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82 lines
2.1 KiB
Haxe
82 lines
2.1 KiB
Haxe
package animate;
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import animate.ParseAnimate.AnimJson;
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import animate.ParseAnimate.Animation;
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import animate.ParseAnimate.Frame;
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import animate.ParseAnimate.Sprite;
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import animate.ParseAnimate.Spritemap;
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import animate.ParseAnimate.SymbolDictionary;
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import animate.ParseAnimate.Timeline;
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import flixel.FlxCamera;
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import flixel.FlxSprite;
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import flixel.graphics.frames.FlxFrame.FlxFrameAngle;
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import flixel.math.FlxAngle;
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import flixel.math.FlxMath;
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import flixel.math.FlxMatrix;
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import flixel.math.FlxPoint;
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import lime.system.System;
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import openfl.Assets;
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import openfl.geom.Matrix;
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class FlxSymbol extends FlxSprite
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{
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// Loop types shit
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public static inline var LOOP:String = 'LP';
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public static inline var PLAY_ONCE:String = 'PO';
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public static inline var SINGLE_FRAME:String = 'SF';
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public var transformMatrix:Matrix = new Matrix();
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public var daLoopType:String = 'LP'; // LP by default, is set below!!!
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/**
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* Bool flag showing whether transformMatrix is used for rendering or not.
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* False by default, which means that transformMatrix isn't used for rendering
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*/
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public var matrixExposed:Bool = true;
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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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}
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public var daFrame:Int = 0;
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function changeFrame(frameChange:Int = 0):Void
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{
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daFrame += frameChange;
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}
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/**
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* custom "homemade" (nabbed from FlxSkewSprite) draw function, to make having a matrix transform slightly
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* less painful
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*/
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override function drawComplex(camera:FlxCamera):Void
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{
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_frame.prepareMatrix(_matrix, FlxFrameAngle.ANGLE_0, checkFlipX(), checkFlipY());
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_matrix.translate(-origin.x, -origin.y);
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_matrix.scale(scale.x, scale.y);
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if (matrixExposed)
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{
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_matrix.concat(transformMatrix);
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}
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if (bakedRotationAngle <= 0)
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{
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updateTrig();
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if (angle != 0)
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_matrix.rotateWithTrig(_cosAngle, _sinAngle);
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}
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_point.addPoint(origin);
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_matrix.translate(_point.x, _point.y);
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if (isPixelPerfectRender(camera))
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{
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_matrix.tx = Math.floor(_matrix.tx);
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_matrix.ty = Math.floor(_matrix.ty);
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}
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camera.drawPixels(_frame, framePixels, _matrix, colorTransform, blend, antialiasing, shader);
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}
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}
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