package funkin.play.character; import funkin.modding.events.ScriptEvent; import funkin.util.assets.FlxAnimationUtil; import flixel.graphics.frames.FlxFramesCollection; /** * A SparrowCharacter is a Character which is rendered by * displaying an animation derived from a SparrowV2 atlas spritesheet file. * * BaseCharacter has game logic, SparrowCharacter has only rendering logic. * KEEP THEM SEPARATE! */ class SparrowCharacter extends BaseCharacter { public function new(id:String) { super(id); } override function onCreate(event:ScriptEvent):Void { trace('Creating SPARROW CHARACTER: ' + this.characterId); loadSpritesheet(); loadAnimations(); super.onCreate(event); } function loadSpritesheet() { trace('[SPARROWCHAR] Loading spritesheet ${_data.assetPath} for ${characterId}'); var tex:FlxFramesCollection = Paths.getSparrowAtlas(_data.assetPath, 'shared'); if (tex == null) { trace('Could not load Sparrow sprite: ${_data.assetPath}'); return; } this.frames = tex; if (_data.isPixel) { this.antialiasing = false; } else { this.antialiasing = true; } this.setScale(_data.scale); } function loadAnimations() { trace('[SPARROWCHAR] Loading ${_data.animations.length} animations for ${characterId}'); FlxAnimationUtil.addAtlasAnimations(this, _data.animations); for (anim in _data.animations) { if (anim.offsets == null) { setAnimationOffsets(anim.name, 0, 0); } else { setAnimationOffsets(anim.name, anim.offsets[0], anim.offsets[1]); } } var animNames = this.animation.getNameList(); trace('[SPARROWCHAR] Successfully loaded ${animNames.length} animations for ${characterId}'); } }