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spookeez scared animation lightning fix

This commit is contained in:
Cameron Taylor 2022-05-29 19:13:21 -04:00
parent caa7ae6ddd
commit e844b93641
2 changed files with 37 additions and 8 deletions

View file

@ -1,8 +1,8 @@
package funkin.play.character;
import flixel.graphics.frames.FlxFramesCollection;
import funkin.modding.events.ScriptEvent;
import funkin.util.assets.FlxAnimationUtil;
import flixel.graphics.frames.FlxFramesCollection;
/**
* For some characters which use Sparrow atlases, the spritesheets need to be split
@ -174,10 +174,10 @@ class MultiSparrowCharacter extends BaseCharacter
trace('[MULTISPARROWCHAR] Successfully loaded ${animNames.length} animations for ${characterId}');
}
public override function playAnimation(name:String, restart:Bool = false):Void
public override function playAnimation(name:String, restart:Bool = false, ?ignoreOther:Bool = false):Void
{
loadFramesByAnimName(name);
super.playAnimation(name, restart);
super.playAnimation(name, restart, ignoreOther);
}
override function set_frames(value:FlxFramesCollection):FlxFramesCollection

View file

@ -1,5 +1,6 @@
package funkin.play.stage;
import flixel.FlxG;
import flixel.FlxSprite;
import funkin.modding.IScriptedClass.IPlayStateScriptedClass;
import funkin.modding.events.ScriptEvent;
@ -42,6 +43,8 @@ class Bopper extends FlxSprite implements IPlayStateScriptedClass
*/
public var shouldBop:Bool = true;
public var finishCallbackMap:Map<String, Void->Void> = new Map<String, Void->Void>();
function set_idleSuffix(value:String):String
{
this.idleSuffix = value;
@ -82,6 +85,11 @@ class Bopper extends FlxSprite implements IPlayStateScriptedClass
{
super();
this.danceEvery = danceEvery;
this.animation.finishCallback = function(name)
{
if (finishCallbackMap[name] != null)
finishCallbackMap[name]();
};
}
function update_shouldAlternate():Void
@ -106,7 +114,7 @@ class Bopper extends FlxSprite implements IPlayStateScriptedClass
/**
* Called every `danceEvery` beats of the song.
*/
public function dance(force:Bool = false):Void
public function dance(forceRestart:Bool = false):Void
{
if (this.animation == null)
{
@ -122,17 +130,17 @@ class Bopper extends FlxSprite implements IPlayStateScriptedClass
{
if (hasDanced)
{
playAnimation('danceRight$idleSuffix', force);
playAnimation('danceRight$idleSuffix', forceRestart);
}
else
{
playAnimation('danceLeft$idleSuffix', force);
playAnimation('danceLeft$idleSuffix', forceRestart);
}
hasDanced = !hasDanced;
}
else
{
playAnimation('idle$idleSuffix', force);
playAnimation('idle$idleSuffix', forceRestart);
}
}
@ -179,18 +187,39 @@ class Bopper extends FlxSprite implements IPlayStateScriptedClass
}
}
public var canPlayOtherAnims:Bool = true;
/**
* @param name The name of the animation to play.
* @param restart Whether to restart the animation if it is already playing.
* @param ignoreOther Whether to ignore all other animation inputs, until this one is done playing
*/
public function playAnimation(name:String, restart:Bool = false):Void
public function playAnimation(name:String, restart:Bool = false, ?ignoreOther:Bool = false):Void
{
if (ignoreOther == null)
ignoreOther = false;
if (!canPlayOtherAnims)
return;
var correctName = correctAnimationName(name);
if (correctName == null)
return;
this.animation.play(correctName, restart, false, 0);
if (ignoreOther)
{
canPlayOtherAnims = false;
// doing it with this funny map, since overriding the animation.finishCallback is a bit messier IMO
finishCallbackMap[name] = function()
{
canPlayOtherAnims = true;
finishCallbackMap[name] = null;
};
}
applyAnimationOffsets(correctName);
}