package funkin.graphics; import flixel.FlxSprite; import flixel.util.FlxColor; import flixel.graphics.FlxGraphic; /** * An FlxSprite with additional functionality. * - A more efficient method for creating solid color sprites. * - TODO: Better cache handling for textures. */ class FunkinSprite extends FlxSprite { /** * An internal list of all the textures cached with `cacheTexture`. * This excludes any temporary textures like those from `FlxText` or `makeSolidColor`. */ static var currentCachedTextures:Map = []; /** * An internal list of textures that were cached in the previous state. * We don't know whether we want to keep them cached or not. */ static var previousCachedTextures:Map = []; /** * @param x Starting X position * @param y Starting Y position */ public function new(?x:Float = 0, ?y:Float = 0) { super(x, y); } /** * Create a new FunkinSprite with a static texture. * @param x The starting X position. * @param y The starting Y position. * @param key The key of the texture to load. * @return The new FunkinSprite. */ public static function create(x:Float = 0.0, y:Float = 0.0, key:String):FunkinSprite { var sprite = new FunkinSprite(x, y); sprite.loadTexture(key); return sprite; } /** * Create a new FunkinSprite with a Sparrow atlas animated texture. * @param x The starting X position. * @param y The starting Y position. * @param key The key of the texture to load. * @return The new FunkinSprite. */ public static function createSparrow(x:Float = 0.0, y:Float = 0.0, key:String):FunkinSprite { var sprite = new FunkinSprite(x, y); sprite.loadSparrow(key); return sprite; } /** * Create a new FunkinSprite with a Packer atlas animated texture. * @param x The starting X position. * @param y The starting Y position. * @param key The key of the texture to load. * @return The new FunkinSprite. */ public static function createPacker(x:Float = 0.0, y:Float = 0.0, key:String):FunkinSprite { var sprite = new FunkinSprite(x, y); sprite.loadPacker(key); return sprite; } /** * Load a static image as the sprite's texture. * @param key The key of the texture to load. * @return This sprite, for chaining. */ public function loadTexture(key:String):FunkinSprite { if (!isTextureCached(key)) FlxG.log.warn('Texture not cached, may experience stuttering! $key'); loadGraphic(key); return this; } /** * Load an animated texture (Sparrow atlas spritesheet) as the sprite's texture. * @param key The key of the texture to load. * @return This sprite, for chaining. */ public function loadSparrow(key:String):FunkinSprite { var graphicKey = Paths.image(key); if (!isTextureCached(graphicKey)) FlxG.log.warn('Texture not cached, may experience stuttering! $graphicKey'); this.frames = Paths.getSparrowAtlas(key); return this; } /** * Load an animated texture (Packer atlas spritesheet) as the sprite's texture. * @param key The key of the texture to load. * @return This sprite, for chaining. */ public function loadPacker(key:String):FunkinSprite { var graphicKey = Paths.image(key); if (!isTextureCached(graphicKey)) FlxG.log.warn('Texture not cached, may experience stuttering! $graphicKey'); this.frames = Paths.getPackerAtlas(key); return this; } public static function isTextureCached(key:String):Bool { return FlxG.bitmap.get(key) != null; } public static function cacheTexture(key:String):Void { // We don't want to cache the same texture twice. if (currentCachedTextures.exists(key)) return; if (previousCachedTextures.exists(key)) { // Move the graphic from the previous cache to the current cache. var graphic = previousCachedTextures.get(key); previousCachedTextures.remove(key); currentCachedTextures.set(key, graphic); return; } // Else, texture is currently uncached. var graphic = flixel.graphics.FlxGraphic.fromAssetKey(key, false, null, true); if (graphic == null) { FlxG.log.warn('Failed to cache graphic: $key'); } else { trace('Successfully cached graphic: $key'); graphic.persist = true; currentCachedTextures.set(key, graphic); } } public static function cacheSparrow(key:String):Void { cacheTexture(Paths.image(key)); } public static function cachePacker(key:String):Void { cacheTexture(Paths.image(key)); } /** * Call this, then `cacheTexture` to keep the textures we still need, then `purgeCache` to remove the textures that we won't be using anymore. */ public static function preparePurgeCache():Void { previousCachedTextures = currentCachedTextures; currentCachedTextures = []; } public static function purgeCache():Void { // Everything that is in previousCachedTextures but not in currentCachedTextures should be destroyed. for (graphicKey in previousCachedTextures.keys()) { var graphic = previousCachedTextures.get(graphicKey); FlxG.bitmap.remove(graphic); graphic.destroy(); previousCachedTextures.remove(graphicKey); } } static function isGraphicCached(graphic:FlxGraphic):Bool { if (graphic == null) return false; var result = FlxG.bitmap.get(graphic.key); if (result == null) return false; if (result != graphic) { FlxG.log.warn('Cached graphic does not match original: ${graphic.key}'); return false; } return true; } /** * Acts similarly to `makeGraphic`, but with improved memory usage, * at the expense of not being able to paint onto the resulting sprite. * * @param width The target width of the sprite. * @param height The target height of the sprite. * @param color The color to fill the sprite with. * @return This sprite, for chaining. */ public function makeSolidColor(width:Int, height:Int, color:FlxColor = FlxColor.WHITE):FunkinSprite { // Create a tiny solid color graphic and scale it up to the desired size. var graphic:FlxGraphic = FlxG.bitmap.create(2, 2, color, false, 'solid#${color.toHexString(true, false)}'); frames = graphic.imageFrame; scale.set(width / 2.0, height / 2.0); updateHitbox(); return this; } /** * Ensure scale is applied when cloning a sprite. * The default `clone()` method acts kinda weird TBH. * @return A clone of this sprite. */ public override function clone():FunkinSprite { var result = new FunkinSprite(this.x, this.y); result.frames = this.frames; result.scale.set(this.scale.x, this.scale.y); result.updateHitbox(); return result; } }