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https://github.com/ninjamuffin99/Funkin.git
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239 lines
6.9 KiB
Haxe
239 lines
6.9 KiB
Haxe
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package funkin.graphics.rendering;
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import flixel.FlxSprite;
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import flixel.graphics.FlxGraphic;
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import flixel.graphics.tile.FlxDrawTrianglesItem;
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import flixel.math.FlxMath;
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/**
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* This is based heavily on the `FlxStrip` class. It uses `drawTriangles()` to clip a sustain note
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* trail at a certain time.
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* The whole `FlxGraphic` is used as a texture map. See the `NOTE_hold_assets.fla` file for specifics
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* on how it should be constructed.
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*
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* @author MtH
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*/
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class SustainTrail extends FlxSprite
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{
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/**
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* Used to determine which note color/direction to draw for the sustain.
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*/
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public var noteData:Int = 0;
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/**
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* The zoom level to render the sustain at.
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* Defaults to 1.0, increased to 6.0 for pixel notes.
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*/
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public var zoom(default, set):Float = 1;
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/**
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* The strumtime of the note, in milliseconds.
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*/
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public var strumTime:Float = 0; // millis
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/**
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* The sustain length of the note, in milliseconds.
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*/
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public var sustainLength(default, set):Float = 0; // millis
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/**
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* The scroll speed of the note, as a multiplier.
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*/
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public var scrollSpeed(default, set):Float = 1.0; // stand-in for PlayState scroll speed
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/**
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* Whether the note was missed.
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*/
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public var missed:Bool = false; // maybe BlendMode.MULTIPLY if missed somehow, drawTriangles does not support!
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/**
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* A `Vector` of floats where each pair of numbers is treated as a coordinate location (an x, y pair).
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*/
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private var vertices:DrawData<Float> = new DrawData<Float>();
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/**
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* A `Vector` of integers or indexes, where every three indexes define a triangle.
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*/
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private var indices:DrawData<Int> = new DrawData<Int>();
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/**
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* A `Vector` of normalized coordinates used to apply texture mapping.
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*/
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private var uvtData:DrawData<Float> = new DrawData<Float>();
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private var processedGraphic:FlxGraphic;
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/**
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* What part of the trail's end actually represents the end of the note.
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* This can be used to have a little bit sticking out.
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*/
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public var endOffset:Float = 0.5; // 0.73 is roughly the bottom of the sprite in the normal graphic!
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/**
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* At what point the bottom for the trail's end should be clipped off.
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* Used in cases where there's an extra bit of the graphic on the bottom to avoid antialiasing issues with overflow.
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*/
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public var bottomClip:Float = 0.9;
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/**
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* Normally you would take strumTime:Float, noteData:Int, sustainLength:Float, parentNote:Note (?)
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* @param NoteData
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* @param SustainLength
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* @param FileName
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*/
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public function new(NoteData:Int, SustainLength:Float, Path:String, ?Alpha:Float = 0.6, ?Pixel:Bool = false)
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{
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super(0, 0, Path);
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// BASIC SETUP
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this.sustainLength = SustainLength;
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this.noteData = NoteData;
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// CALCULATE SIZE
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if (Pixel)
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{
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this.endOffset = bottomClip = 1;
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this.antialiasing = false;
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this.zoom = 6.0;
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}
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else
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{
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this.antialiasing = true;
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this.zoom = 1.0;
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}
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// width = graphic.width / 8 * zoom; // amount of notes * 2
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height = sustainHeight(sustainLength, scrollSpeed);
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// instead of scrollSpeed, PlayState.SONG.speed
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alpha = Alpha; // setting alpha calls updateColorTransform(), which initializes processedGraphic!
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updateClipping();
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indices = new DrawData<Int>(12, true, [0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4]);
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}
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/**
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* Calculates height of a sustain note for a given length (milliseconds) and scroll speed.
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* @param susLength The length of the sustain note in milliseconds.
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* @param scroll The current scroll speed.
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*/
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public static inline function sustainHeight(susLength:Float, scroll:Float)
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{
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return (susLength * 0.45 * scroll);
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}
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function set_zoom(z:Float)
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{
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this.zoom = z;
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width = graphic.width / 8 * z;
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updateClipping();
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return this.zoom;
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}
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function set_sustainLength(s:Float)
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{
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height = sustainHeight(s, scrollSpeed);
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return sustainLength = s;
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}
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function set_scrollSpeed(s:Float)
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{
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height = sustainHeight(sustainLength, s);
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return scrollSpeed = s;
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}
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/**
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* Sets up new vertex and UV data to clip the trail.
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* If flipY is true, top and bottom bounds swap places.
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* @param songTime The time to clip the note at, in milliseconds.
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*/
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public function updateClipping(songTime:Float = 0):Void
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{
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var clipHeight:Float = FlxMath.bound(sustainHeight(sustainLength - (songTime - strumTime), scrollSpeed), 0, height);
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if (clipHeight == 0)
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{
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visible = false;
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return;
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}
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else
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visible = true;
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var bottomHeight:Float = graphic.height * zoom * endOffset;
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var partHeight:Float = clipHeight - bottomHeight;
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// == HOLD == //
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// left bound
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vertices[6] = vertices[0] = 0.0;
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// top bound
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vertices[3] = vertices[1] = flipY ? clipHeight : height - clipHeight;
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// right bound
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vertices[4] = vertices[2] = width;
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// bottom bound (also top bound for hold ends)
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if (partHeight > 0)
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vertices[7] = vertices[5] = flipY ? 0.0 + bottomHeight : vertices[1] + partHeight;
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else
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vertices[7] = vertices[5] = vertices[1];
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// same shit with da bounds, just in relation to the texture
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uvtData[6] = uvtData[0] = 1 / 4 * (noteData % 4);
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// height overflows past image bounds so wraps around, looping the texture
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// flipY bounds are not swapped for UV data, so the graphic is actually flipped
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// top bound
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uvtData[3] = uvtData[1] = (-partHeight) / graphic.height / zoom;
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uvtData[4] = uvtData[2] = uvtData[0] + 1 / 8; // 1
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// bottom bound
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uvtData[7] = uvtData[5] = 0.0;
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// == HOLD ENDS == //
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// left bound
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vertices[14] = vertices[8] = vertices[0];
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// top bound
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vertices[11] = vertices[9] = vertices[5];
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// right bound
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vertices[12] = vertices[10] = vertices[2];
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// bottom bound, mind the bottomClip because it clips off bottom of graphic!!
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vertices[15] = vertices[13] = flipY ? graphic.height * (-bottomClip + endOffset) : height + graphic.height * (bottomClip - endOffset);
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uvtData[14] = uvtData[8] = uvtData[2];
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if (partHeight > 0)
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uvtData[11] = uvtData[9] = 0.0;
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else
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uvtData[11] = uvtData[9] = (bottomHeight - clipHeight) / zoom / graphic.height;
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uvtData[12] = uvtData[10] = uvtData[8] + 1 / 8;
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// again, clips off bottom !!
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uvtData[15] = uvtData[13] = bottomClip;
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}
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@:access(flixel.FlxCamera)
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override public function draw():Void
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{
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if (alpha == 0 || graphic == null || vertices == null)
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return;
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for (camera in cameras)
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{
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if (!camera.visible || !camera.exists || !isOnScreen(camera))
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continue;
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getScreenPosition(_point, camera).subtractPoint(offset);
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camera.drawTriangles(processedGraphic, vertices, indices, uvtData, null, _point, blend, true, antialiasing);
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}
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}
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override public function destroy():Void
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{
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vertices = null;
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indices = null;
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uvtData = null;
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processedGraphic.destroy();
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super.destroy();
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}
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override function updateColorTransform():Void
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{
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super.updateColorTransform();
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if (processedGraphic != null)
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processedGraphic.destroy();
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processedGraphic = FlxGraphic.fromGraphic(graphic, true);
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processedGraphic.bitmap.colorTransform(processedGraphic.bitmap.rect, colorTransform);
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}
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}
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