mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-12-11 08:41:25 -05:00
128 lines
3.5 KiB
Haxe
128 lines
3.5 KiB
Haxe
package funkin.play.character;
|
|
|
|
import flixel.graphics.frames.FlxAtlasFrames;
|
|
import flixel.graphics.frames.FlxFramesCollection;
|
|
import funkin.modding.events.ScriptEvent;
|
|
import funkin.util.assets.FlxAnimationUtil;
|
|
import funkin.play.character.CharacterData.CharacterRenderType;
|
|
|
|
/**
|
|
* For some characters which use Sparrow atlases, the spritesheets need to be split
|
|
* into multiple files. This character renderer concatenates these together into a single sprite.
|
|
*
|
|
* Examples in base game include BF Holding GF (most of the sprites are in one file
|
|
* but the death animation is in a separate file).
|
|
* Only example I can think of in mods is Tricky (which has a separate file for each animation).
|
|
*
|
|
* BaseCharacter has game logic, MultiSparrowCharacter has only rendering logic.
|
|
* KEEP THEM SEPARATE!
|
|
*/
|
|
class MultiSparrowCharacter extends BaseCharacter
|
|
{
|
|
public function new(id:String)
|
|
{
|
|
super(id, CharacterRenderType.MultiSparrow);
|
|
}
|
|
|
|
override function onCreate(event:ScriptEvent):Void
|
|
{
|
|
trace('Creating Multi-Sparrow character: ' + this.characterId);
|
|
|
|
buildSprites();
|
|
super.onCreate(event);
|
|
}
|
|
|
|
function buildSprites():Void
|
|
{
|
|
buildSpritesheet();
|
|
buildAnimations();
|
|
|
|
if (_data.isPixel)
|
|
{
|
|
this.isPixel = true;
|
|
this.antialiasing = false;
|
|
}
|
|
else
|
|
{
|
|
this.isPixel = false;
|
|
this.antialiasing = true;
|
|
}
|
|
}
|
|
|
|
function buildSpritesheet():Void
|
|
{
|
|
var assetList = [];
|
|
for (anim in _data.animations)
|
|
{
|
|
if (anim.assetPath != null && !assetList.contains(anim.assetPath))
|
|
{
|
|
assetList.push(anim.assetPath);
|
|
}
|
|
}
|
|
|
|
var texture:FlxAtlasFrames = Paths.getSparrowAtlas(_data.assetPath, 'shared');
|
|
|
|
if (texture == null)
|
|
{
|
|
trace('Multi-Sparrow atlas could not load PRIMARY texture: ${_data.assetPath}');
|
|
}
|
|
else
|
|
{
|
|
trace('Creating multi-sparrow atlas: ${_data.assetPath}');
|
|
texture.parent.destroyOnNoUse = false;
|
|
}
|
|
|
|
for (asset in assetList)
|
|
{
|
|
var subTexture:FlxAtlasFrames = Paths.getSparrowAtlas(asset, 'shared');
|
|
// If we don't do this, the unused textures will be removed as soon as they're loaded.
|
|
|
|
if (subTexture == null)
|
|
{
|
|
trace('Multi-Sparrow atlas could not load subtexture: ${asset}');
|
|
}
|
|
else
|
|
{
|
|
trace('Concatenating multi-sparrow atlas: ${asset}');
|
|
subTexture.parent.destroyOnNoUse = false;
|
|
}
|
|
|
|
texture.addAtlas(subTexture);
|
|
}
|
|
|
|
this.frames = texture;
|
|
this.setScale(_data.scale);
|
|
}
|
|
|
|
function buildAnimations()
|
|
{
|
|
trace('[MULTISPARROWCHAR] Loading ${_data.animations.length} animations for ${characterId}');
|
|
|
|
// We need to swap to the proper frame collection before adding the animations, I think?
|
|
for (anim in _data.animations)
|
|
{
|
|
FlxAnimationUtil.addAtlasAnimation(this, anim);
|
|
|
|
if (anim.offsets == null)
|
|
{
|
|
setAnimationOffsets(anim.name, 0, 0);
|
|
}
|
|
else
|
|
{
|
|
setAnimationOffsets(anim.name, anim.offsets[0], anim.offsets[1]);
|
|
}
|
|
}
|
|
|
|
var animNames = this.animation.getNameList();
|
|
trace('[MULTISPARROWCHAR] Successfully loaded ${animNames.length} animations for ${characterId}');
|
|
}
|
|
|
|
public override function playAnimation(name:String, restart:Bool = false, ignoreOther:Bool = false, reverse:Bool = false):Void
|
|
{
|
|
// Make sure we ignore other animations if we're currently playing a forced one,
|
|
// unless we're forcing a new animation.
|
|
if (!this.canPlayOtherAnims && !ignoreOther) return;
|
|
|
|
super.playAnimation(name, restart, ignoreOther, reverse);
|
|
}
|
|
}
|