package funkin.play.character; import flixel.animation.FlxAnimationController; import flixel.FlxCamera; import flixel.FlxSprite; import flixel.graphics.frames.FlxFrame; import flixel.graphics.frames.FlxFramesCollection; import flixel.math.FlxMath; import flixel.math.FlxPoint.FlxCallbackPoint; import flixel.math.FlxPoint; import flixel.math.FlxRect; import flixel.system.FlxAssets.FlxGraphicAsset; import flixel.util.FlxColor; import flixel.util.FlxDestroyUtil; import funkin.graphics.adobeanimate.FlxAtlasSprite; import funkin.modding.events.ScriptEvent; import funkin.play.character.CharacterData.CharacterRenderType; import openfl.display.BitmapData; import openfl.display.BlendMode; /** * Individual animation data for an AnimateAtlasCharacter. */ typedef AnimateAtlasAnimation = { name:String, prefix:String, offset:Null>, loop:Bool, } /** * An AnimateAtlasCharacter is a Character which is rendered by * displaying an animation derived from an Adobe Animate texture atlas spritesheet file. * * BaseCharacter has game logic, AnimateAtlasCharacter has only rendering logic. * KEEP THEM SEPARATE! */ class AnimateAtlasCharacter extends BaseCharacter { // BaseCharacter extends FlxSprite but we can't make it also extend FlxAtlasSprite UGH // I basically copied the code from FlxSpriteGroup to make the FlxAtlasSprite a "child" of this class var mainSprite:FlxAtlasSprite; var _skipTransformChildren:Bool = false; var animations:Map = new Map(); var currentAnimation:String; public function new(id:String) { super(id, CharacterRenderType.AnimateAtlas); } override function initVars():Void { // this.flixelType = SPRITEGROUP; // TODO: Make `animation` a stub that redirects calls to `mainSprite`? animation = new FlxAnimationController(this); offset = new FlxCallbackPoint(offsetCallback); origin = new FlxCallbackPoint(originCallback); scale = new FlxCallbackPoint(scaleCallback); scrollFactor = new FlxCallbackPoint(scrollFactorCallback); scale.set(1, 1); scrollFactor.set(1, 1); initMotionVars(); } override function onCreate(event:ScriptEvent):Void { trace('Creating Animate Atlas character: ' + this.characterId); var atlasSprite:FlxAtlasSprite = loadAtlasSprite(); setSprite(atlasSprite); loadAnimations(); super.onCreate(event); } public override function playAnimation(name:String, restart:Bool = false, ?ignoreOther:Bool = false):Void { if ((!canPlayOtherAnims && !ignoreOther)) return; currentAnimation = name; var prefix:String = getAnimationData(name).prefix; if (prefix == null) prefix = name; this.mainSprite.playAnimation(prefix, restart, ignoreOther); } function loadAtlasSprite():FlxAtlasSprite { trace('[ATLASCHAR] Loading sprite atlas for ${characterId}.'); var sprite:FlxAtlasSprite = new FlxAtlasSprite(0, 0, Paths.animateAtlas(_data.assetPath, 'shared')); sprite.onAnimationFinish.removeAll(); sprite.onAnimationFinish.add(this.onAnimationFinished); return sprite; } override function onAnimationFinished(prefix:String):Void { super.onAnimationFinished(prefix); if (getAnimationData() != null && getAnimationData().loop) { playAnimation(prefix, true, false); } else { this.mainSprite.cleanupAnimation(prefix); } } function setSprite(sprite:FlxAtlasSprite):Void { trace('[ATLASCHAR] Applying sprite properties to ${characterId}'); this.mainSprite = sprite; var feetPos:FlxPoint = feetPosition; this.updateHitbox(); sprite.x = this.x; sprite.y = this.y; sprite.alpha *= alpha; sprite.flipX = flipX; sprite.flipY = flipY; sprite.scrollFactor.copyFrom(scrollFactor); sprite.cameras = _cameras; // _cameras instead of cameras because get_cameras() will not return null if (clipRect != null) clipRectTransform(sprite, clipRect); } function loadAnimations():Void { trace('[ATLASCHAR] Loading ${_data.animations.length} animations for ${characterId}'); var animData:Array = cast _data.animations; for (anim in animData) { animations.set(anim.name, anim); } } public override function getCurrentAnimation():String { return this.mainSprite.getCurrentAnimation(); } function getAnimationData(name:String = null):AnimateAtlasAnimation { if (name == null) name = getCurrentAnimation(); return animations.get(name); } // // // Code copied from FlxSpriteGroup // // /** * Handy function that allows you to quickly transform one property of sprites in this group at a time. * * @param callback Function to transform the sprites. Example: * `function(sprite, v:Dynamic) { s.acceleration.x = v; s.makeGraphic(10,10,0xFF000000); }` * @param value Value which will passed to lambda function. */ @:generic public function transformChildren(callback:FlxAtlasSprite->V->Void, value:V):Void { if (_skipTransformChildren || this.mainSprite == null) return; callback(this.mainSprite, value); } /** * Calls `kill()` on the group's members and then on the group itself. * You can revive this group later via `revive()` after this. */ public override function kill():Void { _skipTransformChildren = true; super.kill(); _skipTransformChildren = false; this.mainSprite.kill(); } /** * Revives the group. */ public override function revive():Void { _skipTransformChildren = true; super.revive(); // calls set_exists and set_alive _skipTransformChildren = false; this.mainSprite.revive(); } /** * **WARNING:** A destroyed `FlxBasic` can't be used anymore. * It may even cause crashes if it is still part of a group or state. * You may want to use `kill()` instead if you want to disable the object temporarily only and `revive()` it later. * * This function is usually not called manually (Flixel calls it automatically during state switches for all `add()`ed objects). * * Override this function to `null` out variables manually or call `destroy()` on class members if necessary. * Don't forget to call `super.destroy()`! */ public override function destroy():Void { // normally don't have to destroy FlxPoints, but these are FlxCallbackPoints! offset = FlxDestroyUtil.destroy(offset); origin = FlxDestroyUtil.destroy(origin); scale = FlxDestroyUtil.destroy(scale); scrollFactor = FlxDestroyUtil.destroy(scrollFactor); this.mainSprite = FlxDestroyUtil.destroy(this.mainSprite); super.destroy(); } /** * Check and see if any sprite in this group is currently on screen. * * @param Camera Specify which game camera you want. If `null`, it will just grab the first global camera. * @return Whether the object is on screen or not. */ public override function isOnScreen(?camera:FlxCamera):Bool { if (this.mainSprite != null && this.mainSprite.exists && this.mainSprite.visible && this.mainSprite.isOnScreen(camera)) return true; return false; } /** * Checks to see if a point in 2D world space overlaps any `FlxSprite` object from this group. * * @param Point The point in world space you want to check. * @param InScreenSpace Whether to take scroll factors into account when checking for overlap. * @param Camera Specify which game camera you want. If `null`, it will just grab the first global camera. * @return Whether or not the point overlaps this group. */ public override function overlapsPoint(point:FlxPoint, inScreenSpace:Bool = false, camera:FlxCamera = null):Bool { var result:Bool = false; result = this.mainSprite.overlapsPoint(point, inScreenSpace, camera); return result; } /** * Checks to see if a point in 2D world space overlaps any of FlxSprite object's current displayed pixels. * This check is ALWAYS made in screen space, and always takes scroll factors into account. * * @param Point The point in world space you want to check. * @param Mask Used in the pixel hit test to determine what counts as solid. * @param Camera Specify which game camera you want. If `null`, it will just grab the first global camera. * @return Whether or not the point overlaps this object. */ public override function pixelsOverlapPoint(point:FlxPoint, Mask:Int = 0xFF, Camera:FlxCamera = null):Bool { var result:Bool = false; if (this.mainSprite != null && this.mainSprite.exists && this.mainSprite.visible) { result = this.mainSprite.pixelsOverlapPoint(point, Mask, Camera); } return result; } public override function update(elapsed:Float):Void { this.mainSprite.update(elapsed); if (moves) updateMotion(elapsed); } public override function draw():Void { this.mainSprite.draw(); #if FLX_DEBUG if (FlxG.debugger.drawDebug) drawDebug(); #end } inline function xTransform(sprite:FlxSprite, x:Float):Void sprite.x += x; // addition inline function yTransform(sprite:FlxSprite, y:Float):Void sprite.y += y; // addition inline function angleTransform(sprite:FlxSprite, angle:Float):Void sprite.angle += angle; // addition inline function alphaTransform(sprite:FlxSprite, alpha:Float):Void { if (sprite.alpha != 0 || alpha == 0) { sprite.alpha *= alpha; // multiplication } else { sprite.alpha = 1 / alpha; // direct set to avoid stuck sprites } } inline function directAlphaTransform(sprite:FlxSprite, alpha:Float):Void sprite.alpha = alpha; // direct set inline function facingTransform(sprite:FlxSprite, facing:Int):Void sprite.facing = facing; inline function flipXTransform(sprite:FlxSprite, flipX:Bool):Void sprite.flipX = flipX; inline function flipYTransform(sprite:FlxSprite, flipY:Bool):Void sprite.flipY = flipY; inline function movesTransform(sprite:FlxSprite, moves:Bool):Void sprite.moves = moves; inline function pixelPerfectTransform(sprite:FlxSprite, pixelPerfect:Bool):Void sprite.pixelPerfectRender = pixelPerfect; inline function gColorTransform(sprite:FlxSprite, color:Int):Void sprite.color = color; inline function blendTransform(sprite:FlxSprite, blend:BlendMode):Void sprite.blend = blend; inline function immovableTransform(sprite:FlxSprite, immovable:Bool):Void sprite.immovable = immovable; inline function visibleTransform(sprite:FlxSprite, visible:Bool):Void sprite.visible = visible; inline function activeTransform(sprite:FlxSprite, active:Bool):Void sprite.active = active; inline function solidTransform(sprite:FlxSprite, solid:Bool):Void sprite.solid = solid; inline function aliveTransform(sprite:FlxSprite, alive:Bool):Void sprite.alive = alive; inline function existsTransform(sprite:FlxSprite, exists:Bool):Void sprite.exists = exists; inline function cameraTransform(sprite:FlxSprite, camera:FlxCamera):Void sprite.camera = camera; inline function camerasTransform(sprite:FlxSprite, cameras:Array):Void sprite.cameras = cameras; inline function offsetTransform(sprite:FlxSprite, offset:FlxPoint):Void sprite.offset.copyFrom(offset); inline function originTransform(sprite:FlxSprite, origin:FlxPoint):Void sprite.origin.copyFrom(origin); inline function scaleTransform(sprite:FlxSprite, scale:FlxPoint):Void sprite.scale.copyFrom(scale); inline function scrollFactorTransform(sprite:FlxSprite, scrollFactor:FlxPoint):Void sprite.scrollFactor.copyFrom(scrollFactor); inline function clipRectTransform(sprite:FlxSprite, clipRect:FlxRect):Void { if (clipRect == null) { sprite.clipRect = null; } else { sprite.clipRect = FlxRect.get(clipRect.x - sprite.x + x, clipRect.y - sprite.y + y, clipRect.width, clipRect.height); } } inline function offsetCallback(offset:FlxPoint):Void transformChildren(offsetTransform, offset); inline function originCallback(origin:FlxPoint):Void transformChildren(originTransform, origin); inline function scaleCallback(scale:FlxPoint):Void transformChildren(scaleTransform, scale); inline function scrollFactorCallback(scrollFactor:FlxPoint):Void transformChildren(scrollFactorTransform, scrollFactor); override function set_camera(value:FlxCamera):FlxCamera { if (camera != value) transformChildren(cameraTransform, value); return super.set_camera(value); } override function set_cameras(value:Array):Array { if (cameras != value) transformChildren(camerasTransform, value); return super.set_cameras(value); } override function set_exists(value:Bool):Bool { if (exists != value) transformChildren(existsTransform, value); return super.set_exists(value); } override function set_visible(value:Bool):Bool { if (exists && visible != value) transformChildren(visibleTransform, value); return super.set_visible(value); } override function set_active(value:Bool):Bool { if (exists && active != value) transformChildren(activeTransform, value); return super.set_active(value); } override function set_alive(value:Bool):Bool { if (alive != value) transformChildren(aliveTransform, value); return super.set_alive(value); } override function set_x(value:Float):Float { if (!exists || x == value) return x; // early return (no need to transform) transformChildren(xTransform, value - x); // offset return x = value; } override function set_y(value:Float):Float { if (exists && y != value) transformChildren(yTransform, value - y); // offset return y = value; } override function set_angle(value:Float):Float { if (exists && angle != value) transformChildren(angleTransform, value - angle); // offset return angle = value; } override function set_alpha(value:Float):Float { value = FlxMath.bound(value, 0, 1); if (exists && alpha != value) { transformChildren(directAlphaTransform, value); } return alpha = value; } override function set_facing(value:Int):Int { if (exists && facing != value) transformChildren(facingTransform, value); return facing = value; } override function set_flipX(value:Bool):Bool { if (exists && flipX != value) transformChildren(flipXTransform, value); return flipX = value; } override function set_flipY(value:Bool):Bool { if (exists && flipY != value) transformChildren(flipYTransform, value); return flipY = value; } override function set_moves(value:Bool):Bool { if (exists && moves != value) transformChildren(movesTransform, value); return moves = value; } override function set_immovable(value:Bool):Bool { if (exists && immovable != value) transformChildren(immovableTransform, value); return immovable = value; } override function set_solid(value:Bool):Bool { if (exists && solid != value) transformChildren(solidTransform, value); return super.set_solid(value); } override function set_color(value:Int):Int { if (exists && color != value) transformChildren(gColorTransform, value); return color = value; } override function set_blend(value:BlendMode):BlendMode { if (exists && blend != value) transformChildren(blendTransform, value); return blend = value; } override function set_clipRect(rect:FlxRect):FlxRect { if (exists) transformChildren(clipRectTransform, rect); return super.set_clipRect(rect); } override function set_pixelPerfectRender(value:Bool):Bool { if (exists && pixelPerfectRender != value) transformChildren(pixelPerfectTransform, value); return super.set_pixelPerfectRender(value); } override function set_width(value:Float):Float { return value; } override function get_width():Float { if (this.mainSprite == null) return 0; return this.mainSprite.width; } /** * Returns the left-most position of the left-most member. * If there are no members, x is returned. * * @since 5.0.0 * @return the left-most position of the left-most member */ public function findMinX():Float { return this.mainSprite == null ? x : findMinXHelper(); } function findMinXHelper():Float { return this.mainSprite.x; } /** * Returns the right-most position of the right-most member. * If there are no members, x is returned. * * @since 5.0.0 * @return the right-most position of the right-most member */ public function findMaxX():Float { return this.mainSprite == null ? x : findMaxXHelper(); } function findMaxXHelper():Float { return this.mainSprite.x + this.mainSprite.width; } /** * This functionality isn't supported in SpriteGroup */ override function set_height(value:Float):Float { return value; } override function get_height():Float { if (this.mainSprite == null) return 0; return this.mainSprite.height; } /** * Returns the top-most position of the top-most member. * If there are no members, y is returned. * * @since 5.0.0 * @return the top-most position of the top-most member */ public function findMinY():Float { return this.mainSprite == null ? y : findMinYHelper(); } function findMinYHelper():Float { return this.mainSprite.y; } /** * Returns the top-most position of the top-most member. * If there are no members, y is returned. * * @since 5.0.0 * @return the bottom-most position of the bottom-most member */ public function findMaxY():Float { return this.mainSprite == null ? y : findMaxYHelper(); } function findMaxYHelper():Float { return this.mainSprite.y + this.mainSprite.height; } /** * This functionality isn't supported in SpriteGroup * @return this sprite group */ public override function loadGraphicFromSprite(Sprite:FlxSprite):FlxSprite { #if FLX_DEBUG throw "This function is not supported in FlxSpriteGroup"; #end return this; } /** * This functionality isn't supported in SpriteGroup * @return this sprite group */ public override function loadGraphic(Graphic:FlxGraphicAsset, Animated:Bool = false, Width:Int = 0, Height:Int = 0, Unique:Bool = false, ?Key:String):FlxSprite { return this; } /** * This functionality isn't supported in SpriteGroup * @return this sprite group */ public override function loadRotatedGraphic(Graphic:FlxGraphicAsset, Rotations:Int = 16, Frame:Int = -1, AntiAliasing:Bool = false, AutoBuffer:Bool = false, ?Key:String):FlxSprite { #if FLX_DEBUG throw "This function is not supported in FlxSpriteGroup"; #end return this; } /** * This functionality isn't supported in SpriteGroup * @return this sprite group */ public override function makeGraphic(Width:Int, Height:Int, Color:Int = FlxColor.WHITE, Unique:Bool = false, ?Key:String):FlxSprite { #if FLX_DEBUG throw "This function is not supported in FlxSpriteGroup"; #end return this; } override function set_pixels(value:BitmapData):BitmapData { return value; } override function set_frame(value:FlxFrame):FlxFrame { return value; } override function get_pixels():BitmapData { return null; } /** * Internal function to update the current animation frame. * * @param RunOnCpp Whether the frame should also be recalculated if we're on a non-flash target */ override inline function calcFrame(RunOnCpp:Bool = false):Void { // Nothing to do here } /** * This functionality isn't supported in SpriteGroup */ override inline function resetHelpers():Void {} /** * This functionality isn't supported in SpriteGroup */ public override inline function stamp(Brush:FlxSprite, X:Int = 0, Y:Int = 0):Void {} override function set_frames(Frames:FlxFramesCollection):FlxFramesCollection { return Frames; } /** * This functionality isn't supported in SpriteGroup */ override inline function updateColorTransform():Void {} }