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Funkin/source/funkin/ui/story/LevelProp.hx

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package funkin.ui.story;
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import funkin.play.stage.Bopper;
import funkin.util.assets.FlxAnimationUtil;
import funkin.data.level.LevelData;
class LevelProp extends Bopper
{
public var propData(default, set):Null<LevelPropData> = null;
function set_propData(value:LevelPropData):LevelPropData
{
// Only reset the prop if the asset path has changed.
if (propData == null || value.assetPath != this.propData.assetPath)
{
this.visible = (value != null);
this.propData = value;
danceEvery = this.propData.danceEvery;
applyData();
}
return this.propData;
}
public function new(propData:LevelPropData)
{
super(propData.danceEvery);
this.propData = propData;
}
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public function playConfirm():Void
{
playAnimation('confirm', true, true);
}
function applyData():Void
{
var isAnimated:Bool = propData.animations.length > 0;
if (isAnimated)
{
// Initalize sprite frames.
// Sparrow atlas only LEL.
this.frames = Paths.getSparrowAtlas(propData.assetPath);
}
else
{
// Initalize static sprite.
this.loadGraphic(Paths.image(propData.assetPath));
// Disables calls to update() for a performance boost.
this.active = false;
}
if (this.frames == null || this.frames.numFrames == 0)
{
trace('ERROR: Could not build texture for level prop (${propData.assetPath}).');
return;
}
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var scale:Float = propData.scale * (propData.isPixel ? 6 : 1);
this.scale.set(scale, scale);
this.antialiasing = !propData.isPixel;
this.alpha = propData.alpha;
this.x = propData.offsets[0];
this.y = propData.offsets[1];
FlxAnimationUtil.addAtlasAnimations(this, propData.animations);
for (propAnim in propData.animations)
{
this.setAnimationOffsets(propAnim.name, propAnim.offsets[0], propAnim.offsets[1]);
}
this.dance();
this.animation.paused = true;
}
public static function build(propData:Null<LevelPropData>):Null<LevelProp>
{
if (propData == null) return null;
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return new LevelProp(propData);
}
}