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223 lines
6.3 KiB
Haxe
223 lines
6.3 KiB
Haxe
package funkin.play.character;
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import flixel.graphics.frames.FlxFramesCollection;
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import funkin.modding.events.ScriptEvent;
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import funkin.util.assets.FlxAnimationUtil;
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import funkin.play.character.CharacterData.CharacterRenderType;
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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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* into multiple files. This character renderer handles by showing the appropriate sprite.
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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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* 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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*
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* BaseCharacter has game logic, SparrowCharacter has only rendering logic.
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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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class MultiSparrowCharacter extends BaseCharacter
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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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{
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super(id, CharacterRenderType.MultiSparrow);
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}
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override function onCreate(event:ScriptEvent):Void
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{
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trace('Creating Multi-Sparrow character: ' + this.characterId);
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buildSprites();
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super.onCreate(event);
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}
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function buildSprites():Void
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{
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buildSpritesheets();
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buildAnimations();
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if (_data.isPixel)
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{
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this.isPixel = true;
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this.antialiasing = false;
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}
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else
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{
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this.isPixel = false;
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this.antialiasing = true;
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}
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}
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function buildSpritesheets():Void
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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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// 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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{
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if (anim.assetPath != null && !assetList.contains(anim.assetPath))
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{
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assetList.push(anim.assetPath);
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}
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animAssetPath.set(anim.name, anim.assetPath);
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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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for (asset in assetList)
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{
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var texture:FlxFramesCollection = 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 (texture == null)
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{
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trace('Multi-Sparrow atlas could not load texture: ${asset}');
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}
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else
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{
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trace('Adding multi-sparrow atlas: ${asset}');
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texture.parent.destroyOnNoUse = false;
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members.set(asset, texture);
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}
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}
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// Use the default frame collection to start.
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loadFramesByAssetPath(_data.assetPath);
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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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function buildAnimations()
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{
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trace('[MULTISPARROWCHAR] Loading ${_data.animations.length} animations for ${characterId}');
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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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{
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loadFramesByAnimName(anim.name);
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FlxAnimationUtil.addAtlasAnimation(this, anim);
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if (anim.offsets == null)
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{
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setAnimationOffsets(anim.name, 0, 0);
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}
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else
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{
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setAnimationOffsets(anim.name, anim.offsets[0], anim.offsets[1]);
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}
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}
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var animNames = this.animation.getNameList();
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trace('[MULTISPARROWCHAR] Successfully loaded ${animNames.length} animations for ${characterId}');
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}
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public override function playAnimation(name:String, restart:Bool = false, ignoreOther:Bool = false, reverse:Bool = false):Void
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{
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// Make sure we ignore other animations if we're currently playing a forced one,
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// unless we're forcing a new animation.
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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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}
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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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