mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-13 02:02:46 +00:00
172 lines
4.7 KiB
Haxe
172 lines
4.7 KiB
Haxe
package funkin.graphics;
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import flixel.FlxSprite;
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import flixel.util.FlxColor;
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import flixel.graphics.FlxGraphic;
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/**
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* An FlxSprite with additional functionality.
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* - A more efficient method for creating solid color sprites.
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* - TODO: Better cache handling for textures.
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*/
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class FunkinSprite extends FlxSprite
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{
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/**
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* @param x Starting X position
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* @param y Starting Y position
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*/
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public function new(?x:Float = 0, ?y:Float = 0)
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{
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super(x, y);
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}
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/**
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* Create a new FunkinSprite with a static texture.
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* @param x The starting X position.
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* @param y The starting Y position.
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* @param key The key of the texture to load.
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* @return The new FunkinSprite.
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*/
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public static function create(x:Float = 0.0, y:Float = 0.0, key:String):FunkinSprite
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{
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var sprite = new FunkinSprite(x, y);
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sprite.loadTexture(key);
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return sprite;
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}
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/**
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* Create a new FunkinSprite with a Sparrow atlas animated texture.
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* @param x The starting X position.
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* @param y The starting Y position.
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* @param key The key of the texture to load.
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* @return The new FunkinSprite.
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*/
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public static function createSparrow(x:Float = 0.0, y:Float = 0.0, key:String):FunkinSprite
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{
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var sprite = new FunkinSprite(x, y);
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sprite.loadSparrow(key);
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return sprite;
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}
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/**
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* Create a new FunkinSprite with a Packer atlas animated texture.
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* @param x The starting X position.
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* @param y The starting Y position.
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* @param key The key of the texture to load.
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* @return The new FunkinSprite.
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*/
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public static function createPacker(x:Float = 0.0, y:Float = 0.0, key:String):FunkinSprite
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{
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var sprite = new FunkinSprite(x, y);
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sprite.loadPacker(key);
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return sprite;
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}
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/**
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* Load a static image as the sprite's texture.
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* @param key The key of the texture to load.
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* @return This sprite, for chaining.
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*/
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public function loadTexture(key:String):FunkinSprite
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{
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if (!isTextureCached(key)) FlxG.log.warn('Texture not cached, may experience stuttering! $key');
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loadGraphic(key);
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return this;
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}
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/**
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* Load an animated texture (Sparrow atlas spritesheet) as the sprite's texture.
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* @param key The key of the texture to load.
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* @return This sprite, for chaining.
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*/
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public function loadSparrow(key:String):FunkinSprite
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{
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var graphicKey = Paths.image(key);
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if (!isTextureCached(graphicKey)) FlxG.log.warn('Texture not cached, may experience stuttering! $graphicKey');
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this.frames = Paths.getSparrowAtlas(key);
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return this;
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}
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/**
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* Load an animated texture (Packer atlas spritesheet) as the sprite's texture.
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* @param key The key of the texture to load.
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* @return This sprite, for chaining.
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*/
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public function loadPacker(key:String):FunkinSprite
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{
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var graphicKey = Paths.image(key);
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if (!isTextureCached(graphicKey)) FlxG.log.warn('Texture not cached, may experience stuttering! $graphicKey');
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this.frames = Paths.getPackerAtlas(key);
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return this;
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}
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public static function isTextureCached(key:String):Bool
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{
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return FlxG.bitmap.get(key) != null;
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}
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public static function cacheTexture(key:String):Void
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{
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var graphic = flixel.graphics.FlxGraphic.fromAssetKey(key, false, null, true);
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if (graphic == null)
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{
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FlxG.log.warn('Failed to cache graphic: $key');
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}
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else
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{
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trace('Successfully cached graphic: $key');
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}
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}
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public static function cacheSparrow(key:String):Void
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{
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cacheTexture(Paths.image(key));
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}
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public static function cachePacker(key:String):Void
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{
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cacheTexture(Paths.image(key));
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}
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/**
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* Acts similarly to `makeGraphic`, but with improved memory usage,
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* at the expense of not being able to paint onto the resulting sprite.
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*
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* @param width The target width of the sprite.
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* @param height The target height of the sprite.
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* @param color The color to fill the sprite with.
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* @return This sprite, for chaining.
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*/
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public function makeSolidColor(width:Int, height:Int, color:FlxColor = FlxColor.WHITE):FunkinSprite
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{
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// Create a tiny solid color graphic and scale it up to the desired size.
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var graphic:FlxGraphic = FlxG.bitmap.create(2, 2, color, false, 'solid#${color.toHexString(true, false)}');
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frames = graphic.imageFrame;
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scale.set(width / 2.0, height / 2.0);
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updateHitbox();
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return this;
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}
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/**
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* Ensure scale is applied when cloning a sprite.
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* The default `clone()` method acts kinda weird TBH.
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* @return A clone of this sprite.
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*/
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public override function clone():FunkinSprite
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{
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var result = new FunkinSprite(this.x, this.y);
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result.frames = this.frames;
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result.scale.set(this.scale.x, this.scale.y);
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result.updateHitbox();
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return result;
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}
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}
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