mirror of
https://github.com/FunkinCrew/Funkin.git
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327 lines
8.8 KiB
Haxe
327 lines
8.8 KiB
Haxe
package funkin.graphics.adobeanimate;
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import flixel.util.FlxSignal.FlxTypedSignal;
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import flxanimate.FlxAnimate;
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import flxanimate.FlxAnimate.Settings;
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import flxanimate.frames.FlxAnimateFrames;
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import flixel.graphics.frames.FlxFrame;
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import flixel.system.FlxAssets.FlxGraphicAsset;
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import openfl.display.BitmapData;
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import openfl.utils.Assets;
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import flixel.math.FlxPoint;
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/**
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* A sprite which provides convenience functions for rendering a texture atlas with animations.
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*/
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class FlxAtlasSprite extends FlxAnimate
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{
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static final SETTINGS:Settings =
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{
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// ?ButtonSettings:Map<String, flxanimate.animate.FlxAnim.ButtonSettings>,
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FrameRate: 24.0,
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Reversed: false,
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// ?OnComplete:Void -> Void,
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ShowPivot: #if debug false #else false #end,
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Antialiasing: true,
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ScrollFactor: null,
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// Offset: new FlxPoint(0, 0), // This is just FlxSprite.offset
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};
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/**
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* Signal dispatched when an animation advances to the next frame.
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*/
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public var onAnimationFrame:FlxTypedSignal<String->Int->Void> = new FlxTypedSignal();
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/**
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* Signal dispatched when a non-looping animation finishes playing.
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*/
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public var onAnimationComplete:FlxTypedSignal<String->Void> = new FlxTypedSignal();
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/**
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* Signal dispatched when a looping animation finishes playing
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*/
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public var onAnimationLoopComplete:FlxTypedSignal<String->Void> = new FlxTypedSignal();
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var currentAnimation:String;
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var canPlayOtherAnims:Bool = true;
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public function new(x:Float, y:Float, ?path:String, ?settings:Settings)
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{
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if (settings == null) settings = SETTINGS;
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if (path == null)
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{
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throw 'Null path specified for FlxAtlasSprite!';
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}
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super(x, y, path, settings);
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if (this.anim.stageInstance == null)
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{
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throw 'FlxAtlasSprite not initialized properly. Are you sure the path (${path}) exists?';
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}
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onAnimationComplete.add(cleanupAnimation);
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// This defaults the sprite to play the first animation in the atlas,
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// then pauses it. This ensures symbols are intialized properly.
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this.anim.play('');
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this.anim.pause();
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this.anim.onComplete.add(_onAnimationComplete);
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this.anim.onFrame.add(_onAnimationFrame);
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}
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/**
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* @return A list of all the animations this sprite has available.
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*/
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public function listAnimations():Array<String>
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{
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var mainSymbol = this.anim.symbolDictionary[this.anim.stageInstance.symbol.name];
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if (mainSymbol == null)
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{
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FlxG.log.error('FlxAtlasSprite does not have its main symbol!');
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return [];
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}
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return mainSymbol.getFrameLabels().map(keyFrame -> keyFrame.name).filterNull();
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}
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/**
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* @param id A string ID of the animation.
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* @return Whether the animation was found on this sprite.
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*/
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public function hasAnimation(id:String):Bool
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{
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return getLabelIndex(id) != -1;
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}
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/**
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* @return The current animation being played.
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*/
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public function getCurrentAnimation():String
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{
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return this.currentAnimation;
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}
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/**
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* `anim.finished` always returns false on looping animations,
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* but this function will return true if we are on the last frame of the looping animation.
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*/
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public function isLoopFinished():Bool
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{
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if (this.anim == null) return false;
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if (!this.anim.isPlaying) return false;
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// Reverse animation finished.
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if (this.anim.reversed && this.anim.curFrame == 0) return true;
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// Forward animation finished.
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if (!this.anim.reversed && this.anim.curFrame >= (this.anim.length - 1)) return true;
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return false;
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}
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/**
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* Plays an animation.
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* @param id A string ID of the animation to play.
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* @param restart Whether to restart the animation if it is already playing.
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* @param ignoreOther Whether to ignore all other animation inputs, until this one is done playing
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* @param loop Whether to loop the animation
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* @param startFrame The frame to start the animation on
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* NOTE: `loop` and `ignoreOther` are not compatible with each other!
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*/
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public function playAnimation(id:String, restart:Bool = false, ignoreOther:Bool = false, loop:Bool = false, startFrame:Int = 0):Void
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{
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// Skip if not allowed to play animations.
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if ((!canPlayOtherAnims && !ignoreOther)) return;
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if (id == null || id == '') id = this.currentAnimation;
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if (this.currentAnimation == id && !restart)
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{
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if (anim.isPlaying)
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{
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// Skip if animation is already playing.
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return;
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}
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else
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{
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// Resume animation if it's paused.
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anim.play('', restart, false, startFrame);
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}
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}
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else
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{
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// Skip if the animation doesn't exist
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if (!hasAnimation(id))
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{
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trace('Animation ' + id + ' not found');
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return;
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}
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}
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anim.onComplete.removeAll();
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anim.onComplete.add(function() {
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if (loop)
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{
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onAnimationLoopComplete.dispatch(id);
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this.anim.play(id, restart, false, startFrame);
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this.currentAnimation = id;
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}
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else
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{
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onAnimationComplete.dispatch(id);
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}
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});
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// Prevent other animations from playing if `ignoreOther` is true.
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if (ignoreOther) canPlayOtherAnims = false;
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// Move to the first frame of the animation.
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// goToFrameLabel(id);
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trace('Playing animation $id');
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this.anim.play(id, restart, false, startFrame);
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goToFrameLabel(id);
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this.currentAnimation = id;
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}
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override public function update(elapsed:Float)
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{
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super.update(elapsed);
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}
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/**
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* Returns true if the animation has finished playing.
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* Never true if animation is configured to loop.
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*/
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public function isAnimationFinished():Bool
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{
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return this.anim.finished;
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}
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/**
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* Returns true if the animation has reached the last frame.
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* Can be true even if animation is configured to loop.
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*/
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public function isLoopComplete():Bool
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{
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return (anim.reversed && anim.curFrame == 0 || !(anim.reversed) && (anim.curFrame) >= (anim.length - 1));
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}
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/**
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* Stops the current animation.
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*/
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public function stopAnimation():Void
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{
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if (this.currentAnimation == null) return;
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this.anim.removeAllCallbacksFrom(getNextFrameLabel(this.currentAnimation));
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goToFrameIndex(0);
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}
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function addFrameCallback(label:String, callback:Void->Void):Void
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{
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var frameLabel = this.anim.getFrameLabel(label);
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frameLabel.add(callback);
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}
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function goToFrameLabel(label:String):Void
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{
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this.anim.goToFrameLabel(label);
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}
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function getNextFrameLabel(label:String):String
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{
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return listAnimations()[(getLabelIndex(label) + 1) % listAnimations().length];
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}
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function getLabelIndex(label:String):Int
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{
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return listAnimations().indexOf(label);
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}
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function goToFrameIndex(index:Int):Void
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{
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this.anim.curFrame = index;
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}
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public function cleanupAnimation(_:String):Void
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{
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canPlayOtherAnims = true;
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// this.currentAnimation = null;
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this.anim.pause();
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}
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function _onAnimationFrame(frame:Int):Void
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{
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if (currentAnimation != null)
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{
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onAnimationFrame.dispatch(currentAnimation, frame);
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if (isLoopComplete()) onAnimationLoopComplete.dispatch(currentAnimation);
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}
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}
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function _onAnimationComplete():Void
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{
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if (currentAnimation != null)
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{
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onAnimationComplete.dispatch(currentAnimation);
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}
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}
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var prevFrames:Map<Int, FlxFrame> = [];
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public function replaceFrameGraphic(index:Int, ?graphic:FlxGraphicAsset):Void
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{
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if (graphic == null || !Assets.exists(graphic))
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{
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var prevFrame:Null<FlxFrame> = prevFrames.get(index);
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if (prevFrame == null) return;
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prevFrame.copyTo(frames.getByIndex(index));
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return;
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}
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var prevFrame:FlxFrame = prevFrames.get(index) ?? frames.getByIndex(index).copyTo();
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prevFrames.set(index, prevFrame);
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var frame = FlxG.bitmap.add(graphic).imageFrame.frame;
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frame.copyTo(frames.getByIndex(index));
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// Additional sizing fix.
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@:privateAccess
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if (true)
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{
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var frame = frames.getByIndex(index);
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frame.tileMatrix[0] = prevFrame.frame.width / frame.frame.width;
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frame.tileMatrix[3] = prevFrame.frame.height / frame.frame.height;
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}
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}
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public function getBasePosition():Null<FlxPoint>
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{
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var stagePos = new FlxPoint(anim.stageInstance.matrix.tx, anim.stageInstance.matrix.ty);
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var instancePos = new FlxPoint(anim.curInstance.matrix.tx, anim.curInstance.matrix.ty);
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var firstElement = anim.curSymbol.timeline?.get(0)?.get(0)?.get(0);
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if (firstElement == null) return instancePos;
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var firstElementPos = new FlxPoint(firstElement.matrix.tx, firstElement.matrix.ty);
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return instancePos + firstElementPos;
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}
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public function getPivotPosition():Null<FlxPoint>
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{
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return anim.curInstance.symbol.transformationPoint;
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}
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public override function destroy():Void
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{
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for (prevFrameId in prevFrames.keys())
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{
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replaceFrameGraphic(prevFrameId, null);
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}
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super.destroy();
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}
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}
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