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Funkin/source/animate/FlxAnimate.hx

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package animate;
import animateAtlasPlayer.assets.AssetManager;
import animateAtlasPlayer.core.Animation;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.graphics.FlxGraphic;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.system.FlxAssets.FlxGraphicAsset;
import haxe.Json;
import openfl.Assets;
import openfl.display.Bitmap;
import openfl.display.BitmapData;
import openfl.geom.Point;
import openfl.geom.Rectangle;
class FlxAnimate extends FlxSprite
{
var myAnim:Animation;
var animBitmap:BitmapData;
var loadedQueue:Bool = false;
var swagFrames:Array<BitmapData> = [];
public function new(x:Float, y:Float)
{
super(x, y);
// get fromAnimate()
// get every symbol / piece needed
// animate them?
var swagAssets:AssetManager = new AssetManager();
swagAssets.enqueueSingle(Paths.file('images/picoShoot/spritemap1.png'));
swagAssets.enqueueSingle(Paths.file('images/picoShoot/spritemap1.json'));
swagAssets.enqueueSingle(Paths.file('images/picoShoot/Animation.json'));
swagAssets.loadQueue(function(assetMgr:AssetManager)
{
myAnim = assetMgr.createAnimation("Pico Saves them sequence");
myAnim.cacheAsBitmap = true;
myAnim.opaqueBackground = null;
// myAnim.root.x += 200;
// myAnim.root.y += 200;
// myAnim.x += 200;
// myAnim.y += 200;
var daAnim:BitmapData = new BitmapData(200, 200, true, 0x00000000);
daAnim.draw(myAnim);
animBitmap = new BitmapData(200, 200, true, 0x00000000);
animBitmap.draw(myAnim);
loadGraphic(animBitmap);
// framePixels = animBitmap;
loadedQueue = true;
});
}
var pointZero:Point = new Point();
private var lastFrame:Int = 0;
override function draw()
{
super.draw();
if (loadedQueue)
{
if (lastFrame != myAnim.currentFrame)
{
lastFrame = myAnim.currentFrame;
// loadGraphic(animBitmap);
animBitmap.draw(myAnim);
}
// animBitmap.draw(myAnim);
}
}
// This stuff is u
public static function fromAnimate(Source:FlxGraphicAsset, Description:String):FlxAtlasFrames
{
var graphic:FlxGraphic = FlxG.bitmap.add(Source);
if (graphic == null)
return null;
var frames:FlxAtlasFrames = FlxAtlasFrames.findFrame(graphic);
if (frames != null)
return frames;
if (graphic == null || Description == null)
return null;
frames = new FlxAtlasFrames(graphic);
var data:AnimateObject;
var json:String = Description;
trace(json);
if (Assets.exists(json))
json = Assets.getText(json);
data = cast Json.parse(json).ATLAS;
for (sprite in data.SPRITES)
{
// probably nicer way to do this? Oh well
var swagSprite:AnimateSprite = sprite.SPRITE;
var rect = FlxRect.get(swagSprite.x, swagSprite.y, swagSprite.w, swagSprite.h);
var size = new Rectangle(0, 0, rect.width, rect.height);
var offset = FlxPoint.get(-size.left, -size.top);
var sourceSize = FlxPoint.get(size.width, size.height);
frames.addAtlasFrame(rect, sourceSize, offset, swagSprite.name);
}
return frames;
}
}
typedef AnimateObject =
{
SPRITES:Array<Dynamic>
}
typedef AnimateSprite =
{
var name:String;
var x:Int;
var y:Int;
var w:Int;
var h:Int;
var rotated:Bool;
}