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mouse movement for offset shit
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parent
699a89198e
commit
4211bc7344
1 changed files with 28 additions and 4 deletions
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@ -9,6 +9,7 @@ import flixel.addons.ui.FlxInputText;
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import flixel.addons.ui.FlxUIDropDownMenu;
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import flixel.graphics.frames.FlxAtlasFrames;
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import flixel.group.FlxGroup;
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import flixel.math.FlxPoint;
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import flixel.text.FlxText;
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import flixel.util.FlxColor;
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import flixel.util.FlxSpriteUtil;
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@ -30,10 +31,7 @@ class DebugBoundingState extends FlxState
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- Refactor the animation offset menu to be in this one instead
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- Cleaner UI
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- Easier to access, test, and export data from.
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- Easier movement
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- Onion skinning
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- Mouse controls??
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- Load different characters on the fly
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- Data to show offset positioning
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*/
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var bg:FlxSprite;
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@ -141,6 +139,7 @@ class DebugBoundingState extends FlxState
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add(offsetView);
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onionSkinChar = new FlxSprite().makeGraphic(FlxG.width * 2, FlxG.height * 2, FlxColor.TRANSPARENT);
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onionSkinChar.visible = false;
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offsetView.add(onionSkinChar);
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animDropDownMenu = new FlxUIDropDownMenu(370, 20, FlxUIDropDownMenu.makeStrIdLabelArray(['weed'], true));
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@ -159,6 +158,30 @@ class DebugBoundingState extends FlxState
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offsetView.add(charInput);
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}
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public var mouseOffset:FlxPoint = FlxPoint.get(0, 0);
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public var oldPos:FlxPoint = FlxPoint.get(0, 0);
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function mouseOffsetMovement()
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{
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if (swagChar != null)
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{
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if (FlxG.mouse.justPressed)
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{
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mouseOffset.set(FlxG.mouse.x - -swagChar.offset.x, FlxG.mouse.y - -swagChar.offset.y);
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// oldPos.set(swagChar.offset.x, swagChar.offset.y);
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// oldPos.set(FlxG.mouse.x, FlxG.mouse.y);
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}
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if (FlxG.mouse.pressed)
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{
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swagChar.offset.x = (FlxG.mouse.x - mouseOffset.x) * -1;
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swagChar.offset.y = (FlxG.mouse.y - mouseOffset.y) * -1;
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swagChar.animOffsets.set(animDropDownMenu.selectedLabel, [swagChar.offset.x, swagChar.offset.y]);
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}
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}
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}
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function addInfo(str:String, value:Dynamic)
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{
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var swagText:FlxText = new FlxText(10, 10 + (28 * txtGrp.length));
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@ -205,6 +228,7 @@ class DebugBoundingState extends FlxState
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offsetView.visible = true;
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offsetView.active = true;
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offsetControls();
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mouseOffsetMovement();
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}
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if (FlxG.keys.justPressed.H)
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