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Merge branch 'master' of github.com:ninjamuffin99/Funkin-secret into nitpix

This commit is contained in:
MtH 2021-04-15 15:29:08 +02:00
commit 366b6242c0
4 changed files with 333 additions and 63 deletions

View file

@ -1,8 +1,6 @@
package;
import animate.FlxAnimate;
import animateAtlasPlayer.assets.AssetManager;
import animateAtlasPlayer.core.Animation;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.FlxState;
@ -13,18 +11,10 @@ import flixel.text.FlxText;
import flixel.util.FlxColor;
import openfl.display.BitmapData;
// import animateAtlasPlayer.assets.AssetManager;
// import animateAtlasPlayer.core.Animation;
class CutsceneAnimTestState extends FlxState
{
var animShit:Array<String> = [
'GF STARTS TO TURN PART 1',
'GF STARTS TO TURN PART 2',
'PICO ARRIVES PART 1',
'PICO ARRIVES PART 2',
'PICO ARRIVES PART 2 POINT FIVE',
'PICO ARRIVES PART 3',
'Pico Dual Wield on Speaker'
];
var cutsceneGroup:CutsceneCharacter;
var curSelected:Int = 0;
@ -42,7 +32,7 @@ class CutsceneAnimTestState extends FlxState
debugTxt.color = FlxColor.BLUE;
add(debugTxt);
var animated:FlxAnimate = new FlxAnimate(10, 10);
var animated:FlxAnimate = new FlxAnimate(600, 200);
add(animated);
// createCutscene(0);

View file

@ -107,6 +107,8 @@ class TitleState extends MusicBeatState
#if FREEPLAY
FlxG.switchState(new FreeplayState());
#elseif ANIMATE
FlxG.switchState(new CutsceneAnimTestState());
#elseif CHARTING
FlxG.switchState(new ChartingState());
/*

View file

@ -1,7 +1,8 @@
package animate;
import animateAtlasPlayer.assets.AssetManager;
import animateAtlasPlayer.core.Animation;
// import animateAtlasPlayer.assets.AssetManager;
// import animateAtlasPlayer.core.Animation;
import animate.FlxSymbol.Parsed;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.graphics.FlxGraphic;
@ -11,75 +12,66 @@ 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
class FlxAnimate extends FlxSymbol
{
var myAnim:Animation;
var animBitmap:BitmapData;
// var myAnim:Animation;
// var animBitmap:BitmapData;
var loadedQueue:Bool = false;
var swagFrames:Array<BitmapData> = [];
public function new(x:Float, y:Float)
{
super(x, y);
var folder:String = 'tightBars';
coolParse = cast Json.parse(Assets.getText(Paths.file('images/' + folder + '/Animation.json')));
coolParse.AN.TL.L.reverse();
super(x, y, coolParse);
// 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;
});
frames = FlxAnimate.fromAnimate(Paths.file('images/' + folder + '/spritemap1.png'), Paths.file('images/' + folder + '/spritemap1.json'));
// frames
}
var pointZero:Point = new Point();
private var lastFrame:Int = 0;
override function draw()
{
super.draw();
if (loadedQueue)
renderFrame(coolParse.AN.TL, coolParse, true);
}
var curFrame:Int = 0;
// notes to self
// account for different layers
var playingAnim:Bool = false;
var frameTickTypeShit:Float = 0;
var animFrameRate:Int = 24;
override function update(elapsed:Float)
{
super.update(elapsed);
if (FlxG.keys.justPressed.SPACE)
playingAnim = !playingAnim;
if (playingAnim)
{
if (lastFrame != myAnim.currentFrame)
frameTickTypeShit += elapsed;
// prob fix this framerate thing for higher framerates?
if (frameTickTypeShit >= 1 / 24)
{
lastFrame = myAnim.currentFrame;
// loadGraphic(animBitmap);
animBitmap.draw(myAnim);
changeFrame(1);
frameTickTypeShit = 0;
}
// animBitmap.draw(myAnim);
}
if (FlxG.keys.justPressed.RIGHT)
changeFrame(1);
if (FlxG.keys.justPressed.LEFT)
changeFrame(-1);
}
// This stuff is u

286
source/animate/FlxSymbol.hx Normal file
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@ -0,0 +1,286 @@
package animate;
import flixel.FlxSprite;
import flixel.math.FlxAngle;
class FlxSymbol extends FlxSprite
{
public var coolParse:Parsed;
public var oldMatrix:Array<Float> = [];
private var hasFrameByPass:Bool = false;
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> = [];
public var daFrame:Int = 0;
function renderFrame(TL:Timeline, coolParsed:Parsed, ?isMainLoop:Bool = false)
{
drawQueue = [];
for (layer in TL.L)
{
// layer.FR.reverse();
// var frame = layer.FR[0]
for (frame in layer.FR)
{
if (daFrame >= frame.I && daFrame < frame.I + frame.DU)
{
for (element in frame.E)
{
if (Reflect.hasField(element, 'ASI'))
{
var spr:FlxSymbol = new FlxSymbol(x + element.ASI.M3D[12], y + element.ASI.M3D[13], coolParsed);
if (oldMatrix != null)
{
// spr.x += oldMatrix[12];
// spr.y += oldMatrix[13];
}
// trace(element.ASI.M3D[12] + element.ASI.N);
spr.frames = frames;
// spr.animation.addByPrefix('swag',)
spr.frame = spr.frames.getByName(element.ASI.N);
// spr.flipX = true;
var m3d = element.ASI.M3D;
_matrix.identity();
_matrix.setTo(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
// 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;
// spr.scale.y = m3d[5];
// if (flipX || m3d[0] == -1)
// spr.flipX = true;
// _matrix.identity();
// _matrix.setTo(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
// spr.x = _matrix.tx + swagX;
// spr.y = _matrix.ty + swagY;
// spr._matrix.setTo(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
drawQueue.push(spr);
// spr.draw();
// swagX = 0;
}
else
{
var nestedSymbol = symbolMap.get(element.SI.SN);
// nestedSymbol
// if (element.SI.M3D[0] == -1 || flipX)
// nestedShit.flipX = true;
// nestedSymbol.TL.L.reverse();
_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);
var nestedShit:FlxSymbol = new FlxSymbol(x + _matrix.tx, y + _matrix.ty, coolParse);
nestedShit.frames = frames;
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);
nestedShit.angle = FlxAngle.asDegrees(Math.atan2(_matrix.b, _matrix.a));
if (symbolAtlasShit.exists(nestedSymbol.SN))
{
// nestedShit.frames.getByName(symbolAtlasShit.get(nestedSymbol.SN));
// nestedShit.draw();
}
// scale.y = Math.sqrt(_matrix.c * _matrix.c + _matrix.d * _matrix.d);
// scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b);
// nestedShit.oldMatrix = element.SI.M3D;
nestedShit.hasFrameByPass = true;
nestedShit.renderFrame(nestedSymbol.TL, coolParsed);
// renderFrame(nestedSymbol.TL, coolParsed);
}
}
}
}
}
// drawQueue.reverse();
//
for (thing in drawQueue)
thing.draw();
}
function changeFrame(frameChange:Int = 0):Void
{
daFrame += frameChange;
}
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;
}