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matrix group recycle fix
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1 changed files with 15 additions and 1 deletions
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@ -34,7 +34,7 @@ class FlxAnimate extends FlxSymbol
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sprGrp = new FlxTypedGroup<FlxSymbol>();
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sprGrp = new FlxTypedGroup<FlxSymbol>();
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var folder:String = "tightestBars";
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var folder:String = "tightBarsLol";
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frames = FlxAnimate.fromAnimate(Paths.file('images/' + folder + "/spritemap1.png"), Paths.file('images/$folder/spritemap1.json'));
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frames = FlxAnimate.fromAnimate(Paths.file('images/' + folder + "/spritemap1.png"), Paths.file('images/$folder/spritemap1.json'));
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@ -70,8 +70,16 @@ class FlxAnimate extends FlxSymbol
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actualFrameRender();
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actualFrameRender();
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}
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}
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/**
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* Puts all the needed sprites into a FlxTypedGroup, and properly recycles them?
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**/
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function generateSpriteShit()
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function generateSpriteShit()
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{
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{
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sprGrp.kill(); // kills group, maybe dont need to do this one so broadly?
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// just used for sum default shit?
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var normalSpr:FlxSymbol = new FlxSymbol(0, 0);
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for (frameSorted in ParseAnimate.frameList)
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for (frameSorted in ParseAnimate.frameList)
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{
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{
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if (FlxG.keys.justPressed.I)
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if (FlxG.keys.justPressed.I)
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@ -97,6 +105,10 @@ class FlxAnimate extends FlxSymbol
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// trace("random lol: " + i.randomLol);
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// trace("random lol: " + i.randomLol);
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}
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}
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// cuz its in group, gets a lil fuckie when animated, need to go thru and properly reset each thing for shit like matrix!
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spr.transformMatrix.copyFrom(normalSpr.transformMatrix);
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for (swagMatrix in i.matrixArray)
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for (swagMatrix in i.matrixArray)
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{
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{
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var alsoSwag:FlxMatrix = new FlxMatrix(swagMatrix[0], swagMatrix[1], swagMatrix[4], swagMatrix[5], swagMatrix[12], swagMatrix[13]);
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var alsoSwag:FlxMatrix = new FlxMatrix(swagMatrix[0], swagMatrix[1], swagMatrix[4], swagMatrix[5], swagMatrix[12], swagMatrix[13]);
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@ -171,6 +183,8 @@ class FlxAnimate extends FlxSymbol
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frameTickTypeShit = 0;
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frameTickTypeShit = 0;
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ParseAnimate.resetFrameList();
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ParseAnimate.resetFrameList();
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ParseAnimate.parseTimeline(jsonAnim.AN.TL, 0, daFrame);
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ParseAnimate.parseTimeline(jsonAnim.AN.TL, 0, daFrame);
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generateSpriteShit();
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}
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}
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}
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}
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