package animate; import flixel.FlxCamera; import flixel.FlxSprite; import flixel.graphics.frames.FlxFrame.FlxFrameAngle; import flixel.math.FlxAngle; import flixel.math.FlxMatrix; import flixel.math.FlxPoint; import openfl.geom.Matrix; class FlxSymbol extends FlxSprite { public var coolParse:Parsed; public var oldMatrix:Array = []; private var hasFrameByPass:Bool = false; public function new(x:Float, y:Float, coolParsed:Parsed) { super(x, y); this.coolParse = coolParsed; var hasSymbolDictionary:Bool = Reflect.hasField(coolParse, "SD"); if (hasSymbolDictionary) symbolAtlasShit = parseSymbolDictionary(coolParse); } var symbolAtlasShit:Map = new Map(); override function draw() { super.draw(); } public static var nestedShit:Map> = new Map(); var symbolMap:Map = new Map(); var drawQueue:Array = []; public var daFrame:Int = 0; public var nestDepth:Int = 0; public var transformMatrix:Matrix = new Matrix(); function renderFrame(TL:Timeline, coolParsed:Parsed, ?isMainLoop:Bool = false) { drawQueue = []; for (layer in TL.L) { // layer.FR.reverse(); // var frame = layer.FR[0] for (frame in layer.FR) { if (daFrame >= frame.I && daFrame < frame.I + frame.DU) { for (element in frame.E) { if (Reflect.hasField(element, 'ASI')) { var spr:FlxSymbol = new FlxSymbol(0, 0, coolParsed); matrixExposed = true; spr.frames = frames; spr.frame = spr.frames.getByName(element.ASI.N); var m3d = element.ASI.M3D; var dumbassMatrix:Matrix = new Matrix(m3d[0], m3d[1], m3d[4], m3d[5], m3d[12], m3d[13]); dumbassMatrix.concat(_matrix); spr.matrixExposed = true; spr.transformMatrix.concat(dumbassMatrix); spr.origin.set(); spr.origin.x += origin.x; spr.origin.y += origin.y; spr.antialiasing = true; spr.draw(); } else { var nestedSymbol = symbolMap.get(element.SI.SN); // nestedSymbol // if (element.SI.M3D[0] == -1 || flipX) // nestedShit.flipX = true; // nestedSymbol.TL.L.reverse(); // _matrix.identity(); // _matrix.scale(1, 1); var nestedShit:FlxSymbol = new FlxSymbol(x, y, coolParse); nestedShit.frames = frames; var swagMatrix:FlxMatrix = new FlxMatrix(element.SI.M3D[0], element.SI.M3D[1], element.SI.M3D[4], element.SI.M3D[5], element.SI.M3D[12], element.SI.M3D[13]); // _matrix.concat(swagMatrix); swagMatrix.concat(_matrix); nestedShit._matrix.concat(swagMatrix); // nestedShit.x = swagMatrix.tx; // nestedShit.y = swagMatrix.ty; // nestedShit._skewMatrix.identity(); // nestedShit._skewMatrix.concat(swagMatrix); // _matrix.setTo(element.SI.M3D[0], element.SI.M3D[1], element.SI.M3D[4], element.SI.M3D[5], element.SI.M3D[12], element.SI.M3D[13]); // nestedShit.scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b + _matrix.b); // nestedShit.scale.y = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b); // nestedShit.origin.set(element.SI.TRP.x, element.SI.TRP.y); nestedShit.origin.set(element.SI.TRP.x, element.SI.TRP.y); // nestedShit.angle += ((180 / Math.PI) * Math.atan2(swagMatrix.b, swagMatrix.a)); // nestedShit.angle += angle; if (symbolAtlasShit.exists(nestedSymbol.SN)) { // nestedShit.frames.getByName(symbolAtlasShit.get(nestedSymbol.SN)); // nestedShit.draw(); } // scale.y = Math.sqrt(_matrix.c * _matrix.c + _matrix.d * _matrix.d); // scale.x = Math.sqrt(_matrix.a * _matrix.a + _matrix.b * _matrix.b); // nestedShit.oldMatrix = element.SI.M3D; nestedShit.hasFrameByPass = true; nestedShit.nestDepth = nestDepth + 1; nestedShit.renderFrame(nestedSymbol.TL, coolParsed); // renderFrame(nestedSymbol.TL, coolParsed); } } } } } // drawQueue.reverse(); // // for (thing in drawQueue) // thing.draw(); } function setDaMap(spr:FlxSymbol):Void { if (!nestedShit.exists(nestDepth)) nestedShit.set(nestDepth, [spr]); else nestedShit.get(nestDepth).push(spr); } function changeFrame(frameChange:Int = 0):Void { daFrame += frameChange; } function parseSymbolDictionary(coolParsed:Parsed):Map { var awesomeMap:Map = new Map(); for (symbol in coolParsed.SD.S) { symbolMap.set(symbol.SN, symbol); var symbolName = symbol.SN; for (layer in symbol.TL.L) { for (frame in layer.FR) { for (element in frame.E) { if (Reflect.hasField(element, 'ASI')) { awesomeMap.set(symbolName, element.ASI.N); } } } } } return awesomeMap; } 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); } else { if (bakedRotationAngle <= 0) { updateTrig(); if (angle != 0) _matrix.rotateWithTrig(_cosAngle, _sinAngle); } // updateSkewMatrix(); _matrix.concat(_skewMatrix); } _point.addPoint(origin); if (isPixelPerfectRender(camera)) _point.floor(); _matrix.translate(_point.x, _point.y); camera.drawPixels(_frame, framePixels, _matrix, colorTransform, blend, antialiasing); } var _skewMatrix:Matrix = new Matrix(); // public var transformMatrix(default, null):Matrix = new Matrix(); /** * 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 = false; public var skew(default, null):FlxPoint = FlxPoint.get(); function updateSkewMatrix():Void { _skewMatrix.identity(); if (skew.x != 0 || skew.y != 0) { _skewMatrix.b = Math.tan(skew.y * FlxAngle.TO_RAD); _skewMatrix.c = Math.tan(skew.x * FlxAngle.TO_RAD); } } } // TYPEDEFS FOR ANIMATION.JSON PARSING typedef Parsed = { var MD:Metadata; var AN:Animation; var SD:SymbolDictionary; // Doesn't always have symbol dictionary!! } typedef Metadata = { /** Framerate */ var FRT:Int; } /** Basically treated like one big symbol*/ typedef Animation = { /** symbolName */ var SN:String; var TL:Timeline; /** IDK what STI stands for, Symbole Type Instance? Anyways, it is NOT used in SYMBOLS, only the main AN animation */ var STI:Dynamic; } /** DISCLAIMER, MAY NOT ACTUALLY BE CALLED SYMBOL TYPE ISNTANCE, IM JUST MAKING ASSUMPTION!! */ typedef SymbolTypeInstance = { // var TL:Timeline; // var SN:String; } typedef SymbolDictionary = { var S:Array; } typedef Timeline = { /** Layers */ var L:Array; } // Singular layer, not to be confused with LAYERS typedef Layer = { var LN:String; /** Frames */ var FR:Array; } typedef Frame = { var I:Int; /** Duration, in frames*/ var DU:Int; /** Elements*/ var E:Array; } typedef Element = { var SI:SymbolInstance; var ASI:AtlasSymbolInstance; } /** Symbol instance, for SYMBOLS and refers to SYMBOLS */ typedef SymbolInstance = { var SN:String; /** SymbolType (Graphic, Movieclip, Button)*/ var ST:String; var TRP:TransformationPoint; var M3D:Array; } typedef AtlasSymbolInstance = { var N:String; var M3D:Array; } typedef TransformationPoint = { var x:Float; var y:Float; }