 0,
|
||||
ST: "G",
|
||||
ASI: element.ASI
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return anim;
|
||||
}
|
||||
|
||||
public static var curLoopType:String;
|
||||
|
||||
/**
|
||||
* Stuff for debug parsing
|
||||
*/
|
||||
public static var depthTypeBeat:String = "";
|
||||
|
||||
/**
|
||||
* Array of bullshit that will eventually be RENDERED by whoever wanna use it!
|
||||
*/
|
||||
public static var frameList:Array<Array<VALIDFRAME>> = [];
|
||||
|
||||
// for loop stuf
|
||||
|
||||
/**
|
||||
* Similar to frameList, keeps track of shit according to framess?
|
||||
* That amount of arrays within arrays is fuckin dumb
|
||||
* but innermost array is basically just x and y value, cuz im dum
|
||||
*/
|
||||
public static var matrixHelp:Array<Array<Array<Float>>> = [];
|
||||
|
||||
public static var trpHelpIDK:Array<Array<Array<Float>>> = [];
|
||||
|
||||
public static var loopedFrameShit:Int = 0;
|
||||
|
||||
public static var funnyMatrix:Matrix = new Matrix();
|
||||
public static var matrixFlipper:Array<Matrix> = [];
|
||||
|
||||
// clean up all the crazy ass arrays
|
||||
|
||||
public static function resetFrameList()
|
||||
{
|
||||
// funnyMatrix.identity();
|
||||
|
||||
frameList = [];
|
||||
frameList.push([]);
|
||||
matrixHelp = [];
|
||||
matrixHelp.push([]);
|
||||
|
||||
trpHelpIDK = [];
|
||||
trpHelpIDK.push([]);
|
||||
}
|
||||
|
||||
public static var isFlipped:Bool = false;
|
||||
|
||||
public static function parseTimeline(TL:Timeline, tabbed:Int = 0, ?frameInput:Int)
|
||||
{
|
||||
var strTab:String = "";
|
||||
for (i in 0...tabbed)
|
||||
strTab += '\t';
|
||||
|
||||
for (layer in TL.L)
|
||||
{
|
||||
var frameArray:Array<Int> = [];
|
||||
var frameMap:Map<Int, Frame> = new Map();
|
||||
|
||||
for (frms in layer.FR)
|
||||
{
|
||||
for (i in 0...frms.DU)
|
||||
frameArray.push(frms.I);
|
||||
|
||||
frameMap.set(frms.I, frms);
|
||||
}
|
||||
|
||||
if (frameInput == null) frameInput = 0;
|
||||
|
||||
var oldFrm:Int = frameInput;
|
||||
/*
|
||||
if (curLoopType == "SF")
|
||||
{
|
||||
trace(layer.LN);
|
||||
|
||||
trace(frameArray);
|
||||
trace(frameInput);
|
||||
trace(curLoopType);
|
||||
}*/
|
||||
|
||||
if (curLoopType == "LP") frameInput = frameArray[frameInput % frameArray.length];
|
||||
else if (curLoopType == "SF")
|
||||
{
|
||||
frameInput = frameArray[loopedFrameShit];
|
||||
|
||||
// see what happens when something has more than 2 layer?
|
||||
// single frame stuff isn't fully implemented
|
||||
}
|
||||
else
|
||||
frameInput = frameArray[frameInput];
|
||||
|
||||
// trace(frameMap.get(frameInput));
|
||||
|
||||
var frame:Frame = frameMap.get(frameInput);
|
||||
|
||||
// get somethin sorted per element list, which would essentially be per symbol things properly sorted
|
||||
// seperate data types if symbol or atlassymbolinstance? would probably be maybe slightly less memory intensive? i dunno
|
||||
|
||||
// goes thru each layer, and then each element
|
||||
// after it gets thru each element it adds to the layer frame stuff.
|
||||
// make somethin that works recursively, maybe thats the symbol dictionary type shit?
|
||||
|
||||
for (element in frame.E)
|
||||
{
|
||||
if (Reflect.hasField(element, "ASI"))
|
||||
{
|
||||
matrixHelp[matrixHelp.length - 1].push(element.ASI.M3D);
|
||||
|
||||
var m3D = element.ASI.M3D;
|
||||
var lilMatrix:Matrix = new Matrix(m3D[0], m3D[1], m3D[4], m3D[5], m3D[12], m3D[13]);
|
||||
matrixFlipper.push(lilMatrix);
|
||||
|
||||
// matrixFlipper.reverse();
|
||||
|
||||
// funnyMatrix.identity();
|
||||
|
||||
// for (m in matrixFlipper)
|
||||
// funnyMatrix.concat(m);
|
||||
|
||||
if (isFlipped)
|
||||
{
|
||||
trace("MORE FLIPPED SHIT");
|
||||
trace("MORE FLIPPED SHIT");
|
||||
trace("MORE FLIPPED SHIT");
|
||||
trace(funnyMatrix);
|
||||
trace(matrixFlipper);
|
||||
}
|
||||
|
||||
// trace(funnyMatrix);
|
||||
|
||||
funnyMatrix.concat(lilMatrix);
|
||||
// trace(funnyMatrix);
|
||||
|
||||
frameList[frameList.length - 1].push(
|
||||
{
|
||||
frameName: element.ASI.N,
|
||||
depthString: depthTypeBeat,
|
||||
matrixArray: matrixHelp[matrixHelp.length - 1],
|
||||
trpArray: trpHelpIDK[trpHelpIDK.length - 1],
|
||||
fullMatrix: funnyMatrix.clone()
|
||||
});
|
||||
|
||||
// flips the matrix once?? I cant remember exactly why it needs to be flipped
|
||||
// matrixHelp[matrixHelp.length - 1].reverse();
|
||||
|
||||
// trpHelpIDK = [];
|
||||
|
||||
// push the matrix array after each symbol?
|
||||
|
||||
funnyMatrix.identity();
|
||||
matrixFlipper = [];
|
||||
|
||||
depthTypeBeat = "";
|
||||
curLoopType = "";
|
||||
loopedFrameShit = 0;
|
||||
|
||||
isFlipped = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
var m3D = element.SI.M3D;
|
||||
var lilMatrix:Matrix = new Matrix(m3D[0], m3D[1], m3D[4], m3D[5], m3D[12], m3D[13]);
|
||||
|
||||
if (lilMatrix.a == -1)
|
||||
{
|
||||
isFlipped = true;
|
||||
|
||||
trace('IS THE NEGATIVE ONE');
|
||||
}
|
||||
|
||||
if (isFlipped) trace(lilMatrix);
|
||||
|
||||
funnyMatrix.concat(lilMatrix);
|
||||
matrixFlipper.push(lilMatrix);
|
||||
// trace(funnyMatrix);
|
||||
|
||||
matrixHelp[matrixHelp.length - 1].push(element.SI.M3D);
|
||||
trpHelpIDK[trpHelpIDK.length - 1].push([element.SI.TRP.x, element.SI.TRP.y]); // trpHelpIDK.push();
|
||||
depthTypeBeat += "->" + element.SI.SN;
|
||||
curLoopType = element.SI.LP;
|
||||
|
||||
var inputFrame:Int = element.SI.FF;
|
||||
|
||||
// JANKY FIX, MAY NOT ACCOUNT FOR ALL SCENARIOS OF SINGLE FRAME ANIMATIONS!!
|
||||
if (curLoopType == "SF")
|
||||
{
|
||||
// trace("LOOP SHIT: " + inputFrame);
|
||||
loopedFrameShit = inputFrame;
|
||||
}
|
||||
|
||||
// condense the animation code, so it automatically already fills up animation shit per symbol
|
||||
|
||||
parseTimeline(symbolMap.get(element.SI.SN).TL, tabbed + 1, inputFrame);
|
||||
}
|
||||
|
||||
// idk if this should go per layer or per element / object?
|
||||
|
||||
matrixHelp.push([]);
|
||||
trpHelpIDK.push([]);
|
||||
}
|
||||
|
||||
if (tabbed == 0)
|
||||
{
|
||||
frameList[frameList.length - 1].reverse();
|
||||
frameList.push([]); // new layer essentially
|
||||
}
|
||||
}
|
||||
|
||||
frameList.reverse();
|
||||
}
|
||||
}
|
||||
|
||||
typedef VALIDFRAME =
|
||||
{
|
||||
frameName:String,
|
||||
depthString:String,
|
||||
matrixArray:Array<Array<Float>>,
|
||||
trpArray:Array<Array<Float>>,
|
||||
fullMatrix:Matrix
|
||||
}
|
||||
|
||||
typedef AnimJson =
|
||||
{
|
||||
AN:Animation,
|
||||
SD:SymbolDictionary,
|
||||
MD:MetaData
|
||||
}
|
||||
|
||||
typedef Animation =
|
||||
{
|
||||
N:String,
|
||||
SN:String,
|
||||
TL:Timeline
|
||||
}
|
||||
|
||||
typedef SymbolDictionary =
|
||||
{
|
||||
S:Array<Symbol>
|
||||
}
|
||||
|
||||
typedef Symbol =
|
||||
{
|
||||
/**Symbol name*/
|
||||
SN:String,
|
||||
|
||||
TL:Timeline
|
||||
}
|
||||
|
||||
typedef Timeline =
|
||||
{
|
||||
?sortedForRender:Bool,
|
||||
L:Array<Layer>
|
||||
}
|
||||
|
||||
typedef Layer =
|
||||
{
|
||||
LN:String,
|
||||
FR:Array<Frame>
|
||||
}
|
||||
|
||||
typedef Frame =
|
||||
{
|
||||
E:Array<Element>,
|
||||
I:Int,
|
||||
DU:Int
|
||||
// maybe need to implement names if it has frame labels?
|
||||
}
|
||||
|
||||
typedef Element =
|
||||
{
|
||||
SI:SymbolInstance,
|
||||
?ASI:AlsoSymbolInstance
|
||||
// lmfao idk what ASI stands for lmfaoo, i dont think its "also"
|
||||
}
|
||||
|
||||
typedef SymbolInstance =
|
||||
{
|
||||
SN:String,
|
||||
ASI:AlsoSymbolInstance,
|
||||
|
||||
/**Symbol type, prob either G (graphic), or movie clip?*/ ST:String,
|
||||
|
||||
/**First frame*/ FF:Int,
|
||||
|
||||
/**Loop type, loop ping pong, etc.*/ LP:String,
|
||||
|
||||
/**3D matrix*/ M3D:Array<Float>,
|
||||
|
||||
TRP:
|
||||
{
|
||||
x:Float, y:Float
|
||||
}
|
||||
}
|
||||
|
||||
typedef AlsoSymbolInstance =
|
||||
{
|
||||
N:String,
|
||||
M3D:Array<Float>
|
||||
}
|
||||
|
||||
typedef MetaData =
|
||||
{
|
||||
/**
|
||||
* Framerate
|
||||
*/
|
||||
FRT:Int
|
||||
}
|
||||
|
||||
// SPRITEMAP BULLSHIT
|
||||
typedef Spritemap =
|
||||
{
|
||||
ATLAS:
|
||||
{
|
||||
SPRITES:Array<SpriteBullshit>
|
||||
},
|
||||
meta:Meta
|
||||
}
|
||||
|
||||
typedef SpriteBullshit =
|
||||
{
|
||||
SPRITE:Sprite
|
||||
}
|
||||
|
||||
typedef Sprite =
|
||||
{
|
||||
name:String,
|
||||
x:Int,
|
||||
y:Int,
|
||||
w:Int,
|
||||
h:Int,
|
||||
rotated:Bool
|
||||
}
|
||||
|
||||
typedef Meta =
|
||||
{
|
||||
app:String,
|
||||
verstion:String,
|
||||
image:String,
|
||||
format:String,
|
||||
size:
|
||||
{
|
||||
w:Int, h:Float
|
||||
},
|
||||
resolution:Float
|
||||
}
|
|
@ -1,63 +0,0 @@
|
|||
package funkin.animate;
|
||||
|
||||
import flixel.FlxSprite;
|
||||
import flixel.input.mouse.FlxMouseEvent;
|
||||
import flixel.util.FlxColor;
|
||||
import funkin.animate.ParseAnimate.Frame;
|
||||
|
||||
class TimelineFrame extends FlxSprite
|
||||
{
|
||||
public var data:Frame;
|
||||
|
||||
public function new(x:Float, y:Float, length:Int = 0, data:Frame)
|
||||
{
|
||||
super(x, y);
|
||||
|
||||
this.data = data;
|
||||
|
||||
makeGraphic((10 * length) + (2 * (length - 1)), 10, FlxColor.RED);
|
||||
|
||||
FlxMouseEvent.add(this, null, null, function(spr:TimelineFrame)
|
||||
{
|
||||
alpha = 0.5;
|
||||
}, function(spr:TimelineFrame)
|
||||
{
|
||||
alpha = 1;
|
||||
}, false, true, true);
|
||||
}
|
||||
|
||||
override function update(elapsed:Float)
|
||||
{
|
||||
// if (FlxG.mouse.overlaps(this, cameras[1]))
|
||||
// alpha = 0.6;
|
||||
// else
|
||||
// alpha = 1;
|
||||
|
||||
if (FlxG.mouse.overlaps(this, cameras[0]) && FlxG.mouse.justPressed)
|
||||
{
|
||||
trace("\nFRAME DATA - \n\tFRAME NUM: " + data.I + "\n\tFRAME DURATION: " + data.DU);
|
||||
|
||||
for (e in data.E)
|
||||
{
|
||||
var elementOutput:String = "\n";
|
||||
|
||||
if (Reflect.hasField(e, 'ASI'))
|
||||
{
|
||||
elementOutput += "ELEMENT IS ASI!";
|
||||
|
||||
elementOutput += "\n\t";
|
||||
elementOutput += "FRAME NAME: " + e.ASI.N;
|
||||
}
|
||||
else
|
||||
{
|
||||
elementOutput += "ELEMENT IS SYMBOL INSTANCE!";
|
||||
elementOutput += "\n\tSYMBOL NAME: " + e.SI.SN;
|
||||
}
|
||||
|
||||
trace(elementOutput);
|
||||
}
|
||||
}
|
||||
|
||||
super.update(elapsed);
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue