package animate; // import animateAtlasPlayer.assets.AssetManager; // import animateAtlasPlayer.core.Animation; import animate.FlxSymbol.Parsed; import flixel.FlxG; import flixel.FlxSprite; import flixel.graphics.FlxGraphic; import flixel.graphics.frames.FlxAtlasFrames; import flixel.math.FlxPoint; import flixel.math.FlxRect; import flixel.system.FlxAssets.FlxGraphicAsset; import haxe.Json; import openfl.Assets; import openfl.display.BitmapData; import openfl.geom.Rectangle; class FlxAnimate extends FlxSymbol { // var myAnim:Animation; // var animBitmap:BitmapData; var loadedQueue:Bool = false; var swagFrames:Array = []; public function new(x:Float, y:Float) { var folder:String = 'tightBarsLol'; coolParse = cast Json.parse(Assets.getText(Paths.file('images/' + folder + '/Animation.json'))); coolParse.AN.TL.L.reverse(); super(x, y, coolParse); frames = FlxAnimate.fromAnimate(Paths.file('images/' + folder + '/spritemap1.png'), Paths.file('images/' + folder + '/spritemap1.json')); // frames } override function draw() { super.draw(); renderFrame(coolParse.AN.TL, coolParse, true); if (FlxG.keys.justPressed.E) { for (shit in FlxSymbol.nestedShit.keys()) { for (spr in FlxSymbol.nestedShit.get(shit)) { trace(shit); spr.draw(); } } FlxSymbol.nestedShit.clear(); } } var curFrame:Int = 0; // notes to self // account for different layers var playingAnim:Bool = false; var frameTickTypeShit:Float = 0; var animFrameRate:Int = 24; override function update(elapsed:Float) { super.update(elapsed); if (FlxG.keys.justPressed.SPACE) playingAnim = !playingAnim; if (playingAnim) { frameTickTypeShit += elapsed; // prob fix this framerate thing for higher framerates? if (frameTickTypeShit >= 1 / 24) { changeFrame(1); frameTickTypeShit = 0; } } if (FlxG.keys.justPressed.RIGHT) changeFrame(1); if (FlxG.keys.justPressed.LEFT) changeFrame(-1); } // This stuff is u public static function fromAnimate(Source:FlxGraphicAsset, Description:String):FlxAtlasFrames { var graphic:FlxGraphic = FlxG.bitmap.add(Source); if (graphic == null) return null; var frames:FlxAtlasFrames = FlxAtlasFrames.findFrame(graphic); if (frames != null) return frames; if (graphic == null || Description == null) return null; frames = new FlxAtlasFrames(graphic); var data:AnimateObject; var json:String = Description; trace(json); if (Assets.exists(json)) json = Assets.getText(json); data = cast Json.parse(json).ATLAS; for (sprite in data.SPRITES) { // probably nicer way to do this? Oh well var swagSprite:AnimateSprite = sprite.SPRITE; var rect = FlxRect.get(swagSprite.x, swagSprite.y, swagSprite.w, swagSprite.h); var size = new Rectangle(0, 0, rect.width, rect.height); var offset = FlxPoint.get(-size.left, -size.top); var sourceSize = FlxPoint.get(size.width, size.height); frames.addAtlasFrame(rect, sourceSize, offset, swagSprite.name); } return frames; } } typedef AnimateObject = { SPRITES:Array } typedef AnimateSprite = { var name:String; var x:Int; var y:Int; var w:Int; var h:Int; var rotated:Bool; }