guns and animation shit in progress

This commit is contained in:
Cameron Taylor 2021-04-15 11:57:59 -04:00
parent 75c1cbdbd3
commit 3b4129921c
2 changed files with 30 additions and 4 deletions

View file

@ -39,6 +39,19 @@ class FlxAnimate extends FlxSymbol
super.draw(); super.draw();
renderFrame(coolParse.AN.TL, coolParse, true); 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; var curFrame:Int = 0;

View file

@ -29,6 +29,8 @@ class FlxSymbol extends FlxSprite
super.draw(); super.draw();
} }
public static var nestedShit:Map<Int, Array<FlxSymbol>> = new Map();
var swagX:Float = 0; var swagX:Float = 0;
var swagY:Float = 0; var swagY:Float = 0;
@ -37,6 +39,7 @@ class FlxSymbol extends FlxSprite
var drawQueue:Array<FlxSymbol> = []; var drawQueue:Array<FlxSymbol> = [];
public var daFrame:Int = 0; public var daFrame:Int = 0;
public var nestDepth:Int = 0;
function renderFrame(TL:Timeline, coolParsed:Parsed, ?isMainLoop:Bool = false) function renderFrame(TL:Timeline, coolParsed:Parsed, ?isMainLoop:Bool = false)
{ {
@ -97,8 +100,9 @@ class FlxSymbol extends FlxSprite
// spr._matrix.setTo(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]); // spr._matrix.setTo(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
drawQueue.push(spr); // drawQueue.push(spr);
// spr.draw();
setDaMap(spr);
// swagX = 0; // swagX = 0;
} }
@ -138,6 +142,7 @@ class FlxSymbol extends FlxSprite
// nestedShit.oldMatrix = element.SI.M3D; // nestedShit.oldMatrix = element.SI.M3D;
nestedShit.hasFrameByPass = true; nestedShit.hasFrameByPass = true;
nestedShit.nestDepth = nestDepth + 1;
nestedShit.renderFrame(nestedSymbol.TL, coolParsed); nestedShit.renderFrame(nestedSymbol.TL, coolParsed);
// renderFrame(nestedSymbol.TL, coolParsed); // renderFrame(nestedSymbol.TL, coolParsed);
@ -149,8 +154,16 @@ class FlxSymbol extends FlxSprite
// drawQueue.reverse(); // drawQueue.reverse();
// //
for (thing in drawQueue) // for (thing in drawQueue)
thing.draw(); // 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 function changeFrame(frameChange:Int = 0):Void