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https://github.com/FunkinCrew/Funkin.git
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42d8d55067
* 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>
59 lines
1.9 KiB
Haxe
59 lines
1.9 KiB
Haxe
package funkin.util.assets;
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import flixel.FlxSprite;
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import flixel.graphics.frames.FlxFramesCollection;
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import funkin.data.animation.AnimationData;
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class FlxAnimationUtil
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{
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/**
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* Properly adds an animation to a sprite based on the provided animation data.
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*/
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public static function addAtlasAnimation(target:FlxSprite, anim:AnimationData)
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{
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var frameRate = anim.frameRate == null ? 24 : anim.frameRate;
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var looped = anim.looped == null ? false : anim.looped;
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var flipX = anim.flipX == null ? false : anim.flipX;
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var flipY = anim.flipY == null ? false : anim.flipY;
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if (anim.frameIndices != null && anim.frameIndices.length > 0)
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{
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// trace('addByIndices(${anim.name}, ${anim.prefix}, ${anim.frameIndices}, ${frameRate}, ${looped}, ${flipX}, ${flipY})');
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target.animation.addByIndices(anim.name, anim.prefix, anim.frameIndices, '', frameRate, looped, flipX, flipY);
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// trace('RESULT:${target.animation.getAnimationList()}');
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}
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else
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{
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// trace('addByPrefix(${anim.name}, ${anim.prefix}, ${frameRate}, ${looped}, ${flipX}, ${flipY})');
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target.animation.addByPrefix(anim.name, anim.prefix, frameRate, looped, flipX, flipY);
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// trace('RESULT:${target.animation.getAnimationList()}');
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}
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}
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/**
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* Properly adds multiple animations to a sprite based on the provided animation data.
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*/
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public static function addAtlasAnimations(target:FlxSprite, animations:Array<AnimationData>)
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{
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for (anim in animations)
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{
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addAtlasAnimation(target, anim);
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}
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}
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public static function combineFramesCollections(a:FlxFramesCollection, b:FlxFramesCollection):FlxFramesCollection
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{
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var result:FlxFramesCollection = new FlxFramesCollection(null, ATLAS, null);
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for (frame in a.frames)
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{
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result.pushFrame(frame);
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}
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for (frame in b.frames)
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{
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result.pushFrame(frame);
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}
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return result;
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}
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}
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