mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-23 16:17:53 -05:00
293 lines
7.4 KiB
Haxe
293 lines
7.4 KiB
Haxe
package animate;
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// import animateAtlasPlayer.assets.AssetManager;
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// import animateAtlasPlayer.core.Animation;
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import animate.ParseAnimate.AnimJson;
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import animate.ParseAnimate.Sprite;
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import animate.ParseAnimate.Spritemap;
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import flixel.FlxCamera;
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import flixel.FlxSprite;
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import flixel.graphics.FlxGraphic;
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import flixel.graphics.frames.FlxAtlasFrames;
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import flixel.graphics.frames.FlxFrame.FlxFrameAngle;
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import flixel.group.FlxGroup;
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import flixel.math.FlxMatrix;
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import flixel.math.FlxPoint;
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import flixel.math.FlxRect;
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import flixel.system.FlxAssets.FlxGraphicAsset;
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import haxe.format.JsonParser;
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import openfl.Assets;
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import openfl.display.BitmapData;
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import openfl.geom.Matrix;
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import openfl.geom.Rectangle;
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class FlxAnimate extends FlxSymbol
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{
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// var myAnim:Animation;
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// var animBitmap:BitmapData;
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var jsonAnim:AnimJson;
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var sprGrp:FlxTypedGroup<FlxSymbol>;
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public function new(x:Float, y:Float)
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{
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super(x, y);
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sprGrp = new FlxTypedGroup<FlxSymbol>();
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var tests:Array<String> = ['tightBarsLol', 'tightestBars'];
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var folder:String = tests[1];
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frames = FlxAnimate.fromAnimate(Paths.file('images/' + folder + "/spritemap1.png"), Paths.file('images/$folder/spritemap1.json'));
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jsonAnim = cast CoolUtil.coolJSON(Assets.getText(Paths.file('images/$folder/Animation.json')));
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ParseAnimate.generateSymbolmap(jsonAnim.SD.S);
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ParseAnimate.resetFrameList();
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ParseAnimate.parseTimeline(jsonAnim.AN.TL, 0, 0);
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generateSpriteShit();
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/* var folder:String = 'tightestBars';
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coolParse = cast Json.parse(Assets.getText(Paths.file('images/' + folder + '/Animation.json')));
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// reverses the layers, for proper rendering!
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coolParse.AN.TL.L.reverse();
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super(x, y, coolParse);
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frames = FlxAnimate.fromAnimate(Paths.file('images/' + folder + '/spritemap1.png'), Paths.file('images/' + folder + '/spritemap1.json'));
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*/
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// frames
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}
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override function draw()
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{
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// having this commented out fixes some wacky scaling bullshit?
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// or fixes drawing it twice?
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// super.draw();
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// renderFrame(coolParse.AN.TL, coolParse, true);
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actualFrameRender();
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}
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/**
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* Puts all the needed sprites into a FlxTypedGroup, and properly recycles them?
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**/
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function generateSpriteShit()
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{
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sprGrp.kill(); // kills group, maybe dont need to do this one so broadly? ehh whatev
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for (frameSorted in ParseAnimate.frameList)
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{
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for (i in frameSorted)
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{
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// instead of making them every frame, regenerate when needed?
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var spr:FlxSymbol = sprGrp.recycle(FlxSymbol); // redo this to recycle from a list later
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spr.frames = frames;
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spr.frame = spr.frames.getByName(i.frameName); // this one is fine
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spr.updateHitbox();
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// move this? wont work here!
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if (FlxG.keys.justPressed.I)
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{
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trace(i.frameName);
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trace(i.depthString);
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// trace("random lol: " + i.randomLol);
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}
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// cuz its in group, gets a lil fuckie when animated, need to go thru and properly reset each thing for shit like matrix!
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// merely resets the matrix to normal ass one!
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spr.transformMatrix.identity();
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spr.setPosition();
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/* for (swagMatrix in i.matrixArray)
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{
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var alsoSwag:FlxMatrix = new FlxMatrix(swagMatrix[0], swagMatrix[1], swagMatrix[4], swagMatrix[5], swagMatrix[12], swagMatrix[13]);
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spr.matrixExposed = true;
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spr.transformMatrix.concat(alsoSwag);
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}*/
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// i.fullMatrix.concat
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spr.matrixExposed = true;
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// trace(i.fullMatrix);
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if (i.fullMatrix.a < 0)
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{
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trace('negative?');
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trace(i.fullMatrix);
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}
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spr.transformMatrix.concat(i.fullMatrix);
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if (i.fullMatrix.a < 0)
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{
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trace('negative?');
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trace(i.fullMatrix);
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trace(spr.transformMatrix);
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}
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// trace(spr.transformMatrix);
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spr.origin.set();
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/* for (trpShit in i.trpArray)
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{
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spr.origin.x -= trpShit[0];
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spr.origin.y -= trpShit[1];
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}
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*/
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// spr.alpha = 0.3;
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spr.antialiasing = true;
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sprGrp.add(spr);
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spr.alpha = 0.5;
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/* if (i == "0225")
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{
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trace('FUNNY MATRIX!');
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trace(spr._matrix);
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trace("\n\n MATRIX MAP");
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for (m in ParseAnimate.matrixMap.get("0225"))
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{
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trace(m);
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}
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trace('\n\n');
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}*/
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}
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}
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// trace(sprGrp.length);
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}
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// fix render order of ALL layers!
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// seperate frameList into layers
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// go thru animate file to see how it should all be ordered
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// per frame symbol stuff to fix lip sync (in ParseAnimate?)
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// definitely need to dig through Animate.json stuff
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// something with TRP stuff, look through tighterBars (GF scene)
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// redo map stuff incase there's multiple assets
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// ONE CENTRAL THING FOR THIS DUMBASS BULLSHIT
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// sorted framelist put it all in there, then make i actually mean something
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function actualFrameRender()
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{
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sprGrp.draw();
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}
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// notes to self
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// account for different layers
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var playingAnim:Bool = false;
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var frameTickTypeShit:Float = 0;
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var animFrameRate:Int = 24;
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// redo all the matrix animation stuff
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override function update(elapsed:Float)
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{
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super.update(elapsed);
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if (FlxG.keys.justPressed.SPACE)
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playingAnim = !playingAnim;
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if (playingAnim)
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{
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frameTickTypeShit += elapsed;
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// prob fix this framerate thing for higher framerates?
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if (frameTickTypeShit >= 1 / 24)
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{
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changeFrame(1);
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frameTickTypeShit = 0;
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ParseAnimate.resetFrameList();
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ParseAnimate.parseTimeline(jsonAnim.AN.TL, 0, daFrame);
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generateSpriteShit();
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}
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}
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if (FlxG.keys.justPressed.RIGHT)
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{
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changeFrame(1);
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ParseAnimate.resetFrameList();
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ParseAnimate.parseTimeline(jsonAnim.AN.TL, 0, daFrame);
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generateSpriteShit();
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}
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if (FlxG.keys.justPressed.LEFT)
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changeFrame(-1);
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}
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/**
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* PARSES THE 'spritemap1.png' or whatever into a FlxAtlasFrames!!!
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*/
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public static function fromAnimate(Source:FlxGraphicAsset, Description:String):FlxAtlasFrames
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{
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var graphic:FlxGraphic = FlxG.bitmap.add(Source);
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if (graphic == null)
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return null;
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var frames:FlxAtlasFrames = FlxAtlasFrames.findFrame(graphic);
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if (frames != null)
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return frames;
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if (graphic == null || Description == null)
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return null;
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frames = new FlxAtlasFrames(graphic);
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var data:Spritemap;
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var json:String = Description;
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// trace(json);
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var funnyJson:Dynamic = {};
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if (Assets.exists(json))
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funnyJson = JaySon.parseFile(json);
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// trace(json);
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// data = c
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data = cast funnyJson;
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for (sprite in data.ATLAS.SPRITES)
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{
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// probably nicer way to do this? Oh well
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var swagSprite:Sprite = sprite.SPRITE;
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var rect = FlxRect.get(swagSprite.x, swagSprite.y, swagSprite.w, swagSprite.h);
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var size = new Rectangle(0, 0, rect.width, rect.height);
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var offset = FlxPoint.get(-size.left, -size.top);
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var sourceSize = FlxPoint.get(size.width, size.height);
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frames.addAtlasFrame(rect, sourceSize, offset, swagSprite.name);
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}
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return frames;
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}
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}
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// handy json function that has some hashlink fix, see the thing in CoolUtils file to see the link / where i stole it from
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class JaySon
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{
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public static function parseFile(name:String)
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{
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var cont = Assets.getText(name);
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function is(n:Int, what:Int)
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return cont.charCodeAt(n) == what;
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return JsonParser.parse(cont.substr(if (is(0, 65279)) /// looks like a HL target, skipping only first character here:
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1 else if (is(0, 239) && is(1, 187) && is(2, 191)) /// it seems to be Neko or PHP, start from position 3:
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3 else /// all other targets, that prepare the UTF string correctly
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0));
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}
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}
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