2021-04-14 15:31:52 +00:00
|
|
|
package animate;
|
|
|
|
|
|
|
|
import flixel.FlxSprite;
|
|
|
|
import flixel.math.FlxAngle;
|
|
|
|
|
|
|
|
class FlxSymbol extends FlxSprite
|
|
|
|
{
|
|
|
|
public var coolParse:Parsed;
|
|
|
|
public var oldMatrix:Array<Float> = [];
|
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
private var hasFrameByPass:Bool = false;
|
|
|
|
|
2021-04-14 15:31:52 +00:00
|
|
|
public function new(x:Float, y:Float, coolParsed:Parsed)
|
|
|
|
{
|
|
|
|
super(x, y);
|
|
|
|
|
|
|
|
this.coolParse = coolParsed;
|
|
|
|
|
|
|
|
var hasSymbolDictionary:Bool = Reflect.hasField(coolParse, "SD");
|
|
|
|
|
|
|
|
if (hasSymbolDictionary)
|
|
|
|
symbolAtlasShit = parseSymbolDictionary(coolParse);
|
|
|
|
}
|
|
|
|
|
|
|
|
var symbolAtlasShit:Map<String, String> = new Map();
|
|
|
|
|
|
|
|
override function draw()
|
|
|
|
{
|
|
|
|
super.draw();
|
|
|
|
}
|
|
|
|
|
|
|
|
var swagX:Float = 0;
|
|
|
|
var swagY:Float = 0;
|
|
|
|
|
|
|
|
var symbolMap:Map<String, Animation> = new Map();
|
|
|
|
|
|
|
|
var drawQueue:Array<FlxSymbol> = [];
|
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
public var daFrame:Int = 0;
|
|
|
|
|
2021-04-14 15:31:52 +00:00
|
|
|
function renderFrame(TL:Timeline, coolParsed:Parsed, ?isMainLoop:Bool = false)
|
|
|
|
{
|
|
|
|
drawQueue = [];
|
|
|
|
|
|
|
|
for (layer in TL.L)
|
|
|
|
{
|
2021-04-15 01:52:43 +00:00
|
|
|
// layer.FR.reverse();
|
|
|
|
// var frame = layer.FR[0]
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
for (frame in layer.FR)
|
2021-04-14 15:31:52 +00:00
|
|
|
{
|
2021-04-15 01:52:43 +00:00
|
|
|
if (daFrame >= frame.I && daFrame < frame.I + frame.DU)
|
2021-04-14 15:31:52 +00:00
|
|
|
{
|
2021-04-15 01:52:43 +00:00
|
|
|
for (element in frame.E)
|
2021-04-14 15:31:52 +00:00
|
|
|
{
|
2021-04-15 01:52:43 +00:00
|
|
|
if (Reflect.hasField(element, 'ASI'))
|
|
|
|
{
|
|
|
|
var spr:FlxSymbol = new FlxSymbol(x + element.ASI.M3D[12], y + element.ASI.M3D[13], coolParsed);
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
if (oldMatrix != null)
|
|
|
|
{
|
|
|
|
// spr.x += oldMatrix[12];
|
|
|
|
// spr.y += oldMatrix[13];
|
|
|
|
}
|
|
|
|
// trace(element.ASI.M3D[12] + element.ASI.N);
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
spr.frames = frames;
|
|
|
|
// spr.animation.addByPrefix('swag',)
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
spr.frame = spr.frames.getByName(element.ASI.N);
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
// spr.flipX = true;
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
var m3d = element.ASI.M3D;
|
|
|
|
_matrix.identity();
|
|
|
|
_matrix.setTo(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
// spr.scale.x = m3d[0];
|
|
|
|
spr.scale.y = Math.sqrt(_matrix.c * _matrix.c + _matrix.d * _matrix.d);
|
|
|
|
spr.scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b);
|
|
|
|
spr.origin.set();
|
|
|
|
spr.origin.x += origin.x;
|
|
|
|
spr.origin.y += origin.y;
|
|
|
|
spr.angle = FlxAngle.asDegrees(Math.atan2(m3d[1], m3d[0])) + angle;
|
|
|
|
spr.antialiasing = true;
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
// spr.scale.y = m3d[5];
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
// if (flipX || m3d[0] == -1)
|
|
|
|
// spr.flipX = true;
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
// _matrix.identity();
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
// _matrix.setTo(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
|
|
|
|
// spr.x = _matrix.tx + swagX;
|
|
|
|
// spr.y = _matrix.ty + swagY;
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
// spr._matrix.setTo(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
drawQueue.push(spr);
|
|
|
|
// spr.draw();
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
// swagX = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
var nestedSymbol = symbolMap.get(element.SI.SN);
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
// nestedSymbol
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
// if (element.SI.M3D[0] == -1 || flipX)
|
|
|
|
// nestedShit.flipX = true;
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
// nestedSymbol.TL.L.reverse();
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
_matrix.identity();
|
|
|
|
_matrix.setTo(element.SI.M3D[0], element.SI.M3D[1], element.SI.M3D[4], element.SI.M3D[5], element.SI.M3D[12], element.SI.M3D[13]);
|
|
|
|
// _matrix.scale(1, 1);
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
var nestedShit:FlxSymbol = new FlxSymbol(x + _matrix.tx, y + _matrix.ty, coolParse);
|
|
|
|
nestedShit.frames = frames;
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
nestedShit.scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b + _matrix.b);
|
|
|
|
nestedShit.scale.y = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b);
|
|
|
|
nestedShit.origin.set(element.SI.TRP.x, element.SI.TRP.y);
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
nestedShit.angle = FlxAngle.asDegrees(Math.atan2(_matrix.b, _matrix.a));
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
if (symbolAtlasShit.exists(nestedSymbol.SN))
|
|
|
|
{
|
|
|
|
// nestedShit.frames.getByName(symbolAtlasShit.get(nestedSymbol.SN));
|
|
|
|
// nestedShit.draw();
|
|
|
|
}
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
// scale.y = Math.sqrt(_matrix.c * _matrix.c + _matrix.d * _matrix.d);
|
|
|
|
// scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b);
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
// nestedShit.oldMatrix = element.SI.M3D;
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
nestedShit.hasFrameByPass = true;
|
|
|
|
nestedShit.renderFrame(nestedSymbol.TL, coolParsed);
|
2021-04-14 15:31:52 +00:00
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
// renderFrame(nestedSymbol.TL, coolParsed);
|
|
|
|
}
|
|
|
|
}
|
2021-04-14 15:31:52 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// drawQueue.reverse();
|
|
|
|
//
|
|
|
|
for (thing in drawQueue)
|
|
|
|
thing.draw();
|
|
|
|
}
|
|
|
|
|
2021-04-15 01:52:43 +00:00
|
|
|
function changeFrame(frameChange:Int = 0):Void
|
|
|
|
{
|
|
|
|
daFrame += frameChange;
|
|
|
|
}
|
|
|
|
|
2021-04-14 15:31:52 +00:00
|
|
|
function parseSymbolDictionary(coolParsed:Parsed):Map<String, String>
|
|
|
|
{
|
|
|
|
var awesomeMap:Map<String, String> = new Map();
|
|
|
|
for (symbol in coolParsed.SD.S)
|
|
|
|
{
|
|
|
|
symbolMap.set(symbol.SN, symbol);
|
|
|
|
|
|
|
|
var symbolName = symbol.SN;
|
|
|
|
for (layer in symbol.TL.L)
|
|
|
|
{
|
|
|
|
for (frame in layer.FR)
|
|
|
|
{
|
|
|
|
for (element in frame.E)
|
|
|
|
{
|
|
|
|
if (Reflect.hasField(element, 'ASI'))
|
|
|
|
{
|
|
|
|
awesomeMap.set(symbolName, element.ASI.N);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return awesomeMap;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// TYPEDEFS FOR ANIMATION.JSON PARSING
|
|
|
|
|
|
|
|
typedef Parsed =
|
|
|
|
{
|
|
|
|
var MD:Metadata;
|
|
|
|
var AN:Animation;
|
|
|
|
var SD:SymbolDictionary; // Doesn't always have symbol dictionary!!
|
|
|
|
}
|
|
|
|
|
|
|
|
typedef Metadata =
|
|
|
|
{
|
|
|
|
/** Framerate */
|
|
|
|
var FRT:Int;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Basically treated like one big symbol*/
|
|
|
|
typedef Animation =
|
|
|
|
{
|
|
|
|
/** symbolName */
|
|
|
|
var SN:String;
|
|
|
|
|
|
|
|
var TL:Timeline;
|
|
|
|
|
|
|
|
/** IDK what STI stands for, Symbole Type Instance?
|
|
|
|
Anyways, it is NOT used in SYMBOLS, only the main AN animation
|
|
|
|
*/
|
|
|
|
var STI:Dynamic;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** DISCLAIMER, MAY NOT ACTUALLY BE CALLED
|
|
|
|
SYMBOL TYPE ISNTANCE, IM JUST MAKING ASSUMPTION!! */
|
|
|
|
typedef SymbolTypeInstance =
|
|
|
|
{
|
|
|
|
// var TL:Timeline;
|
|
|
|
// var SN:String;
|
|
|
|
}
|
|
|
|
|
|
|
|
typedef SymbolDictionary =
|
|
|
|
{
|
|
|
|
var S:Array<Animation>;
|
|
|
|
}
|
|
|
|
|
|
|
|
typedef Timeline =
|
|
|
|
{
|
|
|
|
/** Layers */
|
|
|
|
var L:Array<Layer>;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Singular layer, not to be confused with LAYERS
|
|
|
|
typedef Layer =
|
|
|
|
{
|
|
|
|
var LN:String;
|
|
|
|
|
|
|
|
/** Frames */
|
|
|
|
var FR:Array<Frame>;
|
|
|
|
}
|
|
|
|
|
|
|
|
typedef Frame =
|
|
|
|
{
|
|
|
|
var I:Int;
|
|
|
|
|
|
|
|
/** Duration, in frames*/
|
|
|
|
var DU:Int;
|
|
|
|
|
|
|
|
/** Elements*/
|
|
|
|
var E:Array<Element>;
|
|
|
|
}
|
|
|
|
|
|
|
|
typedef Element =
|
|
|
|
{
|
|
|
|
var SI:SymbolInstance;
|
|
|
|
var ASI:AtlasSymbolInstance;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
Symbol instance, for SYMBOLS and refers to SYMBOLS
|
|
|
|
*/
|
|
|
|
typedef SymbolInstance =
|
|
|
|
{
|
|
|
|
var SN:String;
|
|
|
|
|
|
|
|
/** SymbolType (Graphic, Movieclip, Button)*/
|
|
|
|
var ST:String;
|
|
|
|
|
|
|
|
var TRP:TransformationPoint;
|
|
|
|
var M3D:Array<Float>;
|
|
|
|
}
|
|
|
|
|
|
|
|
typedef AtlasSymbolInstance =
|
|
|
|
{
|
|
|
|
var N:String;
|
|
|
|
var M3D:Array<Float>;
|
|
|
|
}
|
|
|
|
|
|
|
|
typedef TransformationPoint =
|
|
|
|
{
|
|
|
|
var x:Float;
|
|
|
|
var y:Float;
|
|
|
|
}
|