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Funkin/source/funkin/graphics/adobeanimate/FlxAtlasSprite.hx

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package funkin.graphics.adobeanimate;
import flixel.util.FlxSignal.FlxTypedSignal;
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import flxanimate.FlxAnimate;
import flxanimate.FlxAnimate.Settings;
import flxanimate.frames.FlxAnimateFrames;
import openfl.display.BitmapData;
import openfl.utils.Assets;
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/**
* A sprite which provides convenience functions for rendering a texture atlas with animations.
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*/
class FlxAtlasSprite extends FlxAnimate
{
static final SETTINGS:Settings =
{
// ?ButtonSettings:Map<String, flxanimate.animate.FlxAnim.ButtonSettings>,
FrameRate: 24.0,
Reversed: false,
// ?OnComplete:Void -> Void,
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ShowPivot: #if debug false #else false #end,
Antialiasing: true,
ScrollFactor: null,
// Offset: new FlxPoint(0, 0), // This is just FlxSprite.offset
};
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/**
* Signal dispatched when an animation finishes playing.
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*/
public var onAnimationFinish:FlxTypedSignal<String->Void> = new FlxTypedSignal<String->Void>();
var currentAnimation:String;
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var canPlayOtherAnims:Bool = true;
public function new(x:Float, y:Float, ?path:String, ?settings:Settings)
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{
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if (settings == null) settings = SETTINGS;
if (path == null)
{
throw 'Null path specified for FlxAtlasSprite!';
}
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super(x, y, path, settings);
if (this.anim.curInstance == null)
{
throw 'FlxAtlasSprite not initialized properly. Are you sure the path (${path}) exists?';
}
onAnimationFinish.add(cleanupAnimation);
// This defaults the sprite to play the first animation in the atlas,
// then pauses it. This ensures symbols are intialized properly.
this.anim.play('');
this.anim.pause();
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}
/**
* @return A list of all the animations this sprite has available.
*/
public function listAnimations():Array<String>
{
if (this.anim == null) return [];
return this.anim.getFrameLabels();
// return [""];
}
/**
* @param id A string ID of the animation.
* @return Whether the animation was found on this sprite.
*/
public function hasAnimation(id:String):Bool
{
return getLabelIndex(id) != -1;
}
/**
* @return The current animation being played.
*/
public function getCurrentAnimation():String
{
return this.currentAnimation;
}
/**
* `anim.finished` always returns false on looping animations,
* but this function will return true if we are on the last frame of the looping animation.
*/
public function isLoopFinished():Bool
{
if (this.anim == null) return false;
if (!this.anim.isPlaying) return false;
// Reverse animation finished.
if (this.anim.reversed && this.anim.curFrame == 0) return true;
// Forward animation finished.
if (!this.anim.reversed && this.anim.curFrame >= (this.anim.length - 1)) return true;
return false;
}
/**
* Plays an animation.
* @param id A string ID of the animation to play.
* @param restart Whether to restart the animation if it is already playing.
* @param ignoreOther Whether to ignore all other animation inputs, until this one is done playing
* @param loop Whether to loop the animation
* NOTE: `loop` and `ignoreOther` are not compatible with each other!
*/
public function playAnimation(id:String, restart:Bool = false, ignoreOther:Bool = false, ?loop:Bool = false):Void
{
if (loop == null) loop = false;
// Skip if not allowed to play animations.
if ((!canPlayOtherAnims && !ignoreOther)) return;
if (id == null || id == '') id = this.currentAnimation;
if (this.currentAnimation == id && !restart)
{
if (anim.isPlaying)
{
// Skip if animation is already playing.
return;
}
else
{
// Resume animation if it's paused.
anim.play('', false, false);
}
}
else
{
// Skip if the animation doesn't exist
if (!hasAnimation(id))
{
trace('Animation ' + id + ' not found');
return;
}
}
anim.callback = function(_, frame:Int) {
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var offset = loop ? 0 : -1;
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var frameLabel = anim.getFrameLabel(id);
if (frame == (frameLabel.duration + offset) + frameLabel.index)
{
if (loop)
{
playAnimation(id, true, false, true);
}
else
{
onAnimationFinish.dispatch(id);
}
}
};
// Prevent other animations from playing if `ignoreOther` is true.
if (ignoreOther) canPlayOtherAnims = false;
// Move to the first frame of the animation.
goToFrameLabel(id);
this.currentAnimation = id;
}
override public function update(elapsed:Float)
{
super.update(elapsed);
}
/**
* Stops the current animation.
*/
public function stopAnimation():Void
{
if (this.currentAnimation == null) return;
this.anim.removeAllCallbacksFrom(getNextFrameLabel(this.currentAnimation));
goToFrameIndex(0);
}
function addFrameCallback(label:String, callback:Void->Void):Void
{
var frameLabel = this.anim.getFrameLabel(label);
frameLabel.add(callback);
}
function goToFrameLabel(label:String):Void
{
this.anim.goToFrameLabel(label);
}
function getNextFrameLabel(label:String):String
{
return listAnimations()[(getLabelIndex(label) + 1) % listAnimations().length];
}
function getLabelIndex(label:String):Int
{
return listAnimations().indexOf(label);
}
function goToFrameIndex(index:Int):Void
{
this.anim.curFrame = index;
}
public function cleanupAnimation(_:String):Void
{
canPlayOtherAnims = true;
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// this.currentAnimation = null;
this.anim.pause();
}
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}