mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2025-08-30 18:34:51 +00:00
708 lines
20 KiB
Haxe
708 lines
20 KiB
Haxe
package funkin.graphics;
|
|
|
|
import flixel.FlxSprite;
|
|
import flixel.util.FlxColor;
|
|
import flixel.graphics.FlxGraphic;
|
|
import flixel.tweens.FlxTween;
|
|
import openfl.display3D.textures.TextureBase;
|
|
import funkin.graphics.framebuffer.FixedBitmapData;
|
|
import openfl.display.BitmapData;
|
|
import flixel.math.FlxRect;
|
|
import flixel.math.FlxPoint;
|
|
import flixel.graphics.frames.FlxFrame;
|
|
import flixel.FlxCamera;
|
|
import openfl.system.System;
|
|
import flixel.system.FlxAssets.FlxGraphicAsset;
|
|
import funkin.FunkinMemory;
|
|
import animate.internal.SymbolItem;
|
|
import animate.internal.elements.Element;
|
|
import animate.internal.elements.AtlasInstance;
|
|
import animate.FlxAnimate;
|
|
import animate.FlxAnimateFrames;
|
|
|
|
using StringTools;
|
|
|
|
typedef AtlasSpriteSettings =
|
|
{
|
|
/**
|
|
* If true, the texture atlas will behave as if it was exported as an SWF file.
|
|
* Notably, this allows MovieClip symbols to play.
|
|
*/
|
|
@:optional
|
|
var swfMode:Bool;
|
|
|
|
/**
|
|
* If true, filters and masks will be cached when the atlas is loaded, instead of during runtime.
|
|
*/
|
|
@:optional
|
|
var cacheOnLoad:Bool;
|
|
|
|
/**
|
|
* The filter quality.
|
|
* Available values are: HIGH, MEDIUM, LOW, and RUDY.
|
|
*
|
|
* If you're making an atlas sprite in HScript, you pass an Int instead:
|
|
*
|
|
* HIGH - 0
|
|
* MEDIUM - 1
|
|
* LOW - 2
|
|
* RUDY - 3
|
|
*/
|
|
@:optional
|
|
var filterQuality:FilterQuality;
|
|
|
|
/**
|
|
* Optional, an array of spritemaps for the atlas to load.
|
|
*/
|
|
@:optional
|
|
var spritemaps:Array<SpritemapInput>;
|
|
|
|
/**
|
|
* Optional, string of the metadata.json contents.
|
|
*/
|
|
@:optional
|
|
var metadataJson:String;
|
|
|
|
/**
|
|
* Optional, force the cache to use a specific key to index the texture atlas.
|
|
*/
|
|
@:optional
|
|
var cacheKey:String;
|
|
|
|
/**
|
|
* If true, the texture atlas will use a new slot in the cache.
|
|
*/
|
|
@:optional
|
|
var uniqueInCache:Bool;
|
|
|
|
/**
|
|
* Optional callback for when a symbol is created.
|
|
*/
|
|
@:optional
|
|
var onSymbolCreate:animate.internal.SymbolItem->Void;
|
|
|
|
/**
|
|
* Whether to apply the stage matrix, if it was exported from a symbol instance.
|
|
*/
|
|
@:optional
|
|
var applyStageMatrix:Bool;
|
|
|
|
/**
|
|
* Whether to use legacy bounds positioning.
|
|
*/
|
|
@:optional
|
|
var legacyBoundsPosition:Bool;
|
|
}
|
|
|
|
/**
|
|
* An FlxSprite with additional functionality.
|
|
* - A more efficient method for creating solid color sprites.
|
|
* - TODO: Better cache handling for textures.
|
|
*/
|
|
@:nullSafety
|
|
class FunkinSprite extends FlxAnimate
|
|
{
|
|
/**
|
|
* NOTE: This will only work on texture atlases.
|
|
*
|
|
* If enabled, the sprite will be offset using the bounds origin.
|
|
* This imitates the behavior of the legacy bounds FlxAnimate had.
|
|
* Turning this on is not recommended, only use this if you know what you're doing.
|
|
* It's also worth noting that not all atlases will react correctly, some may need position tweaks.
|
|
*/
|
|
public var legacyBoundsPosition(default, set):Bool = false;
|
|
|
|
public function set_legacyBoundsPosition(value:Bool):Bool
|
|
{
|
|
if (!this.isAnimate) return false;
|
|
|
|
this.legacyBoundsPosition = value;
|
|
this.applyStageMatrix = value;
|
|
return value;
|
|
}
|
|
|
|
/**
|
|
* @param x Starting X position
|
|
* @param y Starting Y position
|
|
*/
|
|
public function new(?x:Float = 0, ?y:Float = 0)
|
|
{
|
|
super(x, y);
|
|
}
|
|
|
|
override function initVars():Void
|
|
{
|
|
super.initVars();
|
|
|
|
var newController:FunkinAnimationController = new FunkinAnimationController(this);
|
|
|
|
animation = newController;
|
|
anim = newController;
|
|
}
|
|
|
|
/**
|
|
* 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:FunkinSprite = 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:FunkinSprite = 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:FunkinSprite = new FunkinSprite(x, y);
|
|
sprite.loadPacker(key);
|
|
return sprite;
|
|
}
|
|
|
|
/**
|
|
* Create a new FunkinSprite with an Adobe Animate texture atlas.
|
|
* @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 createTextureAtlas(x:Float = 0.0, y:Float = 0.0, key:String, ?assetLibrary:Null<String>, ?settings:AtlasSpriteSettings):FunkinSprite
|
|
{
|
|
var sprite:FunkinSprite = new FunkinSprite(x, y);
|
|
sprite.loadTextureAtlas(key, assetLibrary ?? "", settings);
|
|
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
|
|
{
|
|
var graphicKey:String = Paths.image(key);
|
|
if (!FunkinMemory.isTextureCached(graphicKey)) FlxG.log.warn('Texture not cached, may experience stuttering! $graphicKey');
|
|
|
|
loadGraphic(graphicKey);
|
|
|
|
return this;
|
|
}
|
|
|
|
public function loadTextureAsync(key:String, fade:Bool = false):Void
|
|
{
|
|
var fadeTween:Null<FlxTween> = null;
|
|
if (fade)
|
|
{
|
|
fadeTween = FlxTween.tween(this, {alpha: 0}, 0.25);
|
|
}
|
|
|
|
trace('[ASYNC] Start loading image (${key})');
|
|
graphic.persist = true;
|
|
openfl.Assets.loadBitmapData(key)
|
|
.onComplete(function(bitmapData:openfl.display.BitmapData) {
|
|
trace('[ASYNC] Finished loading image');
|
|
var cache:Bool = false;
|
|
loadBitmapData(bitmapData, cache);
|
|
|
|
if (fadeTween != null)
|
|
{
|
|
fadeTween.cancel();
|
|
FlxTween.tween(this, {alpha: 1.0}, 0.25);
|
|
}
|
|
})
|
|
.onError(function(error:Dynamic) {
|
|
trace('[ASYNC] Failed to load image: ${error}');
|
|
if (fadeTween != null)
|
|
{
|
|
fadeTween.cancel();
|
|
this.alpha = 1.0;
|
|
}
|
|
})
|
|
.onProgress(function(progress:Int, total:Int) {
|
|
trace('[ASYNC] Loading image progress: ${progress}/${total}');
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Apply an OpenFL `BitmapData` to this sprite.
|
|
* @param input The OpenFL `BitmapData` to apply
|
|
* @return This sprite, for chaining
|
|
*/
|
|
public function loadBitmapData(input:BitmapData, cache:Bool = true):FunkinSprite
|
|
{
|
|
if (cache)
|
|
{
|
|
loadGraphic(input);
|
|
}
|
|
else
|
|
{
|
|
var graphic:FlxGraphic = FlxGraphic.fromBitmapData(input, false, null, false);
|
|
this.graphic = graphic;
|
|
this.frames = this.graphic.imageFrame;
|
|
}
|
|
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Apply an OpenFL `TextureBase` to this sprite.
|
|
* @param input The OpenFL `TextureBase` to apply
|
|
* @return This sprite, for chaining
|
|
*/
|
|
public function loadTextureBase(input:TextureBase):Null<FunkinSprite>
|
|
{
|
|
var inputBitmap:Null<FixedBitmapData> = FixedBitmapData.fromTexture(input);
|
|
if (inputBitmap == null)
|
|
{
|
|
FlxG.log.warn('loadTextureBase - input resulted in null bitmap! $input');
|
|
return null;
|
|
}
|
|
|
|
return loadBitmapData(inputBitmap);
|
|
}
|
|
|
|
/**
|
|
* Loads an Adobe Animate texture atlas as the sprite's texture.
|
|
* @param key The key of the texture to load.
|
|
* @param settings Additional settings for loading the atlas.
|
|
* @return This sprite, for chaining.
|
|
*/
|
|
public function loadTextureAtlas(key:Null<String>, ?assetLibrary:Null<String>, ?settings:AtlasSpriteSettings):FunkinSprite
|
|
{
|
|
if (key == null)
|
|
{
|
|
throw 'Null path specified for loadTextureAtlas()!';
|
|
}
|
|
|
|
var validatedSettings:AtlasSpriteSettings =
|
|
{
|
|
swfMode: settings?.swfMode ?? false,
|
|
cacheOnLoad: settings?.cacheOnLoad ?? false,
|
|
filterQuality: settings?.filterQuality ?? MEDIUM,
|
|
spritemaps: settings?.spritemaps ?? null,
|
|
metadataJson: settings?.metadataJson ?? null,
|
|
cacheKey: settings?.cacheKey ?? null,
|
|
uniqueInCache: settings?.uniqueInCache ?? false,
|
|
onSymbolCreate: settings?.onSymbolCreate ?? null,
|
|
legacyBoundsPosition: settings?.legacyBoundsPosition ?? false,
|
|
applyStageMatrix: (settings?.applyStageMatrix ?? false || settings?.legacyBoundsPosition ?? false)
|
|
};
|
|
|
|
var assetLibrary:String = assetLibrary ?? "";
|
|
var graphicKey:String = "";
|
|
|
|
if (assetLibrary != "")
|
|
{
|
|
graphicKey = Paths.animateAtlas(key, assetLibrary);
|
|
}
|
|
else
|
|
{
|
|
graphicKey = Paths.animateAtlas(key);
|
|
}
|
|
|
|
// Validate asset path.
|
|
if (!Assets.exists('${graphicKey}/Animation.json'))
|
|
{
|
|
throw 'No Animation.json file exists at the specified path (${graphicKey})';
|
|
}
|
|
|
|
this.applyStageMatrix = validatedSettings.applyStageMatrix ?? false;
|
|
this.legacyBoundsPosition = validatedSettings.legacyBoundsPosition ?? false;
|
|
|
|
frames = FlxAnimateFrames.fromAnimate(graphicKey, validatedSettings.spritemaps, validatedSettings.metadataJson, validatedSettings.cacheKey,
|
|
validatedSettings.uniqueInCache, {
|
|
swfMode: validatedSettings.swfMode,
|
|
cacheOnLoad: validatedSettings.cacheOnLoad,
|
|
filterQuality: validatedSettings.filterQuality,
|
|
onSymbolCreate: validatedSettings.onSymbolCreate
|
|
});
|
|
|
|
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:String = Paths.image(key);
|
|
if (!FunkinMemory.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:String = Paths.image(key);
|
|
if (!FunkinMemory.isTextureCached(graphicKey)) FlxG.log.warn('Texture not cached, may experience stuttering! $graphicKey');
|
|
|
|
this.frames = Paths.getPackerAtlas(key);
|
|
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* @param id The animation ID to check.
|
|
* @return Whether the animation is dynamic (has multiple frames). `false` for static, one-frame animations.
|
|
*/
|
|
public function isAnimationDynamic(id:String):Bool
|
|
{
|
|
var animData = null;
|
|
if (this.animation == null) return false;
|
|
animData = this.animation.getByName(id);
|
|
if (animData == null) return false;
|
|
return animData.numFrames > 1;
|
|
}
|
|
|
|
/**
|
|
* Whether or not this sprite has an animation with the given ID.
|
|
* @param id The ID of the animation to check.
|
|
*/
|
|
public function hasAnimation(id:String):Bool
|
|
{
|
|
var animationList:Array<String> = this.animation.getNameList();
|
|
if (animationList.contains(id))
|
|
{
|
|
return true;
|
|
}
|
|
else if (this.isAnimate && !animationList.contains(id))
|
|
{
|
|
return addAnimationIfMissing(id);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Adds an animation if it doesn't exist.
|
|
* @param id The animation ID to check.
|
|
*/
|
|
function addAnimationIfMissing(id:String, ?prefix:String, ?frameRate:Float, ?looped:Bool = false, ?flipX:Bool = false, ?flipY:Bool = false):Bool
|
|
{
|
|
@:privateAccess
|
|
var symbols:Array<String> = this.library.dictionary.keys().array();
|
|
var frameLabels:Array<String> = listAnimations();
|
|
var animationPrefix:String = prefix ?? id;
|
|
|
|
if (frameLabels.contains(animationPrefix))
|
|
{
|
|
// Animation exists as a frame label but wasn't added, so we add it
|
|
anim.addByFrameLabel(id, animationPrefix, frameRate ?? this.library.frameRate, looped, flipX, flipY);
|
|
return true;
|
|
}
|
|
else if (symbols.contains(animationPrefix))
|
|
{
|
|
// Animation exists as a symbol but wasn't added, so we add it
|
|
anim.addBySymbol(id, animationPrefix, frameRate ?? this.library.frameRate, looped, flipX, flipY);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Gets the current animation ID.
|
|
*/
|
|
public function getCurrentAnimation():String
|
|
{
|
|
return this.animation.curAnim?.name ?? '';
|
|
}
|
|
|
|
/**
|
|
* Whether or not the current animation is finished.
|
|
*/
|
|
public function isAnimationFinished():Bool
|
|
{
|
|
return this.animation?.finished ?? false;
|
|
}
|
|
|
|
/**
|
|
* 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;
|
|
}
|
|
|
|
/**
|
|
* @return A list of all the animations this sprite has available.
|
|
*/
|
|
public function listAnimations():Array<String>
|
|
{
|
|
var frameLabels:Array<String> = getFrameLabelList();
|
|
var animationList:Array<String> = this.animation.getNameList();
|
|
|
|
return frameLabels.concat(animationList);
|
|
}
|
|
|
|
/**
|
|
* TEXTURE ATLAS-EXCLUSIVE FUNCTIONS
|
|
* These functions only work if the sprite's texture is an Adobe Animate texture atlas.
|
|
* Calling these functions on non-texture atlases will do nothing.
|
|
*/
|
|
/**
|
|
* Gets a list of frame labels from the default timeline.
|
|
*/
|
|
public function getFrameLabelList():Array<String>
|
|
{
|
|
if (!this.isAnimate) return [];
|
|
|
|
var foundLabels:Array<String> = [];
|
|
var mainTimeline = this.anim.getDefaultTimeline();
|
|
|
|
for (layer in mainTimeline.layers)
|
|
{
|
|
@:nullSafety(Off)
|
|
for (frame in layer.frames)
|
|
{
|
|
if (frame.name.rtrim() != '')
|
|
{
|
|
foundLabels.push(frame.name);
|
|
}
|
|
}
|
|
}
|
|
|
|
return foundLabels;
|
|
}
|
|
|
|
/**
|
|
* Gets a frame label by its name.
|
|
* @param name The name of the frame label to retrieve.
|
|
* @return The frame label, or null if it doesn't exist.
|
|
*/
|
|
public function getFrameLabel(name:String):Null<animate.internal.Frame>
|
|
{
|
|
if (!this.isAnimate) return null;
|
|
|
|
var mainTimeline = this.anim.getDefaultTimeline();
|
|
for (layer in mainTimeline.layers)
|
|
{
|
|
@:nullSafety(Off)
|
|
for (frame in layer.frames)
|
|
{
|
|
if (frame.name == name)
|
|
{
|
|
return frame;
|
|
}
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
* Returns the default symbol in the atlas.
|
|
*/
|
|
public function getDefaultSymbol():String
|
|
{
|
|
if (!this.isAnimate) return '';
|
|
return library.timeline.name;
|
|
}
|
|
|
|
/**
|
|
* Replaces the graphic of a symbol in the atlas.
|
|
* @param symbol The symbol to replace.
|
|
* @param graphic The new graphic to use.
|
|
*/
|
|
public function replaceSymbolGraphic(symbol:String, graphic:FlxGraphicAsset):Void
|
|
{
|
|
if (!this.isAnimate) return;
|
|
|
|
if (graphic == null)
|
|
{
|
|
throw 'Null graphic passed to replaceSymbolGraphic()!';
|
|
return;
|
|
}
|
|
|
|
var symbolInstance:Null<SymbolItem> = this.library.getSymbol(symbol);
|
|
|
|
if (symbolInstance == null)
|
|
{
|
|
throw 'Symbol not found in atlas: ${symbol}';
|
|
return;
|
|
}
|
|
|
|
var elements:Array<Element> = symbolInstance.timeline.getElementsAtIndex(0);
|
|
|
|
for (element in elements)
|
|
{
|
|
var atlasInstance:AtlasInstance = element.toAtlasInstance();
|
|
var frame:FlxFrame = FlxG.bitmap.add(graphic).imageFrame.frame;
|
|
atlasInstance.replaceFrame(frame);
|
|
|
|
element = atlasInstance;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Ensure scale is applied when cloning a sprite.R
|
|
* 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;
|
|
}
|
|
|
|
@:access(flixel.FlxCamera)
|
|
override function getBoundingBox(camera:FlxCamera):FlxRect
|
|
{
|
|
getScreenPosition(_point, camera);
|
|
|
|
_rect.set(_point.x, _point.y, width, height);
|
|
_rect = camera.transformRect(_rect);
|
|
|
|
if (isPixelPerfectRender(camera))
|
|
{
|
|
_rect.width = _rect.width / this.scale.x;
|
|
_rect.height = _rect.height / this.scale.y;
|
|
_rect.x = _rect.x / this.scale.x;
|
|
_rect.y = _rect.y / this.scale.y;
|
|
_rect.floor();
|
|
_rect.x = _rect.x * this.scale.x;
|
|
_rect.y = _rect.y * this.scale.y;
|
|
_rect.width = _rect.width * this.scale.x;
|
|
_rect.height = _rect.height * this.scale.y;
|
|
}
|
|
|
|
return _rect;
|
|
}
|
|
|
|
/**
|
|
* Returns the screen position of this object.
|
|
*
|
|
* @param result Optional arg for the returning point
|
|
* @param camera The desired "screen" coordinate space. If `null`, `FlxG.camera` is used.
|
|
* @return The screen position of this object.
|
|
*/
|
|
public override function getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint
|
|
{
|
|
if (result == null) result = FlxPoint.get();
|
|
|
|
if (camera == null) camera = FlxG.camera;
|
|
|
|
result.set(x, y);
|
|
if (pixelPerfectPosition)
|
|
{
|
|
_rect.width = _rect.width / this.scale.x;
|
|
_rect.height = _rect.height / this.scale.y;
|
|
_rect.x = _rect.x / this.scale.x;
|
|
_rect.y = _rect.y / this.scale.y;
|
|
_rect.round();
|
|
_rect.x = _rect.x * this.scale.x;
|
|
_rect.y = _rect.y * this.scale.y;
|
|
_rect.width = _rect.width * this.scale.x;
|
|
_rect.height = _rect.height * this.scale.y;
|
|
}
|
|
|
|
if (legacyBoundsPosition && this.isAnimate)
|
|
{
|
|
result.x += this.timeline.getBoundsOrigin(this.applyStageMatrix).x;
|
|
result.y += this.timeline.getBoundsOrigin(this.applyStageMatrix).y;
|
|
}
|
|
|
|
return result.subtract(camera.scroll.x * scrollFactor.x, camera.scroll.y * scrollFactor.y);
|
|
}
|
|
|
|
override function drawSimple(camera:FlxCamera):Void
|
|
{
|
|
getScreenPosition(_point, camera).subtractPoint(offset);
|
|
if (isPixelPerfectRender(camera))
|
|
{
|
|
_point.x = _point.x / this.scale.x;
|
|
_point.y = _point.y / this.scale.y;
|
|
_point.round();
|
|
|
|
_point.x = _point.x * this.scale.x;
|
|
_point.y = _point.y * this.scale.y;
|
|
}
|
|
|
|
_point.copyToFlash(_flashPoint);
|
|
camera.copyPixels(_frame, framePixels, _flashRect, _flashPoint, colorTransform, blend, antialiasing);
|
|
}
|
|
|
|
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 (bakedRotationAngle <= 0)
|
|
{
|
|
updateTrig();
|
|
|
|
if (angle != 0) _matrix.rotateWithTrig(_cosAngle, _sinAngle);
|
|
}
|
|
|
|
getScreenPosition(_point, camera).subtractPoint(offset);
|
|
_point.add(origin.x, origin.y);
|
|
_matrix.translate(_point.x, _point.y);
|
|
|
|
if (isPixelPerfectRender(camera))
|
|
{
|
|
_matrix.tx = Math.round(_matrix.tx / this.scale.x) * this.scale.x;
|
|
_matrix.ty = Math.round(_matrix.ty / this.scale.y) * this.scale.y;
|
|
}
|
|
|
|
camera.drawPixels(_frame, framePixels, _matrix, colorTransform, blend, antialiasing, shader);
|
|
}
|
|
|
|
public override function destroy():Void
|
|
{
|
|
@:nullSafety(Off) // TODO: Remove when flixel.FlxSprite is null safed.
|
|
frames = null;
|
|
// Cancel all tweens so they don't continue to run on a destroyed sprite.
|
|
// This prevents crashes.
|
|
FlxTween.cancelTweensOf(this);
|
|
super.destroy();
|
|
}
|
|
}
|