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lil code comments for FlxAnimate and ParseAnimate
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@ -1096,6 +1096,8 @@ class ChartingState extends MusicBeatState
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if (debugSavepath)
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{
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// file path to assumingly your assets folder in your SOURCE CODE assets folder!!!
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// update this later so the save button ONLY appears when you compile in debug mode!
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sys.io.File.saveContent('../../../../assets/preload/data/$filename/$filename.json', data);
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}
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else
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@ -54,6 +54,7 @@ class FlxAnimate extends FlxSymbol
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override function draw()
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{
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// having this commented out fixes some wacky scaling bullshit?
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// or fixes drawing it twice?
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// super.draw();
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// renderFrame(coolParse.AN.TL, coolParse, true);
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@ -85,7 +86,7 @@ class FlxAnimate extends FlxSymbol
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{
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trace(i.frameName);
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trace(i.depthString);
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trace("random lol: " + i.randomLol);
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// trace("random lol: " + i.randomLol);
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}
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for (swagMatrix in i.matrixArray)
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@ -157,6 +158,9 @@ class FlxAnimate extends FlxSymbol
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changeFrame(-1);
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}
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/**
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* PARSES THE 'spritemap1.png' or whatever into a FlxAtlasFrames!!!
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*/
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public static function fromAnimate(Source:FlxGraphicAsset, Description:String):FlxAtlasFrames
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{
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var graphic:FlxGraphic = FlxG.bitmap.add(Source);
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@ -207,6 +211,7 @@ class FlxAnimate extends FlxSymbol
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}
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}
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// handy json function that has some hashlink fix, see the thing in CoolUtils file to see the link / where i stole it from
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class JaySon
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{
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public static function parseFile(name:String)
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@ -164,6 +164,7 @@ class ParseAnimate
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frameInput = frameArray[loopedFrameShit];
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// see what happens when something has more than 2 layer?
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// single frame stuff isn't fully implemented
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}
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else
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frameInput = frameArray[frameInput];
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@ -209,7 +210,7 @@ class ParseAnimate
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var inputFrame:Int = element.SI.FF;
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// JANKY FIX, MAY NOT ACCOUNT FOR ALL SCENARIOS!
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// JANKY FIX, MAY NOT ACCOUNT FOR ALL SCENARIOS OF SINGLE FRAME ANIMATIONS!!
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if (curLoopType == "SF")
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{
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// trace("LOOP SHIT: " + inputFrame);
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