mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-27 10:05:41 -05:00
Merge branch 'master' of github.com:ninjamuffin99/Funkin-secret into nitpix
This commit is contained in:
commit
3a63f7303b
2 changed files with 121 additions and 48 deletions
|
@ -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;
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in a new issue