Merge branch 'master' of github.com:ninjamuffin99/Funkin-secret into nitpix

This commit is contained in:
MtH 2021-04-17 02:13:20 +02:00
commit 3a63f7303b
2 changed files with 121 additions and 48 deletions

View file

@ -39,6 +39,19 @@ class FlxAnimate extends FlxSymbol
super.draw();
renderFrame(coolParse.AN.TL, coolParse, true);
if (FlxG.keys.justPressed.E)
{
for (shit in FlxSymbol.nestedShit.keys())
{
for (spr in FlxSymbol.nestedShit.get(shit))
{
spr.draw();
}
}
FlxSymbol.nestedShit.clear();
}
}
var curFrame:Int = 0;

View file

@ -1,7 +1,12 @@
package animate;
import flixel.FlxCamera;
import flixel.FlxSprite;
import flixel.graphics.frames.FlxFrame.FlxFrameAngle;
import flixel.math.FlxAngle;
import flixel.math.FlxMatrix;
import flixel.math.FlxPoint;
import openfl.geom.Matrix;
class FlxSymbol extends FlxSprite
{
@ -29,14 +34,16 @@ class FlxSymbol extends FlxSprite
super.draw();
}
var swagX:Float = 0;
var swagY:Float = 0;
public static var nestedShit:Map<Int, Array<FlxSymbol>> = new Map();
var symbolMap:Map<String, Animation> = new Map();
var drawQueue:Array<FlxSymbol> = [];
public var daFrame:Int = 0;
public var nestDepth:Int = 0;
public var transformMatrix:Matrix = new Matrix();
function renderFrame(TL:Timeline, coolParsed:Parsed, ?isMainLoop:Bool = false)
{
@ -55,52 +62,25 @@ class FlxSymbol extends FlxSprite
{
if (Reflect.hasField(element, 'ASI'))
{
var spr:FlxSymbol = new FlxSymbol(x + element.ASI.M3D[12], y + element.ASI.M3D[13], coolParsed);
if (oldMatrix != null)
{
// spr.x += oldMatrix[12];
// spr.y += oldMatrix[13];
}
// trace(element.ASI.M3D[12] + element.ASI.N);
var spr:FlxSymbol = new FlxSymbol(0, 0, coolParsed);
matrixExposed = true;
spr.frames = frames;
// spr.animation.addByPrefix('swag',)
spr.frame = spr.frames.getByName(element.ASI.N);
// spr.flipX = true;
var m3d = element.ASI.M3D;
_matrix.identity();
_matrix.setTo(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
var dumbassMatrix:Matrix = new Matrix(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
dumbassMatrix.concat(_matrix);
spr.matrixExposed = true;
spr.transformMatrix.concat(dumbassMatrix);
// spr.scale.x = m3d[0];
spr.scale.y = Math.sqrt(_matrix.c * _matrix.c + _matrix.d * _matrix.d);
spr.scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b);
spr.origin.set();
spr.origin.x += origin.x;
spr.origin.y += origin.y;
spr.angle = FlxAngle.asDegrees(Math.atan2(m3d[1], m3d[0])) + angle;
spr.antialiasing = true;
// spr.scale.y = m3d[5];
// if (flipX || m3d[0] == -1)
// spr.flipX = true;
// _matrix.identity();
// _matrix.setTo(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
// spr.x = _matrix.tx + swagX;
// spr.y = _matrix.ty + swagY;
// spr._matrix.setTo(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
drawQueue.push(spr);
// spr.draw();
// swagX = 0;
spr.draw();
}
else
{
@ -113,18 +93,34 @@ class FlxSymbol extends FlxSprite
// nestedSymbol.TL.L.reverse();
_matrix.identity();
_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]);
// _matrix.identity();
// _matrix.scale(1, 1);
var nestedShit:FlxSymbol = new FlxSymbol(x + _matrix.tx, y + _matrix.ty, coolParse);
var nestedShit:FlxSymbol = new FlxSymbol(x, y, coolParse);
nestedShit.frames = frames;
nestedShit.scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b + _matrix.b);
nestedShit.scale.y = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b);
nestedShit.origin.set(element.SI.TRP.x, element.SI.TRP.y);
var swagMatrix:FlxMatrix = new FlxMatrix(element.SI.M3D[0], element.SI.M3D[1], element.SI.M3D[4], element.SI.M3D[5],
element.SI.M3D[12], element.SI.M3D[13]);
nestedShit.angle = FlxAngle.asDegrees(Math.atan2(_matrix.b, _matrix.a));
// _matrix.concat(swagMatrix);
swagMatrix.concat(_matrix);
nestedShit._matrix.concat(swagMatrix);
// nestedShit.x = swagMatrix.tx;
// nestedShit.y = swagMatrix.ty;
// nestedShit._skewMatrix.identity();
// nestedShit._skewMatrix.concat(swagMatrix);
// _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]);
// nestedShit.scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b + _matrix.b);
// nestedShit.scale.y = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b);
// nestedShit.origin.set(element.SI.TRP.x, element.SI.TRP.y);
nestedShit.origin.set(element.SI.TRP.x, element.SI.TRP.y);
// nestedShit.angle += ((180 / Math.PI) * Math.atan2(swagMatrix.b, swagMatrix.a));
// nestedShit.angle += angle;
if (symbolAtlasShit.exists(nestedSymbol.SN))
{
@ -138,6 +134,7 @@ class FlxSymbol extends FlxSprite
// nestedShit.oldMatrix = element.SI.M3D;
nestedShit.hasFrameByPass = true;
nestedShit.nestDepth = nestDepth + 1;
nestedShit.renderFrame(nestedSymbol.TL, coolParsed);
// renderFrame(nestedSymbol.TL, coolParsed);
@ -149,8 +146,16 @@ class FlxSymbol extends FlxSprite
// drawQueue.reverse();
//
for (thing in drawQueue)
thing.draw();
// for (thing in drawQueue)
// thing.draw();
}
function setDaMap(spr:FlxSymbol):Void
{
if (!nestedShit.exists(nestDepth))
nestedShit.set(nestDepth, [spr]);
else
nestedShit.get(nestDepth).push(spr);
}
function changeFrame(frameChange:Int = 0):Void
@ -183,6 +188,61 @@ class FlxSymbol extends FlxSprite
return awesomeMap;
}
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);
}
else
{
if (bakedRotationAngle <= 0)
{
updateTrig();
if (angle != 0)
_matrix.rotateWithTrig(_cosAngle, _sinAngle);
}
// updateSkewMatrix();
_matrix.concat(_skewMatrix);
}
_point.addPoint(origin);
if (isPixelPerfectRender(camera))
_point.floor();
_matrix.translate(_point.x, _point.y);
camera.drawPixels(_frame, framePixels, _matrix, colorTransform, blend, antialiasing);
}
var _skewMatrix:Matrix = new Matrix();
// public var transformMatrix(default, null):Matrix = new Matrix();
/**
* 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 = false;
public var skew(default, null):FlxPoint = FlxPoint.get();
function updateSkewMatrix():Void
{
_skewMatrix.identity();
if (skew.x != 0 || skew.y != 0)
{
_skewMatrix.b = Math.tan(skew.y * FlxAngle.TO_RAD);
_skewMatrix.c = Math.tan(skew.x * FlxAngle.TO_RAD);
}
}
}
// TYPEDEFS FOR ANIMATION.JSON PARSING