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synced 2024-11-27 09:13:18 +00:00
moved animate bullshit into CoolUtil and gave up
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@ -1,5 +1,13 @@
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package;
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import flixel.FlxG;
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import flixel.graphics.FlxGraphic;
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import flixel.graphics.frames.FlxAtlasFrames;
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import flixel.math.FlxPoint;
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import flixel.math.FlxRect;
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import flixel.system.FlxAssets.FlxGraphicAsset;
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import haxe.Json;
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import lime.math.Rectangle;
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import lime.utils.Assets;
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using StringTools;
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@ -34,4 +42,63 @@ class CoolUtil
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}
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return dumbArray;
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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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if (graphic == null)
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return null;
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var frames:FlxAtlasFrames = FlxAtlasFrames.findFrame(graphic);
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if (frames != null)
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return frames;
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if (graphic == null || Description == null)
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return null;
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frames = new FlxAtlasFrames(graphic);
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var data:AnimateObject;
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var json:String = Description;
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trace(json);
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if (Assets.exists(json))
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json = Assets.getText(json);
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data = cast Json.parse(json).ATLAS;
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for (sprite in data.SPRITES)
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{
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// probably nicer way to do this? Oh well
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var swagSprite:AnimateSprite = sprite.SPRITE;
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var rect = FlxRect.get(swagSprite.x, swagSprite.y, swagSprite.w, swagSprite.h);
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var size = new Rectangle(0, 0, rect.width, rect.height);
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var offset = FlxPoint.get(-size.left, -size.top);
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var sourceSize = FlxPoint.get(size.width, size.height);
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frames.addAtlasFrame(rect, sourceSize, offset, swagSprite.name);
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}
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return frames;
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}
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}
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typedef AnimateObject =
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{
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SPRITES:Array<Dynamic>
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}
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typedef AnimateSprite =
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{
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var name:String;
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var x:Int;
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var y:Int;
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var w:Int;
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var h:Int;
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var rotated:Bool;
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}
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@ -53,8 +53,6 @@ class TitleState extends MusicBeatState
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polymod.Polymod.init({modRoot: "mods", dirs: ['introMod'], framework: OPENFL});
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#end
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AnimationAtlas.fromAnimate(Paths.image('money'), Paths.file('images/money.json'));
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swagShader = new ColorSwap();
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FlxG.sound.muteKeys = [ZERO];
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@ -198,6 +196,10 @@ class TitleState extends MusicBeatState
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blackScreen = new FlxSprite().makeGraphic(FlxG.width, FlxG.height, FlxColor.BLACK);
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credGroup.add(blackScreen);
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var atlasBullShit:FlxSprite = new FlxSprite();
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atlasBullShit.frames = CoolUtil.fromAnimate(Paths.image('money'), Paths.file('images/money.json'));
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credGroup.add(atlasBullShit);
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credTextShit = new Alphabet(0, 0, "ninjamuffin99\nPhantomArcade\nkawaisprite\nevilsk8er", true);
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credTextShit.screenCenter();
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@ -1,11 +0,0 @@
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package animate;
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import flixel.group.FlxGroup;
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class Aniamtion extends FlxGroup
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{
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public function new(symbolName:String, atlas:AnimationAtlas):Void
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{
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super();
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}
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}
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@ -1,78 +0,0 @@
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package animate;
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import flixel.FlxG;
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import flixel.addons.ui.FlxUIColorSwatchSelecter.SwatchGraphic;
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import flixel.graphics.FlxGraphic;
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import flixel.graphics.frames.FlxAtlasFrames;
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import flixel.math.FlxPoint;
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import flixel.math.FlxRect;
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import flixel.system.FlxAssets.FlxGraphicAsset;
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import haxe.Json;
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import openfl.Assets;
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import openfl.geom.Rectangle;
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class AnimationAtlas
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{
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public function new(data:Dynamic, atlas:FlxAtlasFrames):Void {}
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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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if (graphic == null)
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return null;
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var frames:FlxAtlasFrames = FlxAtlasFrames.findFrame(graphic);
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if (frames != null)
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return frames;
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if (graphic == null || Description == null)
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return null;
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frames = new FlxAtlasFrames(graphic);
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var data:AnimateObject;
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var json:String = Description;
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trace(json);
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if (Assets.exists(json))
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json = Assets.getText(json);
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trace(json);
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data = cast Json.parse(json).ATLAS;
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for (sprite in data.SPRITES)
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{
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// probably nicer way to do this? Oh well
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var swagSprite:AnimateSprite = sprite.SPRITE;
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var rect = FlxRect.get(swagSprite.x, swagSprite.y, swagSprite.w, swagSprite.h);
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var size = new Rectangle(0, 0, rect.width, rect.height);
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var offset = FlxPoint.get(-size.left, -size.top);
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var sourceSize = FlxPoint.get(size.width, size.height);
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frames.addAtlasFrame(rect, sourceSize, offset, swagSprite.name);
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}
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return frames;
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}
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}
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typedef AnimateObject =
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{
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SPRITES:Array<Dynamic>
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}
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typedef AnimateSprite =
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{
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var name:String;
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var x:Int;
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var y:Int;
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var w:Int;
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var h:Int;
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var rotated:Bool;
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}
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