diff --git a/source/Character.hx b/source/Character.hx index a543d1641..96022e6ea 100644 --- a/source/Character.hx +++ b/source/Character.hx @@ -486,6 +486,20 @@ class Character extends FlxSprite playAnim('idle'); flipX = true; + case 'darnell': + frames = Paths.getSparrowAtlas('characters/darnell'); + + quickAnimAdd('idle', 'Darnell Idle'); + quickAnimAdd('singUP', "Darnell pose up"); + quickAnimAdd('singDOWN', 'Darnell Pose Down'); + quickAnimAdd('singRIGHT', 'Darnell pose right'); + quickAnimAdd('singLEFT', 'darnell pose left'); + quickAnimAdd('laugh', 'darnell laugh'); + + // temp + loadOffsetFile(curCharacter); + + playAnim('idle'); } dance(); diff --git a/source/animate/ParseAnimate.hx b/source/animate/ParseAnimate.hx index 163523c61..8d64429cb 100644 --- a/source/animate/ParseAnimate.hx +++ b/source/animate/ParseAnimate.hx @@ -4,6 +4,11 @@ import haxe.format.JsonParser; import openfl.Assets; import sys.io.File; +/** + * Generally designed / written in a way that can be easily taken out of FNF and used elsewhere + * I don't think it even has ties to OpenFL? Could probably just use it for ANY haxe + * project if needed, DOES NEED A LOT OF CLEANUP THOUGH! + */ class ParseAnimate { // make list of frames needed to render (with ASI) @@ -11,6 +16,9 @@ class ParseAnimate public static var symbolMap:Map = new Map(); public static var actualSprites:Map = new Map(); + /** + * Not used, was used for testing stuff though! + */ public static function init() { // Main.gids @@ -175,8 +183,7 @@ class ParseAnimate frameName: element.ASI.N, M3D: element.ASI.M3D, depthString: depthTypeBeat, - matrixArray: matrixHelp[matrixHelp.length - 1], - randomLol: FlxG.random.int(0, 100) + matrixArray: matrixHelp[matrixHelp.length - 1] }); trpMap.set(element.ASI.N, trpHelpIDK); @@ -226,8 +233,7 @@ typedef VALIDFRAME = frameName:String, M3D:Array, depthString:String, - matrixArray:Array>, - ?randomLol:Float + matrixArray:Array> } typedef AnimJson =