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Funkin/source/animate/AnimationAtlas.hx

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package animate;
import flixel.FlxG;
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import flixel.addons.ui.FlxUIColorSwatchSelecter.SwatchGraphic;
import flixel.graphics.FlxGraphic;
import flixel.graphics.frames.FlxAtlasFrames;
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import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.system.FlxAssets.FlxGraphicAsset;
import haxe.Json;
import openfl.Assets;
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import openfl.geom.Rectangle;
class AnimationAtlas
{
public function new(data:Dynamic, atlas:FlxAtlasFrames):Void {}
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);
trace(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;
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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;
}