package; import Section.SwagSection; import flixel.FlxSprite; import flixel.animation.FlxBaseAnimation; import flixel.graphics.frames.FlxAtlasFrames; import flixel.util.FlxSort; import haxe.io.Path; using StringTools; class Character extends FlxSprite { public var animOffsets:Map>; public var debugMode:Bool = false; public var isPlayer:Bool = false; public var curCharacter:String = 'bf'; public var holdTimer:Float = 0; public var animationNotes:Array = []; public function new(x:Float, y:Float, ?character:String = "bf", ?isPlayer:Bool = false) { super(x, y); animOffsets = new Map>(); curCharacter = character; this.isPlayer = isPlayer; var tex:FlxAtlasFrames; antialiasing = true; switch (curCharacter) { case 'gf': // GIRLFRIEND CODE tex = Paths.getSparrowAtlas('characters/GF_assets'); frames = tex; quickAnimAdd('cheer', 'GF Cheer'); quickAnimAdd('singLEFT', 'GF left note'); quickAnimAdd('singRIGHT', 'GF Right Note'); quickAnimAdd('singUP', 'GF Up Note'); quickAnimAdd('singDOWN', 'GF Down Note'); animation.addByIndices('sad', 'gf sad', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], "", 24, true); animation.addByIndices('danceLeft', 'GF Dancing Beat', [30, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14], "", 24, false); animation.addByIndices('danceRight', 'GF Dancing Beat', [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29], "", 24, false); animation.addByIndices('hairBlow', "GF Dancing Beat Hair blowing", [0, 1, 2, 3], "", 24); animation.addByIndices('hairFall', "GF Dancing Beat Hair Landing", [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11], "", 24, false); animation.addByPrefix('scared', 'GF FEAR', 24, true); loadOffsetFile(curCharacter); playAnim('danceRight'); case 'gf-christmas': tex = Paths.getSparrowAtlas('characters/gfChristmas'); frames = tex; quickAnimAdd('cheer', 'GF Cheer'); quickAnimAdd('singLEFT', 'GF left note'); quickAnimAdd('singRIGHT', 'GF Right Note'); quickAnimAdd('singUP', 'GF Up Note'); quickAnimAdd('singDOWN', 'GF Down Note'); animation.addByIndices('sad', 'gf sad', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], "", 24, false); animation.addByIndices('danceLeft', 'GF Dancing Beat', [30, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14], "", 24, false); animation.addByIndices('danceRight', 'GF Dancing Beat', [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29], "", 24, false); animation.addByIndices('hairBlow', "GF Dancing Beat Hair blowing", [0, 1, 2, 3], "", 24); animation.addByIndices('hairFall', "GF Dancing Beat Hair Landing", [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11], "", 24, false); animation.addByPrefix('scared', 'GF FEAR', 24, true); loadOffsetFile(curCharacter); playAnim('danceRight'); case 'gf-tankmen': frames = Paths.getSparrowAtlas('characters/gfTankmen'); animation.addByIndices('sad', 'GF Crying at Gunpoint', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], "", 24, true); animation.addByIndices('danceLeft', 'GF Dancing at Gunpoint', [30, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14], "", 24, false); animation.addByIndices('danceRight', 'GF Dancing at Gunpoint', [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29], "", 24, false); loadOffsetFile('gf'); playAnim('danceRight'); case 'bf-holding-gf': frames = Paths.getSparrowAtlas('characters/bfAndGF'); quickAnimAdd('idle', 'BF idle dance'); quickAnimAdd('singDOWN', 'BF NOTE DOWN0'); quickAnimAdd('singLEFT', 'BF NOTE LEFT0'); quickAnimAdd('singRIGHT', 'BF NOTE RIGHT0'); quickAnimAdd('singUP', 'BF NOTE UP0'); quickAnimAdd('singDOWNmiss', 'BF NOTE DOWN MISS'); quickAnimAdd('singLEFTmiss', 'BF NOTE LEFT MISS'); quickAnimAdd('singRIGHTmiss', 'BF NOTE RIGHT MISS'); quickAnimAdd('singUPmiss', 'BF NOTE UP MISS'); quickAnimAdd('bfCatch', 'BF catches GF'); loadOffsetFile(curCharacter); playAnim('idle'); flipX = true; case 'gf-car': tex = Paths.getSparrowAtlas('characters/gfCar'); frames = tex; animation.addByIndices('singUP', 'GF Dancing Beat Hair blowing CAR', [0], "", 24, false); animation.addByIndices('danceLeft', 'GF Dancing Beat Hair blowing CAR', [30, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14], "", 24, false); animation.addByIndices('danceRight', 'GF Dancing Beat Hair blowing CAR', [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29], "", 24, false); animation.addByIndices('idleHair', 'GF Dancing Beat Hair blowing CAR', [10, 11, 12, 25, 26, 27], "", 24, true); loadOffsetFile(curCharacter); playAnim('danceRight'); case 'gf-pixel': tex = Paths.getSparrowAtlas('characters/gfPixel'); frames = tex; animation.addByIndices('singUP', 'GF IDLE', [2], "", 24, false); animation.addByIndices('danceLeft', 'GF IDLE', [30, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14], "", 24, false); animation.addByIndices('danceRight', 'GF IDLE', [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29], "", 24, false); loadOffsetFile(curCharacter); playAnim('danceRight'); setGraphicSize(Std.int(width * PlayState.daPixelZoom)); updateHitbox(); antialiasing = false; case 'dad': // DAD ANIMATION LOADING CODE tex = Paths.getSparrowAtlas('characters/DADDY_DEAREST'); frames = tex; quickAnimAdd('idle', 'Dad idle dance'); quickAnimAdd('singUP', 'Dad Sing Note UP'); quickAnimAdd('singRIGHT', 'Dad Sing Note RIGHT'); quickAnimAdd('singDOWN', 'Dad Sing Note DOWN'); quickAnimAdd('singLEFT', 'Dad Sing Note LEFT'); loadOffsetFile(curCharacter); playAnim('idle'); case 'spooky': tex = Paths.getSparrowAtlas('characters/spooky_kids_assets'); frames = tex; quickAnimAdd('singUP', 'spooky UP NOTE'); quickAnimAdd('singDOWN', 'spooky DOWN note'); quickAnimAdd('singLEFT', 'note sing left'); quickAnimAdd('singRIGHT', 'spooky sing right'); animation.addByIndices('danceLeft', 'spooky dance idle', [0, 2, 6], "", 12, false); animation.addByIndices('danceRight', 'spooky dance idle', [8, 10, 12, 14], "", 12, false); loadOffsetFile(curCharacter); playAnim('danceRight'); case 'mom': tex = Paths.getSparrowAtlas('characters/Mom_Assets'); frames = tex; quickAnimAdd('idle', "Mom Idle"); quickAnimAdd('singUP', "Mom Up Pose"); quickAnimAdd('singDOWN', "MOM DOWN POSE"); quickAnimAdd('singLEFT', 'Mom Left Pose'); // ANIMATION IS CALLED MOM LEFT POSE BUT ITS FOR THE RIGHT // CUZ DAVE IS DUMB! quickAnimAdd('singRIGHT', 'Mom Pose Left'); loadOffsetFile(curCharacter); playAnim('idle'); case 'mom-car': tex = Paths.getSparrowAtlas('characters/momCar'); frames = tex; quickAnimAdd('idle', "Mom Idle"); quickAnimAdd('singUP', "Mom Up Pose"); quickAnimAdd('singDOWN', "MOM DOWN POSE"); quickAnimAdd('singLEFT', 'Mom Left Pose'); // ANIMATION IS CALLED MOM LEFT POSE BUT ITS FOR THE RIGHT // CUZ DAVE IS DUMB! quickAnimAdd('singRIGHT', 'Mom Pose Left'); animation.addByIndices('idleHair', "Mom Idle", [10, 11, 12, 13], "", 24, true); loadOffsetFile(curCharacter); playAnim('idle'); case 'monster': tex = Paths.getSparrowAtlas('characters/Monster_Assets'); frames = tex; quickAnimAdd('idle', 'monster idle'); quickAnimAdd('singUP', 'monster up note'); quickAnimAdd('singDOWN', 'monster down'); quickAnimAdd('singLEFT', 'Monster left note'); quickAnimAdd('singRIGHT', 'Monster Right note'); loadOffsetFile(curCharacter); playAnim('idle'); case 'monster-christmas': tex = Paths.getSparrowAtlas('characters/monsterChristmas'); frames = tex; quickAnimAdd('idle', 'monster idle'); quickAnimAdd('singUP', 'monster up note'); quickAnimAdd('singDOWN', 'monster down'); quickAnimAdd('singLEFT', 'Monster left note'); quickAnimAdd('singRIGHT', 'Monster Right note'); loadOffsetFile(curCharacter); playAnim('idle'); case 'pico': tex = Paths.getSparrowAtlas('characters/Pico_FNF_assetss'); frames = tex; quickAnimAdd('idle', "Pico Idle Dance"); quickAnimAdd('singUP', 'pico Up note0'); quickAnimAdd('singDOWN', 'Pico Down Note0'); // isPlayer = true; // Need to be flipped! REDO THIS LATER! quickAnimAdd('singLEFT', 'Pico Note Right0'); quickAnimAdd('singRIGHT', 'Pico NOTE LEFT0'); quickAnimAdd('singRIGHTmiss', 'Pico NOTE LEFT miss'); quickAnimAdd('singLEFTmiss', 'Pico Note Right Miss'); quickAnimAdd('singUPmiss', 'pico Up note miss'); quickAnimAdd('singDOWNmiss', 'Pico Down Note MISS'); // right now it loads a seperate offset file for pico, would be cool if could generalize it! var playerShit:String = ""; if (isPlayer) playerShit += "Player"; loadOffsetFile(curCharacter + playerShit); playAnim('idle'); flipX = true; case 'pico-speaker': frames = Paths.getSparrowAtlas('characters/picoSpeaker'); quickAnimAdd('shoot1', "Pico shoot 1"); quickAnimAdd('shoot2', "Pico shoot 2"); quickAnimAdd('shoot3', "Pico shoot 3"); quickAnimAdd('shoot4', "Pico shoot 4"); // here for now, will be replaced later for less copypaste loadOffsetFile(curCharacter); playAnim('shoot1'); loadMappedAnims(); case 'bf': var tex = Paths.getSparrowAtlas('characters/BOYFRIEND'); frames = tex; quickAnimAdd('idle', 'BF idle dance'); quickAnimAdd('singUP', 'BF NOTE UP0'); quickAnimAdd('singLEFT', 'BF NOTE LEFT0'); quickAnimAdd('singRIGHT', 'BF NOTE RIGHT0'); quickAnimAdd('singDOWN', 'BF NOTE DOWN0'); quickAnimAdd('singUPmiss', 'BF NOTE UP MISS'); quickAnimAdd('singLEFTmiss', 'BF NOTE LEFT MISS'); quickAnimAdd('singRIGHTmiss', 'BF NOTE RIGHT MISS'); quickAnimAdd('singDOWNmiss', 'BF NOTE DOWN MISS'); quickAnimAdd('hey', 'BF HEY'); quickAnimAdd('firstDeath', "BF dies"); animation.addByPrefix('deathLoop', "BF Dead Loop", 24, true); quickAnimAdd('deathConfirm', "BF Dead confirm"); animation.addByPrefix('scared', 'BF idle shaking', 24, true); loadOffsetFile(curCharacter); playAnim('idle'); flipX = true; loadOffsetFile(curCharacter); case 'bf-christmas': var tex = Paths.getSparrowAtlas('characters/bfChristmas'); frames = tex; quickAnimAdd('idle', 'BF idle dance'); quickAnimAdd('singUP', 'BF NOTE UP0'); quickAnimAdd('singLEFT', 'BF NOTE LEFT0'); quickAnimAdd('singRIGHT', 'BF NOTE RIGHT0'); quickAnimAdd('singDOWN', 'BF NOTE DOWN0'); quickAnimAdd('singUPmiss', 'BF NOTE UP MISS'); quickAnimAdd('singLEFTmiss', 'BF NOTE LEFT MISS'); quickAnimAdd('singRIGHTmiss', 'BF NOTE RIGHT MISS'); quickAnimAdd('singDOWNmiss', 'BF NOTE DOWN MISS'); quickAnimAdd('hey', 'BF HEY'); loadOffsetFile(curCharacter); playAnim('idle'); flipX = true; case 'bf-car': var tex = Paths.getSparrowAtlas('characters/bfCar'); frames = tex; quickAnimAdd('idle', 'BF idle dance'); quickAnimAdd('singUP', 'BF NOTE UP0'); quickAnimAdd('singLEFT', 'BF NOTE LEFT0'); quickAnimAdd('singRIGHT', 'BF NOTE RIGHT0'); quickAnimAdd('singDOWN', 'BF NOTE DOWN0'); quickAnimAdd('singUPmiss', 'BF NOTE UP MISS'); quickAnimAdd('singLEFTmiss', 'BF NOTE LEFT MISS'); quickAnimAdd('singRIGHTmiss', 'BF NOTE RIGHT MISS'); quickAnimAdd('singDOWNmiss', 'BF NOTE DOWN MISS'); animation.addByIndices('idleHair', 'BF idle dance', [10, 11, 12, 13], "", 24, true); loadOffsetFile(curCharacter); playAnim('idle'); flipX = true; case 'bf-pixel': frames = Paths.getSparrowAtlas('characters/bfPixel'); quickAnimAdd('idle', 'BF IDLE'); quickAnimAdd('singUP', 'BF UP NOTE'); quickAnimAdd('singLEFT', 'BF LEFT NOTE'); quickAnimAdd('singRIGHT', 'BF RIGHT NOTE'); quickAnimAdd('singDOWN', 'BF DOWN NOTE'); quickAnimAdd('singUPmiss', 'BF UP MISS'); quickAnimAdd('singLEFTmiss', 'BF LEFT MISS'); quickAnimAdd('singRIGHTmiss', 'BF RIGHT MISS'); quickAnimAdd('singDOWNmiss', 'BF DOWN MISS'); loadOffsetFile(curCharacter); setGraphicSize(Std.int(width * 6)); updateHitbox(); playAnim('idle'); width -= 100; height -= 100; antialiasing = false; flipX = true; case 'bf-pixel-dead': frames = Paths.getSparrowAtlas('characters/bfPixelsDEAD'); quickAnimAdd('singUP', "BF Dies pixel"); quickAnimAdd('firstDeath', "BF Dies pixel"); animation.addByPrefix('deathLoop', "Retry Loop", 24, true); quickAnimAdd('deathConfirm', "RETRY CONFIRM"); animation.play('firstDeath'); loadOffsetFile(curCharacter); playAnim('firstDeath'); // pixel bullshit setGraphicSize(Std.int(width * 6)); updateHitbox(); antialiasing = false; flipX = true; case 'bf-holding-gf-dead': frames = Paths.getSparrowAtlas('characters/bfHoldingGF-DEAD'); quickAnimAdd('singUP', 'BF Dead with GF Loop'); quickAnimAdd('firstDeath', 'BF Dies with GF'); animation.addByPrefix('deathLoop', 'BF Dead with GF Loop', 24, true); quickAnimAdd('deathConfirm', 'RETRY confirm holding gf'); loadOffsetFile(curCharacter); playAnim('firstDeath'); flipX = true; case 'senpai': frames = Paths.getSparrowAtlas('characters/senpai'); quickAnimAdd('idle', 'Senpai Idle'); // at framerate 16.8 animation plays over 2 beats at 144bpm, // but if the game lags or the bpm is > 144 (mods etc.) // he may miss his next dance // animation.getByName('idle').frameRate = 16.8; quickAnimAdd('singUP', 'SENPAI UP NOTE'); quickAnimAdd('singLEFT', 'SENPAI LEFT NOTE'); quickAnimAdd('singRIGHT', 'SENPAI RIGHT NOTE'); quickAnimAdd('singDOWN', 'SENPAI DOWN NOTE'); loadOffsetFile(curCharacter); playAnim('idle'); setGraphicSize(Std.int(width * 6)); updateHitbox(); antialiasing = false; case 'senpai-angry': frames = Paths.getSparrowAtlas('characters/senpai'); quickAnimAdd('idle', 'Angry Senpai Idle'); quickAnimAdd('singUP', 'Angry Senpai UP NOTE'); quickAnimAdd('singLEFT', 'Angry Senpai LEFT NOTE'); quickAnimAdd('singRIGHT', 'Angry Senpai RIGHT NOTE'); quickAnimAdd('singDOWN', 'Angry Senpai DOWN NOTE'); loadOffsetFile(curCharacter); playAnim('idle'); setGraphicSize(Std.int(width * 6)); updateHitbox(); antialiasing = false; case 'spirit': frames = Paths.getPackerAtlas('characters/spirit'); quickAnimAdd('idle', "idle spirit_"); quickAnimAdd('singUP', "up_"); quickAnimAdd('singRIGHT', "right_"); quickAnimAdd('singLEFT', "left_"); quickAnimAdd('singDOWN', "spirit down_"); loadOffsetFile(curCharacter); setGraphicSize(Std.int(width * 6)); updateHitbox(); playAnim('idle'); antialiasing = false; case 'parents-christmas': frames = Paths.getSparrowAtlas('characters/mom_dad_christmas_assets'); quickAnimAdd('idle', 'Parent Christmas Idle'); quickAnimAdd('singUP', 'Parent Up Note Dad'); quickAnimAdd('singDOWN', 'Parent Down Note Dad'); quickAnimAdd('singLEFT', 'Parent Left Note Dad'); quickAnimAdd('singRIGHT', 'Parent Right Note Dad'); quickAnimAdd('singUP-alt', 'Parent Up Note Mom'); quickAnimAdd('singDOWN-alt', 'Parent Down Note Mom'); quickAnimAdd('singLEFT-alt', 'Parent Left Note Mom'); quickAnimAdd('singRIGHT-alt', 'Parent Right Note Mom'); loadOffsetFile(curCharacter); playAnim('idle'); case 'tankman': frames = Paths.getSparrowAtlas('characters/tankmanCaptain'); quickAnimAdd('idle', "Tankman Idle Dance"); if (isPlayer) { quickAnimAdd('singLEFT', 'Tankman Note Left '); quickAnimAdd('singRIGHT', 'Tankman Right Note '); quickAnimAdd('singLEFTmiss', 'Tankman Note Left MISS'); quickAnimAdd('singRIGHTmiss', 'Tankman Right Note MISS'); } else { // Need to be flipped! REDO THIS LATER quickAnimAdd('singLEFT', 'Tankman Right Note '); quickAnimAdd('singRIGHT', 'Tankman Note Left '); quickAnimAdd('singLEFTmiss', 'Tankman Right Note MISS'); quickAnimAdd('singRIGHTmiss', 'Tankman Note Left MISS'); } quickAnimAdd('singUP', 'Tankman UP note '); quickAnimAdd('singDOWN', 'Tankman DOWN note '); quickAnimAdd('singUPmiss', 'Tankman UP note MISS'); quickAnimAdd('singDOWNmiss', 'Tankman DOWN note MISS'); // PRETTY GOOD tankman // TANKMAN UGH instanc quickAnimAdd('singDOWN-alt', 'PRETTY GOOD'); quickAnimAdd('singUP-alt', 'TANKMAN UGH'); loadOffsetFile(curCharacter); playAnim('idle'); flipX = true; case 'darnell': frames = Paths.getSparrowAtlas('characters/darnell'); quickAnimAdd('idle', 'Darnell Idle'); quickAnimAdd('singUP', "Darnell pose up"); quickAnimAdd('singDOWN', 'Darnell Pose Down'); quickAnimAdd('singRIGHT', 'darnell pose left'); quickAnimAdd('singLEFT', 'Darnell pose right'); // naming is reversed for left/right for darnell! quickAnimAdd('laugh', 'darnell laugh'); // temp loadOffsetFile(curCharacter); playAnim('idle'); animation.finishCallback = function(animShit:String) { if (animShit.startsWith('sing')) { // loop the anim // this way is a little verbose, but basically sets it to the same animation, but 8 frames before finish playAnim(animShit, true, false, animation.getByName(animShit).frames.length - 8); } } } dance(); animation.finish(); if (isPlayer) { flipX = !flipX; // Doesn't flip for BF, since his are already in the right place??? if (!curCharacter.startsWith('bf')) { // var animArray var oldRight = animation.getByName('singRIGHT').frames; animation.getByName('singRIGHT').frames = animation.getByName('singLEFT').frames; animation.getByName('singLEFT').frames = oldRight; // IF THEY HAVE MISS ANIMATIONS?? if (animation.getByName('singRIGHTmiss') != null) { var oldMiss = animation.getByName('singRIGHTmiss').frames; animation.getByName('singRIGHTmiss').frames = animation.getByName('singLEFTmiss').frames; animation.getByName('singLEFTmiss').frames = oldMiss; } } } } public function loadMappedAnims() { var swagshit = Song.loadFromJson('picospeaker', 'stress'); var notes = swagshit.notes; for (section in notes) { for (idk in section.sectionNotes) { animationNotes.push(idk); } } TankmenBG.animationNotes = animationNotes; trace(animationNotes); animationNotes.sort(sortAnims); } function sortAnims(val1:Array, val2:Array):Int { return FlxSort.byValues(FlxSort.ASCENDING, val1[0], val2[0]); } function quickAnimAdd(name:String, prefix:String) { animation.addByPrefix(name, prefix, 24, false); } private function loadOffsetFile(offsetCharacter:String) { var daFile:Array = CoolUtil.coolTextFile(Paths.file("images/characters/" + offsetCharacter + "Offsets.txt", TEXT, 'shared')); for (i in daFile) { var splitWords:Array = i.split(" "); addOffset(splitWords[0], Std.parseInt(splitWords[1]), Std.parseInt(splitWords[2])); } } override function update(elapsed:Float) { if (!curCharacter.startsWith('bf')) { if (animation.curAnim.name.startsWith('sing')) { holdTimer += elapsed; } var dadVar:Float = 4; if (curCharacter == 'dad') dadVar = 6.1; if (holdTimer >= Conductor.stepCrochet * dadVar * 0.001) { dance(); holdTimer = 0; } } if (curCharacter.endsWith('-car')) { // looping hair anims after idle finished if (!animation.curAnim.name.startsWith('sing') && animation.curAnim.finished) playAnim('idleHair'); } switch (curCharacter) { case 'gf': if (animation.curAnim.name == 'hairFall' && animation.curAnim.finished) playAnim('danceRight'); case "pico-speaker": // for pico?? if (animationNotes.length > 0) { if (Conductor.songPosition > animationNotes[0][0]) { trace('played shoot anim' + animationNotes[0][1]); var shootAnim:Int = 1; if (animationNotes[0][1] >= 2) shootAnim = 3; shootAnim += FlxG.random.int(0, 1); playAnim('shoot' + shootAnim, true); animationNotes.shift(); } } if (animation.curAnim.finished) { playAnim(animation.curAnim.name, false, false, animation.curAnim.numFrames - 3); } } super.update(elapsed); } private var danced:Bool = false; /** * FOR GF DANCING SHIT */ public function dance() { if (!debugMode) { switch (curCharacter) { case 'gf' | 'gf-christmas' | 'gf-car' | 'gf-pixel' | 'gf-tankmen': if (!animation.curAnim.name.startsWith('hair')) { danced = !danced; if (danced) playAnim('danceRight'); else playAnim('danceLeft'); } case 'tankman': if (!animation.curAnim.name.endsWith('DOWN-alt')) playAnim('idle'); case 'spooky': danced = !danced; if (danced) playAnim('danceRight'); else playAnim('danceLeft'); default: playAnim('idle'); } } } public function playAnim(AnimName:String, Force:Bool = false, Reversed:Bool = false, Frame:Int = 0):Void { animation.play(AnimName, Force, Reversed, Frame); var daOffset = animOffsets.get(AnimName); if (animOffsets.exists(AnimName)) { offset.set(daOffset[0], daOffset[1]); } else offset.set(0, 0); if (curCharacter == 'gf') { if (AnimName == 'singLEFT') { danced = true; } else if (AnimName == 'singRIGHT') { danced = false; } if (AnimName == 'singUP' || AnimName == 'singDOWN') { danced = !danced; } } } public function addOffset(name:String, x:Float = 0, y:Float = 0) { animOffsets[name] = [x, y]; } }