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125 lines
3.2 KiB
Haxe
125 lines
3.2 KiB
Haxe
package funkin.play.character;
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import funkin.graphics.FunkinSprite;
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import funkin.util.assets.FlxAnimationUtil;
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import funkin.modding.events.ScriptEvent;
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import funkin.data.animation.AnimationData;
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import funkin.play.character.CharacterData.CharacterRenderType;
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import flixel.math.FlxPoint;
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/**
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* An AnimateAtlasCharacter is a Character which is rendered by
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* displaying an animation derived from an Adobe Animate texture atlas spritesheet file.
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*
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* BaseCharacter has game logic, AnimateAtlasCharacter has only rendering logic.
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* KEEP THEM SEPARATE!
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*/
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class AnimateAtlasCharacter extends BaseCharacter
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{
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var originalSizes(default, never):FlxPoint = new FlxPoint(0, 0);
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public function new(id:String)
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{
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super(id, CharacterRenderType.AnimateAtlas);
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}
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override function onCreate(event:ScriptEvent):Void
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{
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// Display a custom scope for debugging purposes.
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#if FEATURE_DEBUG_TRACY
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cpp.vm.tracy.TracyProfiler.zoneScoped('AnimateAtlasCharacter.create(${this.characterId})');
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#end
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try
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{
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trace('Loading assets for Animate Atlas character "${characterId}"', flixel.util.FlxColor.fromString("#89CFF0"));
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loadAtlas();
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loadAnimations();
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}
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catch (e)
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{
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throw "Exception thrown while building sprite: " + e;
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}
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trace('[ATLASCHAR] Successfully loaded texture atlas for ${characterId} with ${_data.animations.length} animations.');
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super.onCreate(event);
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originalSizes.set(this.width, this.height);
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}
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function loadAtlas()
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{
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trace('[ATLASCHAR] Loading sprite atlas for ${characterId}.');
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var assetLibrary:String = Paths.getLibrary(_data.assetPath);
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var assetPath:String = Paths.stripLibrary(_data.assetPath);
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loadTextureAtlas(assetPath, assetLibrary,
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{
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swfMode: true,
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cacheOnLoad: true
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});
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if (_data.isPixel)
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{
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this.isPixel = true;
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this.antialiasing = false;
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}
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else
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{
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this.isPixel = false;
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this.antialiasing = true;
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}
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this.setScale(_data.scale);
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}
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function loadAnimations()
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{
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trace('[ATLASCHAR] Loading ${_data.animations.length} animations for ${characterId}');
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for (anim in _data.animations)
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{
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addAnimation(anim);
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}
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for (anim in _data.animations)
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{
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if (anim.offsets == null)
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{
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setAnimationOffsets(anim.name, 0, 0);
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}
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else
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{
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setAnimationOffsets(anim.name, anim.offsets[0], anim.offsets[1]);
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}
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}
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var animNames = this.anim.getNameList();
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trace('[ATLASCHAR] Successfully loaded ${animNames.length} animations for ${characterId}');
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}
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/**
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* Properly adds an animation to this sprite based on the provided animation data.
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*/
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function addAnimation(anim:AnimationData):Void
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{
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if (anim.prefix == null) return;
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var frameRate:Float = anim.frameRate ?? 24;
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var looped:Bool = anim.looped ?? false;
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var flipX:Bool = anim.flipX ?? false;
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var flipY:Bool = anim.flipY ?? false;
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this.addAnimationIfMissing(anim.name, anim.prefix, frameRate, looped, flipX, flipY);
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}
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override function get_width():Float
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{
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return originalSizes.x;
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}
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override function get_height():Float
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{
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return originalSizes.y;
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}
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}
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