mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-27 01:55:52 -05:00
Rewrite to character animation, boyfriend death animation should be fixed
This commit is contained in:
parent
180e9eefc8
commit
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4 changed files with 54 additions and 123 deletions
2
assets
2
assets
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@ -1 +1 @@
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Subproject commit 9d305889f2e310afeddcda6a4be775eb630fb9ac
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Subproject commit d440b59376760ade87b922874f83dba8297ef22b
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@ -107,6 +107,26 @@ class FunkinSound extends FlxSound
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return this;
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return this;
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}
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}
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/**
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* Called when the user clicks to focus on the window.
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*/
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override function onFocus():Void
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{
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if (!_alreadyPaused && this._shouldPlay)
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{
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resume();
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}
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}
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/**
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* Called when the user tabs away from the window.
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*/
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override function onFocusLost():Void
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{
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_alreadyPaused = _paused;
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pause();
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}
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public override function resume():FunkinSound
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public override function resume():FunkinSound
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{
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{
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if (this._time < 0)
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if (this._time < 0)
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@ -132,6 +132,12 @@ class SoundGroup extends FlxTypedGroup<FunkinSound>
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});
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});
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}
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}
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public override function destroy()
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{
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stop();
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super.destroy();
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}
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/**
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/**
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* Remove all sounds from the group.
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* Remove all sounds from the group.
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*/
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*/
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@ -1,5 +1,6 @@
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package funkin.play.character;
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package funkin.play.character;
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import flixel.graphics.frames.FlxAtlasFrames;
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import flixel.graphics.frames.FlxFramesCollection;
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import flixel.graphics.frames.FlxFramesCollection;
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import funkin.modding.events.ScriptEvent;
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import funkin.modding.events.ScriptEvent;
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import funkin.util.assets.FlxAnimationUtil;
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import funkin.util.assets.FlxAnimationUtil;
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@ -7,35 +8,17 @@ import funkin.play.character.CharacterData.CharacterRenderType;
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/**
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/**
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* For some characters which use Sparrow atlases, the spritesheets need to be split
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* For some characters which use Sparrow atlases, the spritesheets need to be split
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* into multiple files. This character renderer handles by showing the appropriate sprite.
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* into multiple files. This character renderer concatenates these together into a single sprite.
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*
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*
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* Examples in base game include BF Holding GF (most of the sprites are in one file
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* Examples in base game include BF Holding GF (most of the sprites are in one file
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* but the death animation is in a separate file).
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* but the death animation is in a separate file).
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* Only example I can think of in mods is Tricky (which has a separate file for each animation).
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* Only example I can think of in mods is Tricky (which has a separate file for each animation).
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*
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*
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* BaseCharacter has game logic, SparrowCharacter has only rendering logic.
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* BaseCharacter has game logic, MultiSparrowCharacter has only rendering logic.
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* KEEP THEM SEPARATE!
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* KEEP THEM SEPARATE!
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*
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* TODO: Rewrite this to use a single frame collection.
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* @see https://github.com/HaxeFlixel/flixel/issues/2587#issuecomment-1179620637
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*/
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*/
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class MultiSparrowCharacter extends BaseCharacter
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class MultiSparrowCharacter extends BaseCharacter
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{
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{
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/**
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* The actual group which holds all spritesheets this character uses.
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*/
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var members:Map<String, FlxFramesCollection> = new Map<String, FlxFramesCollection>();
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/**
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* A map between animation names and what frame collection the animation should use.
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*/
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var animAssetPath:Map<String, String> = new Map<String, String>();
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/**
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* The current frame collection being used.
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*/
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var activeMember:String;
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public function new(id:String)
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public function new(id:String)
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{
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{
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super(id, CharacterRenderType.MultiSparrow);
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super(id, CharacterRenderType.MultiSparrow);
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@ -51,7 +34,7 @@ class MultiSparrowCharacter extends BaseCharacter
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function buildSprites():Void
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function buildSprites():Void
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{
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{
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buildSpritesheets();
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buildSpritesheet();
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buildAnimations();
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buildAnimations();
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if (_data.isPixel)
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if (_data.isPixel)
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@ -66,95 +49,49 @@ class MultiSparrowCharacter extends BaseCharacter
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}
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}
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}
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}
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function buildSpritesheets():Void
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function buildSpritesheet():Void
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{
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{
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// TODO: This currently works by creating like 5 frame collections and switching between them.
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var assetList = [];
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// It would be better to refactor this to simply concatenate the frame collections together.
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// Build the list of asset paths to use.
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// Ignore nulls and duplicates.
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var assetList = [_data.assetPath];
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for (anim in _data.animations)
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for (anim in _data.animations)
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{
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{
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if (anim.assetPath != null && !assetList.contains(anim.assetPath))
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if (anim.assetPath != null && !assetList.contains(anim.assetPath))
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{
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{
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assetList.push(anim.assetPath);
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assetList.push(anim.assetPath);
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}
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}
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animAssetPath.set(anim.name, anim.assetPath);
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}
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}
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// Load the Sparrow atlas for each path and store them in the members map.
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var texture:FlxAtlasFrames = Paths.getSparrowAtlas(_data.assetPath, 'shared');
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if (texture == null)
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{
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trace('Multi-Sparrow atlas could not load PRIMARY texture: ${_data.assetPath}');
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}
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else
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{
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trace('Creating multi-sparrow atlas: ${_data.assetPath}');
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texture.parent.destroyOnNoUse = false;
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}
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for (asset in assetList)
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for (asset in assetList)
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{
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{
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var texture:FlxFramesCollection = Paths.getSparrowAtlas(asset, 'shared');
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var subTexture:FlxAtlasFrames = Paths.getSparrowAtlas(asset, 'shared');
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// If we don't do this, the unused textures will be removed as soon as they're loaded.
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// If we don't do this, the unused textures will be removed as soon as they're loaded.
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if (texture == null)
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if (subTexture == null)
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{
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{
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trace('Multi-Sparrow atlas could not load texture: ${asset}');
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trace('Multi-Sparrow atlas could not load subtexture: ${asset}');
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}
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}
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else
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else
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{
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{
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trace('Adding multi-sparrow atlas: ${asset}');
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trace('Concatenating multi-sparrow atlas: ${asset}');
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texture.parent.destroyOnNoUse = false;
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subTexture.parent.destroyOnNoUse = false;
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members.set(asset, texture);
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}
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}
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texture.addAtlas(subTexture);
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}
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}
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// Use the default frame collection to start.
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this.frames = texture;
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loadFramesByAssetPath(_data.assetPath);
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this.setScale(_data.scale);
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}
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/**
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* Replace this sprite's animation frames with the ones at this asset path.
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*/
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function loadFramesByAssetPath(assetPath:String):Void
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{
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if (_data.assetPath == null)
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{
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trace('[ERROR] Multi-Sparrow character has no default asset path!');
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return;
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}
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if (assetPath == null)
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{
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// trace('Asset path is null, falling back to default. This is normal!');
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loadFramesByAssetPath(_data.assetPath);
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return;
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}
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if (this.activeMember == assetPath)
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{
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// trace('Already using this asset path: ${assetPath}');
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return;
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}
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if (members.exists(assetPath))
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{
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// Switch to a new set of sprites.
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// trace('Loading frames from asset path: ${assetPath}');
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this.frames = members.get(assetPath);
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this.activeMember = assetPath;
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this.setScale(_data.scale);
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}
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else
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{
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trace('[WARN] MultiSparrow character ${characterId} could not find asset path: ${assetPath}');
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}
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}
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/**
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* Replace this sprite's animation frames with the ones needed to play this animation.
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*/
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function loadFramesByAnimName(animName)
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{
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if (animAssetPath.exists(animName))
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{
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loadFramesByAssetPath(animAssetPath.get(animName));
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}
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else
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{
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trace('[WARN] MultiSparrow character ${characterId} could not find animation: ${animName}');
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}
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}
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}
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function buildAnimations()
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function buildAnimations()
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@ -164,7 +101,6 @@ class MultiSparrowCharacter extends BaseCharacter
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// We need to swap to the proper frame collection before adding the animations, I think?
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// We need to swap to the proper frame collection before adding the animations, I think?
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for (anim in _data.animations)
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for (anim in _data.animations)
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{
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{
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loadFramesByAnimName(anim.name);
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FlxAnimationUtil.addAtlasAnimation(this, anim);
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FlxAnimationUtil.addAtlasAnimation(this, anim);
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if (anim.offsets == null)
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if (anim.offsets == null)
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@ -187,37 +123,6 @@ class MultiSparrowCharacter extends BaseCharacter
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// unless we're forcing a new animation.
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// unless we're forcing a new animation.
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if (!this.canPlayOtherAnims && !ignoreOther) return;
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if (!this.canPlayOtherAnims && !ignoreOther) return;
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loadFramesByAnimName(name);
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super.playAnimation(name, restart, ignoreOther, reverse);
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super.playAnimation(name, restart, ignoreOther, reverse);
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}
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}
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override function set_frames(value:FlxFramesCollection):FlxFramesCollection
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{
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// DISABLE THIS SO WE DON'T DESTROY OUR HARD WORK
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// WE WILL MAKE SURE TO LOAD THE PROPER SPRITESHEET BEFORE PLAYING AN ANIM
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// if (animation != null)
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// {
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// animation.destroyAnimations();
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// }
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if (value != null)
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{
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graphic = value.parent;
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this.frames = value;
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this.frame = value.getByIndex(0);
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// this.numFrames = value.numFrames;
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resetHelpers();
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this.bakedRotationAngle = 0;
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this.animation.frameIndex = 0;
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graphicLoaded();
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}
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else
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{
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this.frames = null;
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this.frame = null;
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this.graphic = null;
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}
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return this.frames;
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}
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}
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}
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