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https://github.com/ninjamuffin99/Funkin.git
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Merge branch 'master' of github.com:ninjamuffin99/Funkin-secret into nitpix
This commit is contained in:
commit
3a63f7303b
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@ -39,6 +39,19 @@ class FlxAnimate extends FlxSymbol
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super.draw();
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renderFrame(coolParse.AN.TL, coolParse, true);
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if (FlxG.keys.justPressed.E)
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{
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for (shit in FlxSymbol.nestedShit.keys())
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{
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for (spr in FlxSymbol.nestedShit.get(shit))
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{
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spr.draw();
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}
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}
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FlxSymbol.nestedShit.clear();
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}
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}
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var curFrame:Int = 0;
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@ -1,7 +1,12 @@
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package animate;
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import flixel.FlxCamera;
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import flixel.FlxSprite;
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import flixel.graphics.frames.FlxFrame.FlxFrameAngle;
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import flixel.math.FlxAngle;
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import flixel.math.FlxMatrix;
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import flixel.math.FlxPoint;
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import openfl.geom.Matrix;
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class FlxSymbol extends FlxSprite
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{
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@ -29,14 +34,16 @@ class FlxSymbol extends FlxSprite
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super.draw();
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}
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var swagX:Float = 0;
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var swagY:Float = 0;
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public static var nestedShit:Map<Int, Array<FlxSymbol>> = new Map();
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var symbolMap:Map<String, Animation> = new Map();
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var drawQueue:Array<FlxSymbol> = [];
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public var daFrame:Int = 0;
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public var nestDepth:Int = 0;
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public var transformMatrix:Matrix = new Matrix();
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function renderFrame(TL:Timeline, coolParsed:Parsed, ?isMainLoop:Bool = false)
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{
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@ -55,52 +62,25 @@ class FlxSymbol extends FlxSprite
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{
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if (Reflect.hasField(element, 'ASI'))
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{
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var spr:FlxSymbol = new FlxSymbol(x + element.ASI.M3D[12], y + element.ASI.M3D[13], coolParsed);
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if (oldMatrix != null)
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{
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// spr.x += oldMatrix[12];
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// spr.y += oldMatrix[13];
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}
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// trace(element.ASI.M3D[12] + element.ASI.N);
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var spr:FlxSymbol = new FlxSymbol(0, 0, coolParsed);
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matrixExposed = true;
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spr.frames = frames;
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// spr.animation.addByPrefix('swag',)
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spr.frame = spr.frames.getByName(element.ASI.N);
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// spr.flipX = true;
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var m3d = element.ASI.M3D;
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_matrix.identity();
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_matrix.setTo(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
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var dumbassMatrix:Matrix = new Matrix(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
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dumbassMatrix.concat(_matrix);
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spr.matrixExposed = true;
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spr.transformMatrix.concat(dumbassMatrix);
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// spr.scale.x = m3d[0];
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spr.scale.y = Math.sqrt(_matrix.c * _matrix.c + _matrix.d * _matrix.d);
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spr.scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b);
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spr.origin.set();
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spr.origin.x += origin.x;
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spr.origin.y += origin.y;
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spr.angle = FlxAngle.asDegrees(Math.atan2(m3d[1], m3d[0])) + angle;
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spr.antialiasing = true;
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// spr.scale.y = m3d[5];
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// if (flipX || m3d[0] == -1)
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// spr.flipX = true;
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// _matrix.identity();
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// _matrix.setTo(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
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// spr.x = _matrix.tx + swagX;
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// spr.y = _matrix.ty + swagY;
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// spr._matrix.setTo(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]);
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drawQueue.push(spr);
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// spr.draw();
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// swagX = 0;
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spr.draw();
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}
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else
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{
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@ -113,18 +93,34 @@ class FlxSymbol extends FlxSprite
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// nestedSymbol.TL.L.reverse();
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_matrix.identity();
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_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]);
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// _matrix.identity();
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// _matrix.scale(1, 1);
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var nestedShit:FlxSymbol = new FlxSymbol(x + _matrix.tx, y + _matrix.ty, coolParse);
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var nestedShit:FlxSymbol = new FlxSymbol(x, y, coolParse);
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nestedShit.frames = frames;
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nestedShit.scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b + _matrix.b);
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nestedShit.scale.y = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b);
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nestedShit.origin.set(element.SI.TRP.x, element.SI.TRP.y);
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var swagMatrix:FlxMatrix = new FlxMatrix(element.SI.M3D[0], element.SI.M3D[1], element.SI.M3D[4], element.SI.M3D[5],
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element.SI.M3D[12], element.SI.M3D[13]);
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nestedShit.angle = FlxAngle.asDegrees(Math.atan2(_matrix.b, _matrix.a));
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// _matrix.concat(swagMatrix);
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swagMatrix.concat(_matrix);
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nestedShit._matrix.concat(swagMatrix);
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// nestedShit.x = swagMatrix.tx;
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// nestedShit.y = swagMatrix.ty;
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// nestedShit._skewMatrix.identity();
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// nestedShit._skewMatrix.concat(swagMatrix);
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// _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]);
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// nestedShit.scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b + _matrix.b);
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// nestedShit.scale.y = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b);
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// nestedShit.origin.set(element.SI.TRP.x, element.SI.TRP.y);
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nestedShit.origin.set(element.SI.TRP.x, element.SI.TRP.y);
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// nestedShit.angle += ((180 / Math.PI) * Math.atan2(swagMatrix.b, swagMatrix.a));
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// nestedShit.angle += angle;
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if (symbolAtlasShit.exists(nestedSymbol.SN))
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{
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@ -138,6 +134,7 @@ class FlxSymbol extends FlxSprite
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// nestedShit.oldMatrix = element.SI.M3D;
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nestedShit.hasFrameByPass = true;
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nestedShit.nestDepth = nestDepth + 1;
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nestedShit.renderFrame(nestedSymbol.TL, coolParsed);
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// renderFrame(nestedSymbol.TL, coolParsed);
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@ -149,8 +146,16 @@ class FlxSymbol extends FlxSprite
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// drawQueue.reverse();
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//
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for (thing in drawQueue)
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thing.draw();
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// for (thing in drawQueue)
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// thing.draw();
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}
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function setDaMap(spr:FlxSymbol):Void
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{
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if (!nestedShit.exists(nestDepth))
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nestedShit.set(nestDepth, [spr]);
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else
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nestedShit.get(nestDepth).push(spr);
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}
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function changeFrame(frameChange:Int = 0):Void
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@ -183,6 +188,61 @@ class FlxSymbol extends FlxSprite
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return awesomeMap;
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}
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override function drawComplex(camera:FlxCamera):Void
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{
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_frame.prepareMatrix(_matrix, FlxFrameAngle.ANGLE_0, checkFlipX(), checkFlipY());
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_matrix.translate(-origin.x, -origin.y);
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_matrix.scale(scale.x, scale.y);
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if (matrixExposed)
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{
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_matrix.concat(transformMatrix);
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}
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else
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{
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if (bakedRotationAngle <= 0)
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{
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updateTrig();
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if (angle != 0)
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_matrix.rotateWithTrig(_cosAngle, _sinAngle);
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}
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// updateSkewMatrix();
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_matrix.concat(_skewMatrix);
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}
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_point.addPoint(origin);
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if (isPixelPerfectRender(camera))
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_point.floor();
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_matrix.translate(_point.x, _point.y);
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camera.drawPixels(_frame, framePixels, _matrix, colorTransform, blend, antialiasing);
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}
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var _skewMatrix:Matrix = new Matrix();
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// public var transformMatrix(default, null):Matrix = new Matrix();
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/**
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* Bool flag showing whether transformMatrix is used for rendering or not.
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* False by default, which means that transformMatrix isn't used for rendering
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*/
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public var matrixExposed:Bool = false;
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public var skew(default, null):FlxPoint = FlxPoint.get();
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function updateSkewMatrix():Void
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{
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_skewMatrix.identity();
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if (skew.x != 0 || skew.y != 0)
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{
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_skewMatrix.b = Math.tan(skew.y * FlxAngle.TO_RAD);
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_skewMatrix.c = Math.tan(skew.x * FlxAngle.TO_RAD);
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}
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}
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}
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// TYPEDEFS FOR ANIMATION.JSON PARSING
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