mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-27 01:55:52 -05:00
FlxSymbol cleanup, and other shit in PROGRESS
This commit is contained in:
parent
7ed4405ec3
commit
b1a4bc29de
2 changed files with 93 additions and 306 deletions
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@ -20,20 +20,20 @@ import openfl.geom.Matrix;
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class FlxSymbol extends FlxSprite
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{
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public var oldMatrix:Array<Float> = [];
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// Loop types shit
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public static inline var LOOP:String = 'LP';
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public static inline var PLAY_ONCE:String = 'PO';
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public static inline var SINGLE_FRAME:String = 'SF';
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/**
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* This gets set in some nest animation bullshit in animation render code
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*/
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public var firstFrame:Int = 0;
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public var transformMatrix:Matrix = new Matrix();
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public var daLoopType:String = 'LP'; // LP by default, is set below!!!
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/**
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* Bool flag showing whether transformMatrix is used for rendering or not.
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* False by default, which means that transformMatrix isn't used for rendering
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*/
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public var matrixExposed:Bool = true;
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public function new(x:Float, y:Float)
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{
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super(x, y);
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@ -42,201 +42,19 @@ class FlxSymbol extends FlxSprite
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}
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var symbolAtlasShit:Map<String, String> = new Map();
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public static var nestedShit:Map<Int, Array<FlxSymbol>> = new Map();
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var symbolMap:Map<String, Animation> = new Map();
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public var daFrame:Int = 0;
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override function update(elapsed:Float)
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{
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super.update(elapsed);
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}
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public var transformMatrix:Matrix = new Matrix();
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function renderFrame(TL:Timeline, ?traceShit:Bool = false)
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{
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for (layer in TL.L)
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{
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if (FlxG.keys.justPressed.TWO)
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trace(layer.LN);
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// layer.FR.reverse();
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// for (frame in layer.FR)
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// {
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var keyFrames:Array<Int> = [];
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var keyFrameMap:Map<Int, Frame> = new Map();
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// probably dumb to generate this every single frame for every layer?
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// prob want to generate it first when loading
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for (frm in layer.FR)
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{
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keyFrameMap[frm.I] = frm;
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keyFrames.push(frm.I);
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for (thing in 0...frm.DU - 1)
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keyFrames.push(frm.I);
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}
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if (FlxG.keys.justPressed.THREE)
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{
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trace(layer.LN);
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trace(keyFrames);
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}
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var newFrameNum:Int = daFrame;
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// need to account for movie clip / Graphic bullshit?
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switch (daLoopType)
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{
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case LOOP:
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var tempFrame = layer.FR[newFrameNum + firstFrame % layer.FR.length];
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// trace(tempFrame);
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// newFrameNum += firstFrame;
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// newFrameNum = newFrameNum % (tempFrame.I + tempFrame.DU);
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// newFrameNum = FlxMath.wrap(newFrameNum, tempFrame.I, tempFrame.I + tempFrame.DU);
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// trace(newFrameNum % keyFrames.length);
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// trace(newFrameNum);
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// trace(keyFrames);
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newFrameNum = keyFrames[newFrameNum % keyFrames.length]; // temp, fix later for good looping
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case PLAY_ONCE:
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// trace(newFrameNum);
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// trace(keyFrames.length - 1);
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// trace(keyFrameMap.get(newFrameNum + firstFrame));
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// trace(keyFrameMap.get(keyFrames[keyFrames.length - 1]));
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// trace(layer.LN);
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// trace(keyFrames);
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newFrameNum = Std.int(Math.min(newFrameNum + firstFrame, keyFrames.length - 1));
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case SINGLE_FRAME:
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// trace(layer);
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// trace(firstFrame);
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// trace(newFrameNum);
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// trace(layer.LN);
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// trace(keyFrames);
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newFrameNum = keyFrames[firstFrame];
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}
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// trace(daLoopType);
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// trace(newFrameNum);
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// trace(layer.FR.length);
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// trace(newFrameNum % layer.FR.length);
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// var swagFrame:Frame = layer.FR[newFrameNum % layer.FR.length]; // has modulo just in case????
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// doesnt actually use position in the array?3
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var swagFrame:Frame = keyFrameMap.get(newFrameNum);
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// get frame by going through
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// if (newFrameNum >= frame.I && newFrameNum < frame.I + frame.DU)
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// {
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// trace(daLoopType);
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for (element in swagFrame.E)
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{
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if (Reflect.hasField(element, 'ASI'))
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{
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var m3d = element.ASI.M3D;
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var dumbassMatrix:Matrix = new Matrix(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
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var spr:FlxSymbol = new FlxSymbol(0, 0);
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spr.setPosition(x, y);
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matrixExposed = true;
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spr.frames = frames;
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spr.frame = spr.frames.getByName(element.ASI.N);
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// dumbassMatrix.translate(origin.x, origin.y);
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dumbassMatrix.concat(_matrix);
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spr.matrixExposed = true;
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spr.transformMatrix.concat(dumbassMatrix);
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// spr._matrix.concat(spr.transformMatrix);
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spr.origin.set();
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// Prob dont need these offset thingies???
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// spr.origin.x += origin.x;
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// spr.origin.y += origin.y;
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spr.antialiasing = true;
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spr.draw();
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}
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else
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{
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var nestedSymbol = symbolMap.get(element.SI.SN);
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var nestedShit:FlxSymbol = new FlxSymbol(x, y);
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nestedShit.frames = frames;
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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],
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element.SI.M3D[13]);
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swagMatrix.concat(_matrix);
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nestedShit._matrix.concat(swagMatrix);
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nestedShit.origin.set(element.SI.TRP.x, element.SI.TRP.y);
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// nestedShit.angle += ((180 / Math.PI) * Math.atan2(swagMatrix.b, swagMatrix.a));
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// nestedShit.angle += angle;
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if (symbolAtlasShit.exists(nestedSymbol.SN))
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{
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// nestedShit.frames.getByName(symbolAtlasShit.get(nestedSymbol.SN));
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// nestedShit.draw();
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}
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// scale.y = Math.sqrt(_matrix.c * _matrix.c + _matrix.d * _matrix.d);
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// scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b);
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// nestedShit.oldMatrix = element.SI.M3D;
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if (FlxG.keys.justPressed.ONE)
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{
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trace("SI - " + layer.LN + ": " + element.SI.SN + " - LOOP TYPE: " + element.SI.LP);
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}
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nestedShit.firstFrame = element.SI.FF;
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// nestedShit.daFrame += nestedShit.firstFrame;
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nestedShit.daLoopType = element.SI.LP;
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nestedShit.daFrame = daFrame;
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nestedShit.scrollFactor.set(1, 1);
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nestedShit.renderFrame(nestedSymbol.TL);
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// renderFrame(nestedSymbol.TL, coolParsed);
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}
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}
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// }
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// }
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}
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}
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function changeFrame(frameChange:Int = 0):Void
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{
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daFrame += frameChange;
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}
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function getFrame() {}
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/**
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_frame.prepareMatrix(_matrix, FlxFrameAngle.ANGLE_0, checkFlipX(), checkFlipY());
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_matrix.translate(-origin.x, -origin.y);
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_matrix.scale(scale.x, scale.y);
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if (bakedRotationAngle <= 0)
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{
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updateTrig();
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if (angle != 0)
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_matrix.rotateWithTrig(_cosAngle, _sinAngle);
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}
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_point.add(origin.x, origin.y);
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camera.drawPixels(_frame, framePixels, _matrix, colorTransform, blend, antialiasing, shader);**/
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* custom "homemade" (nabbed from FlxSkewSprite) draw function, to make having a matrix transform slightly
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* less painful
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*/
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override function drawComplex(camera:FlxCamera):Void
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{
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_frame.prepareMatrix(_matrix, FlxFrameAngle.ANGLE_0, checkFlipX(), checkFlipY());
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@ -247,11 +65,6 @@ class FlxSymbol extends FlxSprite
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{
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_matrix.concat(transformMatrix);
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}
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else
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{
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updateSkewMatrix();
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_matrix.concat(_skewMatrix);
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}
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if (bakedRotationAngle <= 0)
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{
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@ -271,112 +84,4 @@ class FlxSymbol extends FlxSprite
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}
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camera.drawPixels(_frame, framePixels, _matrix, colorTransform, blend, antialiasing, shader);
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}
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var _skewMatrix:Matrix = new Matrix();
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// public var transformMatrix(default, null):Matrix = new Matrix();
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/**
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* Bool flag showing whether transformMatrix is used for rendering or not.
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* False by default, which means that transformMatrix isn't used for rendering
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*/
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public var matrixExposed:Bool = true;
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public var skew(default, null):FlxPoint = FlxPoint.get();
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function updateSkewMatrix():Void
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{
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_skewMatrix.identity();
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if (skew.x != 0 || skew.y != 0)
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{
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_skewMatrix.b = Math.tan(skew.y * FlxAngle.TO_RAD);
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_skewMatrix.c = Math.tan(skew.x * FlxAngle.TO_RAD);
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}
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}
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}
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// TYPEDEFS FOR ANIMATION.JSON PARSING
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// typedef Parsed =
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// {
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// var MD:Metadata;
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// var AN:Animation;
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// var SD:SymbolDictionary; // Doesn't always have symbol dictionary!!
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// }
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// typedef Metadata =
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// {
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// /** Framerate */
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// var FRT:Int;
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// }
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// /** Basically treated like one big symbol*/
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// typedef Animation =
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// {
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// /** symbolName */
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// var SN:String;
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// var TL:Timeline;
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// /** IDK what STI stands for, Symbole Type Instance?
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// Anyways, it is NOT used in SYMBOLS, only the main AN animation
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// */
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// var STI:Dynamic;
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// }
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// /** DISCLAIMER, MAY NOT ACTUALLY BE CALLED
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// SYMBOL TYPE ISNTANCE, IM JUST MAKING ASSUMPTION!! */
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// typedef SymbolTypeInstance =
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// {
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// // var TL:Timeline;
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// // var SN:String;
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// }
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// typedef SymbolDictionary =
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// {
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// var S:Array<Animation>;
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// }
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// typedef Timeline =
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// {
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// /** Layers */
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// var L:Array<Layer>;
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// }
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// // Singular layer, not to be confused with LAYERS
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// typedef Layer =
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// {
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// var LN:String;
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// /** Frames */
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// var FR:Array<Frame>;
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// }
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// typedef Frame =
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// {
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// /** Frame index*/
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// var I:Int;
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// /** Duration, in frames*/
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// var DU:Int;
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// /** Elements*/
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// var E:Array<Element>;
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// }
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// typedef Element =
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// {
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// var SI:SymbolInstance;
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// var ASI:AtlasSymbolInstance;
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// }
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// /**
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// Symbol instance, for SYMBOLS and refers to SYMBOLS
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// */
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// typedef SymbolInstance =
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// {
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// var SN:String;
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// /** SymbolType (Graphic, Movieclip, Button)*/
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// var ST:String;
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// /** First frame*/
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// var FF:Int;
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// /** Loop type (Loop, play once, single frame)*/
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// var LP:String;
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// var TRP:TransformationPoint;
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// var M3D:Array<Float>;
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// }
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// typedef AtlasSymbolInstance =
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// {
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// var N:String;
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// var M3D:Array<Float>;
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// }
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// typedef TransformationPoint =
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// {
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// var x:Float;
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// var y:Float;
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// }
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@ -18,6 +18,42 @@ class ParseAnimate
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public static var symbolMap:Map<String, Symbol> = new Map();
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public static var actualSprites:Map<String, Sprite> = new Map();
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private var _atlas:Map<String, Sprite>;
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private var _symbolData:Map<String, Symbol>;
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private var _defaultSymbolName:String;
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public function new(data:AnimJson, atlas:Spritemap)
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{
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// bitmap data could prob be instead
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// this code is mostly nabbed from https://github.com/miltoncandelero/OpenFLAnimateAtlas/blob/master/Source/animateatlas/displayobject/SpriteAnimationLibrary.hx
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parseAnimationData(data);
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parseAtlasData(atlas);
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}
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private function parseAnimationData(data:AnimJson):Void
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{
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_symbolData = new Map();
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var symbols = data.SD.S;
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for (symbol in symbols)
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_symbolData[symbol.SN] = preprocessSymbolData(symbol);
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var defaultSymbol:Symbol = preprocessSymbolData(data.AN);
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_defaultSymbolName = defaultSymbol.SN;
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_symbolData.set(_defaultSymbolName, defaultSymbol);
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}
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// at little redundant, does exactly the same thing as genSpritemap()
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private function parseAtlasData(atlas:Spritemap):Void
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{
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_atlas = new Map<String, Sprite>();
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if (atlas.ATLAS != null && atlas.ATLAS.SPRITES != null)
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{
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for (s in atlas.ATLAS.SPRITES)
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_atlas.set(s.SPRITE.name, s.SPRITE);
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}
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}
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/**
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* Not used, was used for testing stuff though!
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*/
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@ -79,6 +115,7 @@ class ParseAnimate
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return sprMap;
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}
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// should change dis to all private?
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public static function generateSymbolmap(symbols:Array<Symbol>)
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{
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for (symbol in symbols)
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@ -90,6 +127,48 @@ class ParseAnimate
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}
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}
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public static function preprocessSymbolData(anim:Symbol):Symbol
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{
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var timelineData:Timeline = anim.TL;
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var layerData:Array<Layer> = timelineData.L;
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if (!timelineData.sortedForRender)
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{
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timelineData.sortedForRender = true;
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layerData.reverse();
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}
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for (layerStuff in layerData)
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{
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var frames:Array<Frame> = layerStuff.FR;
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for (frame in frames)
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{
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var elements:Array<Element> = frame.E;
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for (e in 0...elements.length)
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{
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var element:Element = elements[e];
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if (element.ASI != null)
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{
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element = elements[e] = {
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SI: {
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SN: "ATLAS_SYMBOL_SPRITE",
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LP: "LP",
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TRP: {x: 0, y: 0},
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M3D: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1],
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FF: 0,
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ST: "G",
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ASI: element.ASI
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}
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}
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}
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}
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}
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}
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return anim;
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}
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public static var curLoopType:String;
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/**
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@ -339,6 +418,7 @@ typedef Symbol =
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typedef Timeline =
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{
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?sortedForRender:Bool,
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L:Array<Layer>
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}
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@ -353,18 +433,20 @@ typedef Frame =
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E:Array<Element>,
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I:Int,
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DU:Int
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// maybe need to implement names if it has frame labels?
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}
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typedef Element =
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{
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SI:SymbolInstance,
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ASI:AlsoSymbolInstance
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?ASI:AlsoSymbolInstance
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// lmfao idk what ASI stands for lmfaoo, i dont think its "also"
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}
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typedef SymbolInstance =
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{
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SN:String,
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ASI:AlsoSymbolInstance,
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/**Symbol type, prob either G (graphic), or movie clip?*/ ST:String,
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