Funkin/source/funkin/util/assets/FlxAnimationUtil.hx
Eric 42d8d55067 Unit Test Suite (#119)
* Initial test suite

* Fix some build warnings

* Implemented working unit tests with coverage

* Reduced some warnings

* Fix a mac-specific issue

* Add 2 additional unit test classes.

* Multiple new unit tests

* Some fixins

* Remove auto-generated file

* WIP on hiding ignored tests

* Added list of debug hotkeys

* Remove old website

* Remove empty file

* Add more unit tests

* Fix bug where arrows would nudge BF

* Fix bug where ctrl/alt would flash capsules

* Fixed bug where bf-old easter egg broke

* Remove duplicate lines

* More test-related stuff

* Some code cleanup

* Add mocking and a test assets folder

* More TESTS!

* Update Hmm...

* Update artist on Monster

* More minor fixes to individual functions

* 1.38% unit test coverage!

* Even more tests? :O

* More unit test work

* Rework migration for BaseRegistry

* gameover fix

* Fix an issue with Lime

* Fix issues with version parsing on data files

* 100 total unit tests!

* Added even MORE unit tests!

* Additional test tweaks :3

* Fixed tests on windows by updating libraries.

* Set versions for flixel-ui and hamcrest

---------

Co-authored-by: Cameron Taylor <cameron.taylor.ninja@gmail.com>
2023-08-22 04:27:30 -04:00

59 lines
1.9 KiB
Haxe

package funkin.util.assets;
import flixel.FlxSprite;
import flixel.graphics.frames.FlxFramesCollection;
import funkin.data.animation.AnimationData;
class FlxAnimationUtil
{
/**
* Properly adds an animation to a sprite based on the provided animation data.
*/
public static function addAtlasAnimation(target:FlxSprite, anim:AnimationData)
{
var frameRate = anim.frameRate == null ? 24 : anim.frameRate;
var looped = anim.looped == null ? false : anim.looped;
var flipX = anim.flipX == null ? false : anim.flipX;
var flipY = anim.flipY == null ? false : anim.flipY;
if (anim.frameIndices != null && anim.frameIndices.length > 0)
{
// trace('addByIndices(${anim.name}, ${anim.prefix}, ${anim.frameIndices}, ${frameRate}, ${looped}, ${flipX}, ${flipY})');
target.animation.addByIndices(anim.name, anim.prefix, anim.frameIndices, '', frameRate, looped, flipX, flipY);
// trace('RESULT:${target.animation.getAnimationList()}');
}
else
{
// trace('addByPrefix(${anim.name}, ${anim.prefix}, ${frameRate}, ${looped}, ${flipX}, ${flipY})');
target.animation.addByPrefix(anim.name, anim.prefix, frameRate, looped, flipX, flipY);
// trace('RESULT:${target.animation.getAnimationList()}');
}
}
/**
* Properly adds multiple animations to a sprite based on the provided animation data.
*/
public static function addAtlasAnimations(target:FlxSprite, animations:Array<AnimationData>)
{
for (anim in animations)
{
addAtlasAnimation(target, anim);
}
}
public static function combineFramesCollections(a:FlxFramesCollection, b:FlxFramesCollection):FlxFramesCollection
{
var result:FlxFramesCollection = new FlxFramesCollection(null, ATLAS, null);
for (frame in a.frames)
{
result.pushFrame(frame);
}
for (frame in b.frames)
{
result.pushFrame(frame);
}
return result;
}
}