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