package animate; import animate.ParseAnimate.AnimJson; import animate.ParseAnimate.Animation; import animate.ParseAnimate.Frame; import animate.ParseAnimate.Sprite; import animate.ParseAnimate.Spritemap; import animate.ParseAnimate.SymbolDictionary; import animate.ParseAnimate.Timeline; import flixel.FlxCamera; import flixel.FlxSprite; import flixel.graphics.frames.FlxFrame.FlxFrameAngle; import flixel.math.FlxAngle; import flixel.math.FlxMath; import flixel.math.FlxMatrix; import flixel.math.FlxPoint; import lime.system.System; import openfl.Assets; import openfl.geom.Matrix; class FlxSymbol extends FlxSprite { // Loop types shit public static inline var LOOP:String = 'LP'; public static inline var PLAY_ONCE:String = 'PO'; public static inline var SINGLE_FRAME:String = 'SF'; public var transformMatrix:Matrix = new Matrix(); public var daLoopType:String = 'LP'; // LP by default, is set below!!! /** * Bool flag showing whether transformMatrix is used for rendering or not. * False by default, which means that transformMatrix isn't used for rendering */ public var matrixExposed:Bool = true; public function new(x:Float, y:Float) { super(x, y); } public var daFrame:Int = 0; function changeFrame(frameChange:Int = 0):Void { daFrame += frameChange; } /** * custom "homemade" (nabbed from FlxSkewSprite) draw function, to make having a matrix transform slightly * less painful */ override function drawComplex(camera:FlxCamera):Void { _frame.prepareMatrix(_matrix, FlxFrameAngle.ANGLE_0, checkFlipX(), checkFlipY()); _matrix.translate(-origin.x, -origin.y); _matrix.scale(scale.x, scale.y); if (matrixExposed) { _matrix.concat(transformMatrix); } if (bakedRotationAngle <= 0) { updateTrig(); if (angle != 0) _matrix.rotateWithTrig(_cosAngle, _sinAngle); } _point.addPoint(origin); _matrix.translate(_point.x, _point.y); if (isPixelPerfectRender(camera)) { _matrix.tx = Math.floor(_matrix.tx); _matrix.ty = Math.floor(_matrix.ty); } camera.drawPixels(_frame, framePixels, _matrix, colorTransform, blend, antialiasing, shader); } }