FlxSymbol cleanup, and other shit in PROGRESS

This commit is contained in:
Cameron Taylor 2021-09-11 11:54:38 -04:00
parent 7ed4405ec3
commit b1a4bc29de
2 changed files with 93 additions and 306 deletions

View file

@ -20,20 +20,20 @@ import openfl.geom.Matrix;
class FlxSymbol extends FlxSprite class FlxSymbol extends FlxSprite
{ {
public var oldMatrix:Array<Float> = [];
// Loop types shit // Loop types shit
public static inline var LOOP:String = 'LP'; public static inline var LOOP:String = 'LP';
public static inline var PLAY_ONCE:String = 'PO'; public static inline var PLAY_ONCE:String = 'PO';
public static inline var SINGLE_FRAME:String = 'SF'; public static inline var SINGLE_FRAME:String = 'SF';
/** public var transformMatrix:Matrix = new Matrix();
* This gets set in some nest animation bullshit in animation render code
*/
public var firstFrame:Int = 0;
public var daLoopType:String = 'LP'; // LP by default, is set below!!! public var daLoopType:String = 'LP'; // LP by default, is set below!!!
/**
* 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 = true;
public function new(x:Float, y:Float) public function new(x:Float, y:Float)
{ {
super(x, y); super(x, y);
@ -42,201 +42,19 @@ class FlxSymbol extends FlxSprite
} }
var symbolAtlasShit:Map<String, String> = new Map(); var symbolAtlasShit:Map<String, String> = new Map();
public static var nestedShit:Map<Int, Array<FlxSymbol>> = new Map();
var symbolMap:Map<String, Animation> = new Map(); var symbolMap:Map<String, Animation> = new Map();
public var daFrame:Int = 0; public var daFrame:Int = 0;
override function update(elapsed:Float)
{
super.update(elapsed);
}
public var transformMatrix:Matrix = new Matrix();
function renderFrame(TL:Timeline, ?traceShit:Bool = false)
{
for (layer in TL.L)
{
if (FlxG.keys.justPressed.TWO)
trace(layer.LN);
// layer.FR.reverse();
// for (frame in layer.FR)
// {
var keyFrames:Array<Int> = [];
var keyFrameMap:Map<Int, Frame> = new Map();
// probably dumb to generate this every single frame for every layer?
// prob want to generate it first when loading
for (frm in layer.FR)
{
keyFrameMap[frm.I] = frm;
keyFrames.push(frm.I);
for (thing in 0...frm.DU - 1)
keyFrames.push(frm.I);
}
if (FlxG.keys.justPressed.THREE)
{
trace(layer.LN);
trace(keyFrames);
}
var newFrameNum:Int = daFrame;
// need to account for movie clip / Graphic bullshit?
switch (daLoopType)
{
case LOOP:
var tempFrame = layer.FR[newFrameNum + firstFrame % layer.FR.length];
// trace(tempFrame);
// newFrameNum += firstFrame;
// newFrameNum = newFrameNum % (tempFrame.I + tempFrame.DU);
// newFrameNum = FlxMath.wrap(newFrameNum, tempFrame.I, tempFrame.I + tempFrame.DU);
// trace(newFrameNum % keyFrames.length);
// trace(newFrameNum);
// trace(keyFrames);
newFrameNum = keyFrames[newFrameNum % keyFrames.length]; // temp, fix later for good looping
case PLAY_ONCE:
// trace(newFrameNum);
// trace(keyFrames.length - 1);
// trace(keyFrameMap.get(newFrameNum + firstFrame));
// trace(keyFrameMap.get(keyFrames[keyFrames.length - 1]));
// trace(layer.LN);
// trace(keyFrames);
newFrameNum = Std.int(Math.min(newFrameNum + firstFrame, keyFrames.length - 1));
case SINGLE_FRAME:
// trace(layer);
// trace(firstFrame);
// trace(newFrameNum);
// trace(layer.LN);
// trace(keyFrames);
newFrameNum = keyFrames[firstFrame];
}
// trace(daLoopType);
// trace(newFrameNum);
// trace(layer.FR.length);
// trace(newFrameNum % layer.FR.length);
// var swagFrame:Frame = layer.FR[newFrameNum % layer.FR.length]; // has modulo just in case????
// doesnt actually use position in the array?3
var swagFrame:Frame = keyFrameMap.get(newFrameNum);
// get frame by going through
// if (newFrameNum >= frame.I && newFrameNum < frame.I + frame.DU)
// {
// trace(daLoopType);
for (element in swagFrame.E)
{
if (Reflect.hasField(element, 'ASI'))
{
var m3d = element.ASI.M3D;
var dumbassMatrix:Matrix = new Matrix(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
var spr:FlxSymbol = new FlxSymbol(0, 0);
spr.setPosition(x, y);
matrixExposed = true;
spr.frames = frames;
spr.frame = spr.frames.getByName(element.ASI.N);
// dumbassMatrix.translate(origin.x, origin.y);
dumbassMatrix.concat(_matrix);
spr.matrixExposed = true;
spr.transformMatrix.concat(dumbassMatrix);
// spr._matrix.concat(spr.transformMatrix);
spr.origin.set();
// Prob dont need these offset thingies???
// spr.origin.x += origin.x;
// spr.origin.y += origin.y;
spr.antialiasing = true;
spr.draw();
}
else
{
var nestedSymbol = symbolMap.get(element.SI.SN);
var nestedShit:FlxSymbol = new FlxSymbol(x, y);
nestedShit.frames = frames;
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]);
swagMatrix.concat(_matrix);
nestedShit._matrix.concat(swagMatrix);
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))
{
// nestedShit.frames.getByName(symbolAtlasShit.get(nestedSymbol.SN));
// nestedShit.draw();
}
// scale.y = Math.sqrt(_matrix.c * _matrix.c + _matrix.d * _matrix.d);
// scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b);
// nestedShit.oldMatrix = element.SI.M3D;
if (FlxG.keys.justPressed.ONE)
{
trace("SI - " + layer.LN + ": " + element.SI.SN + " - LOOP TYPE: " + element.SI.LP);
}
nestedShit.firstFrame = element.SI.FF;
// nestedShit.daFrame += nestedShit.firstFrame;
nestedShit.daLoopType = element.SI.LP;
nestedShit.daFrame = daFrame;
nestedShit.scrollFactor.set(1, 1);
nestedShit.renderFrame(nestedSymbol.TL);
// renderFrame(nestedSymbol.TL, coolParsed);
}
}
// }
// }
}
}
function changeFrame(frameChange:Int = 0):Void function changeFrame(frameChange:Int = 0):Void
{ {
daFrame += frameChange; daFrame += frameChange;
} }
function getFrame() {}
/** /**
_frame.prepareMatrix(_matrix, FlxFrameAngle.ANGLE_0, checkFlipX(), checkFlipY()); * custom "homemade" (nabbed from FlxSkewSprite) draw function, to make having a matrix transform slightly
_matrix.translate(-origin.x, -origin.y); * less painful
_matrix.scale(scale.x, scale.y); */
if (bakedRotationAngle <= 0)
{
updateTrig();
if (angle != 0)
_matrix.rotateWithTrig(_cosAngle, _sinAngle);
}
_point.add(origin.x, origin.y);
camera.drawPixels(_frame, framePixels, _matrix, colorTransform, blend, antialiasing, shader);**/
override function drawComplex(camera:FlxCamera):Void override function drawComplex(camera:FlxCamera):Void
{ {
_frame.prepareMatrix(_matrix, FlxFrameAngle.ANGLE_0, checkFlipX(), checkFlipY()); _frame.prepareMatrix(_matrix, FlxFrameAngle.ANGLE_0, checkFlipX(), checkFlipY());
@ -247,11 +65,6 @@ class FlxSymbol extends FlxSprite
{ {
_matrix.concat(transformMatrix); _matrix.concat(transformMatrix);
} }
else
{
updateSkewMatrix();
_matrix.concat(_skewMatrix);
}
if (bakedRotationAngle <= 0) if (bakedRotationAngle <= 0)
{ {
@ -271,112 +84,4 @@ class FlxSymbol extends FlxSprite
} }
camera.drawPixels(_frame, framePixels, _matrix, colorTransform, blend, antialiasing, shader); camera.drawPixels(_frame, framePixels, _matrix, colorTransform, blend, antialiasing, shader);
} }
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 = true;
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
// typedef Parsed =
// {
// var MD:Metadata;
// var AN:Animation;
// var SD:SymbolDictionary; // Doesn't always have symbol dictionary!!
// }
// typedef Metadata =
// {
// /** Framerate */
// var FRT:Int;
// }
// /** Basically treated like one big symbol*/
// typedef Animation =
// {
// /** symbolName */
// var SN:String;
// var TL:Timeline;
// /** IDK what STI stands for, Symbole Type Instance?
// Anyways, it is NOT used in SYMBOLS, only the main AN animation
// */
// var STI:Dynamic;
// }
// /** DISCLAIMER, MAY NOT ACTUALLY BE CALLED
// SYMBOL TYPE ISNTANCE, IM JUST MAKING ASSUMPTION!! */
// typedef SymbolTypeInstance =
// {
// // var TL:Timeline;
// // var SN:String;
// }
// typedef SymbolDictionary =
// {
// var S:Array<Animation>;
// }
// typedef Timeline =
// {
// /** Layers */
// var L:Array<Layer>;
// }
// // Singular layer, not to be confused with LAYERS
// typedef Layer =
// {
// var LN:String;
// /** Frames */
// var FR:Array<Frame>;
// }
// typedef Frame =
// {
// /** Frame index*/
// var I:Int;
// /** Duration, in frames*/
// var DU:Int;
// /** Elements*/
// var E:Array<Element>;
// }
// typedef Element =
// {
// var SI:SymbolInstance;
// var ASI:AtlasSymbolInstance;
// }
// /**
// Symbol instance, for SYMBOLS and refers to SYMBOLS
// */
// typedef SymbolInstance =
// {
// var SN:String;
// /** SymbolType (Graphic, Movieclip, Button)*/
// var ST:String;
// /** First frame*/
// var FF:Int;
// /** Loop type (Loop, play once, single frame)*/
// var LP:String;
// var TRP:TransformationPoint;
// var M3D:Array<Float>;
// }
// typedef AtlasSymbolInstance =
// {
// var N:String;
// var M3D:Array<Float>;
// }
// typedef TransformationPoint =
// {
// var x:Float;
// var y:Float;
// }

View file

@ -18,6 +18,42 @@ class ParseAnimate
public static var symbolMap:Map<String, Symbol> = new Map(); public static var symbolMap:Map<String, Symbol> = new Map();
public static var actualSprites:Map<String, Sprite> = new Map(); public static var actualSprites:Map<String, Sprite> = new Map();
private var _atlas:Map<String, Sprite>;
private var _symbolData:Map<String, Symbol>;
private var _defaultSymbolName:String;
public function new(data:AnimJson, atlas:Spritemap)
{
// bitmap data could prob be instead
// this code is mostly nabbed from https://github.com/miltoncandelero/OpenFLAnimateAtlas/blob/master/Source/animateatlas/displayobject/SpriteAnimationLibrary.hx
parseAnimationData(data);
parseAtlasData(atlas);
}
private function parseAnimationData(data:AnimJson):Void
{
_symbolData = new Map();
var symbols = data.SD.S;
for (symbol in symbols)
_symbolData[symbol.SN] = preprocessSymbolData(symbol);
var defaultSymbol:Symbol = preprocessSymbolData(data.AN);
_defaultSymbolName = defaultSymbol.SN;
_symbolData.set(_defaultSymbolName, defaultSymbol);
}
// at little redundant, does exactly the same thing as genSpritemap()
private function parseAtlasData(atlas:Spritemap):Void
{
_atlas = new Map<String, Sprite>();
if (atlas.ATLAS != null && atlas.ATLAS.SPRITES != null)
{
for (s in atlas.ATLAS.SPRITES)
_atlas.set(s.SPRITE.name, s.SPRITE);
}
}
/** /**
* Not used, was used for testing stuff though! * Not used, was used for testing stuff though!
*/ */
@ -79,6 +115,7 @@ class ParseAnimate
return sprMap; return sprMap;
} }
// should change dis to all private?
public static function generateSymbolmap(symbols:Array<Symbol>) public static function generateSymbolmap(symbols:Array<Symbol>)
{ {
for (symbol in symbols) for (symbol in symbols)
@ -90,6 +127,48 @@ class ParseAnimate
} }
} }
public static function preprocessSymbolData(anim:Symbol):Symbol
{
var timelineData:Timeline = anim.TL;
var layerData:Array<Layer> = timelineData.L;
if (!timelineData.sortedForRender)
{
timelineData.sortedForRender = true;
layerData.reverse();
}
for (layerStuff in layerData)
{
var frames:Array<Frame> = layerStuff.FR;
for (frame in frames)
{
var elements:Array<Element> = frame.E;
for (e in 0...elements.length)
{
var element:Element = elements[e];
if (element.ASI != null)
{
element = elements[e] = {
SI: {
SN: "ATLAS_SYMBOL_SPRITE",
LP: "LP",
TRP: {x: 0, y: 0},
M3D: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1],
FF: 0,
ST: "G",
ASI: element.ASI
}
}
}
}
}
}
return anim;
}
public static var curLoopType:String; public static var curLoopType:String;
/** /**
@ -339,6 +418,7 @@ typedef Symbol =
typedef Timeline = typedef Timeline =
{ {
?sortedForRender:Bool,
L:Array<Layer> L:Array<Layer>
} }
@ -353,18 +433,20 @@ typedef Frame =
E:Array<Element>, E:Array<Element>,
I:Int, I:Int,
DU:Int DU:Int
// maybe need to implement names if it has frame labels?
} }
typedef Element = typedef Element =
{ {
SI:SymbolInstance, SI:SymbolInstance,
ASI:AlsoSymbolInstance ?ASI:AlsoSymbolInstance
// lmfao idk what ASI stands for lmfaoo, i dont think its "also" // lmfao idk what ASI stands for lmfaoo, i dont think its "also"
} }
typedef SymbolInstance = typedef SymbolInstance =
{ {
SN:String, SN:String,
ASI:AlsoSymbolInstance,
/**Symbol type, prob either G (graphic), or movie clip?*/ ST:String, /**Symbol type, prob either G (graphic), or movie clip?*/ ST:String,