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Funkin/source/funkin/play/character/AnimateAtlasCharacter.hx
2024-09-11 18:29:31 +02:00

778 lines
22 KiB
Haxe

package funkin.play.character;
import flixel.animation.FlxAnimationController;
import flixel.FlxCamera;
import flixel.FlxSprite;
import flixel.graphics.frames.FlxFrame;
import flixel.graphics.frames.FlxFramesCollection;
import flixel.math.FlxMath;
import flixel.math.FlxPoint.FlxCallbackPoint;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import funkin.graphics.FunkinSprite;
import flixel.system.FlxAssets.FlxGraphicAsset;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import funkin.graphics.adobeanimate.FlxAtlasSprite;
import funkin.modding.events.ScriptEvent;
import funkin.play.character.CharacterData.CharacterRenderType;
import openfl.display.BitmapData;
import openfl.display.BlendMode;
/**
* Individual animation data for an AnimateAtlasCharacter.
*/
typedef AnimateAtlasAnimation =
{
name:String,
prefix:String,
offsets:Null<Array<Float>>,
looped:Bool,
}
/**
* An AnimateAtlasCharacter is a Character which is rendered by
* displaying an animation derived from an Adobe Animate texture atlas spritesheet file.
*
* BaseCharacter has game logic, AnimateAtlasCharacter has only rendering logic.
* KEEP THEM SEPARATE!
*/
class AnimateAtlasCharacter extends BaseCharacter
{
// BaseCharacter extends FlxSprite but we can't make it also extend FlxAtlasSprite UGH
// I basically copied the code from FlxSpriteGroup to make the FlxAtlasSprite a "child" of this class
var mainSprite:FlxAtlasSprite;
var _skipTransformChildren:Bool = false;
var animations:Map<String, AnimateAtlasAnimation> = new Map<String, AnimateAtlasAnimation>();
var currentAnimName:Null<String> = null;
var animFinished:Bool = false;
public function new(id:String)
{
super(id, CharacterRenderType.AnimateAtlas);
}
override function initVars():Void
{
// this.flixelType = SPRITEGROUP;
// TODO: Make `animation` a stub that redirects calls to `mainSprite`?
animation = new FlxAnimationController(this);
offset = new FlxCallbackPoint(offsetCallback);
origin = new FlxCallbackPoint(originCallback);
scale = new FlxCallbackPoint(scaleCallback);
scrollFactor = new FlxCallbackPoint(scrollFactorCallback);
scale.set(1, 1);
scrollFactor.set(1, 1);
initMotionVars();
}
override function onCreate(event:ScriptEvent):Void
{
trace('Creating Animate Atlas character: ' + this.characterId);
try
{
var atlasSprite:FlxAtlasSprite = loadAtlasSprite();
setSprite(atlasSprite);
loadAnimations();
}
catch (e)
{
throw "Exception thrown while building FlxAtlasSprite: " + e;
}
super.onCreate(event);
}
public override function playAnimation(name:String, restart:Bool = false, ignoreOther:Bool = false, reverse:Bool = false):Void
{
if ((!canPlayOtherAnims && !ignoreOther)) return;
var correctName = correctAnimationName(name);
if (correctName == null)
{
trace('Could not find Atlas animation: ' + name);
return;
}
var animData = getAnimationData(correctName);
currentAnimName = correctName;
var prefix:String = animData.prefix;
if (prefix == null) prefix = correctName;
var loop:Bool = animData.looped;
this.mainSprite.playAnimation(prefix, restart, ignoreOther, loop);
}
public override function hasAnimation(name:String):Bool
{
return getAnimationData(name) != null;
}
/**
* Returns true if the animation has finished playing.
* Never true if animation is configured to loop.
*/
public override function isAnimationFinished():Bool
{
return mainSprite?.isAnimationFinished() ?? false;
}
function loadAtlasSprite():FlxAtlasSprite
{
trace('[ATLASCHAR] Loading sprite atlas for ${characterId}.');
var animLibrary:String = Paths.getLibrary(_data.assetPath);
var animPath:String = Paths.stripLibrary(_data.assetPath);
var assetPath:String = Paths.animateAtlas(animPath, animLibrary);
var sprite:FlxAtlasSprite = new FlxAtlasSprite(0, 0, assetPath);
// sprite.onAnimationComplete.removeAll();
sprite.onAnimationComplete.add(this.onAnimationFinished);
return sprite;
}
override function onAnimationFinished(prefix:String):Void
{
super.onAnimationFinished(prefix);
if (getAnimationData() != null && getAnimationData().looped)
{
playAnimation(prefix, true, false);
}
else
{
// Make the game hold on the last frame.
this.mainSprite.cleanupAnimation(prefix);
// currentAnimName = null;
// Fallback to idle!
// playAnimation('idle', true, false);
}
}
function setSprite(sprite:FlxAtlasSprite):Void
{
trace('[ATLASCHAR] Applying sprite properties to ${characterId}');
this.mainSprite = sprite;
mainSprite.ignoreExclusionPref = ["sing"];
// This forces the atlas to recalcuate its width and height
this.mainSprite.alpha = 0.0001;
this.mainSprite.draw();
this.mainSprite.alpha = 1.0;
var feetPos:FlxPoint = feetPosition;
this.updateHitbox();
sprite.x = this.x;
sprite.y = this.y;
sprite.alpha *= alpha;
sprite.flipX = flipX;
sprite.flipY = flipY;
sprite.scrollFactor.copyFrom(scrollFactor);
sprite.cameras = _cameras; // _cameras instead of cameras because get_cameras() will not return null
if (clipRect != null) clipRectTransform(sprite, clipRect);
}
function loadAnimations():Void
{
trace('[ATLASCHAR] Attempting to load ${_data.animations.length} animations for ${characterId}');
var animData:Array<AnimateAtlasAnimation> = cast _data.animations;
for (anim in animData)
{
// Validate the animation before adding.
var prefix = anim.prefix;
if (!this.mainSprite.hasAnimation(prefix))
{
FlxG.log.warn('[ATLASCHAR] Animation ${prefix} not found in Animate Atlas ${_data.assetPath}');
trace('[ATLASCHAR] Animation ${prefix} not found in Animate Atlas ${_data.assetPath}');
continue;
}
animations.set(anim.name, anim);
trace('[ATLASCHAR] - Successfully loaded animation ${anim.name} to ${characterId}');
}
trace('[ATLASCHAR] Loaded ${animations.size()} animations for ${characterId}');
}
public override function getCurrentAnimation():String
{
// return this.mainSprite.getCurrentAnimation();
return currentAnimName;
}
function getAnimationData(name:String = null):AnimateAtlasAnimation
{
if (name == null) name = getCurrentAnimation();
return animations.get(name);
}
//
//
// Code copied from FlxSpriteGroup
//
//
/**
* Handy function that allows you to quickly transform one property of sprites in this group at a time.
*
* @param callback Function to transform the sprites. Example:
* `function(sprite, v:Dynamic) { s.acceleration.x = v; s.makeGraphic(10,10,0xFF000000); }`
* @param value Value which will passed to lambda function.
*/
@:generic
public function transformChildren<V>(callback:FlxAtlasSprite->V->Void, value:V):Void
{
if (_skipTransformChildren || this.mainSprite == null) return;
callback(this.mainSprite, value);
}
/**
* Calls `kill()` on the group's members and then on the group itself.
* You can revive this group later via `revive()` after this.
*/
public override function kill():Void
{
_skipTransformChildren = true;
super.kill();
_skipTransformChildren = false;
if (this.mainSprite != null)
{
this.mainSprite.kill();
this.mainSprite = null;
}
}
/**
* Revives the group.
*/
public override function revive():Void
{
_skipTransformChildren = true;
super.revive(); // calls set_exists and set_alive
_skipTransformChildren = false;
this.mainSprite.revive();
}
/**
* **WARNING:** A destroyed `FlxBasic` can't be used anymore.
* It may even cause crashes if it is still part of a group or state.
* You may want to use `kill()` instead if you want to disable the object temporarily only and `revive()` it later.
*
* This function is usually not called manually (Flixel calls it automatically during state switches for all `add()`ed objects).
*
* Override this function to `null` out variables manually or call `destroy()` on class members if necessary.
* Don't forget to call `super.destroy()`!
*/
public override function destroy():Void
{
// normally don't have to destroy FlxPoints, but these are FlxCallbackPoints!
offset = FlxDestroyUtil.destroy(offset);
origin = FlxDestroyUtil.destroy(origin);
scale = FlxDestroyUtil.destroy(scale);
scrollFactor = FlxDestroyUtil.destroy(scrollFactor);
this.mainSprite = FlxDestroyUtil.destroy(this.mainSprite);
super.destroy();
}
/**
* Check and see if any sprite in this group is currently on screen.
*
* @param Camera Specify which game camera you want. If `null`, it will just grab the first global camera.
* @return Whether the object is on screen or not.
*/
public override function isOnScreen(?camera:FlxCamera):Bool
{
if (this.mainSprite != null && this.mainSprite.exists && this.mainSprite.visible && this.mainSprite.isOnScreen(camera)) return true;
return false;
}
/**
* Checks to see if a point in 2D world space overlaps any `FlxSprite` object from this group.
*
* @param Point The point in world space you want to check.
* @param InScreenSpace Whether to take scroll factors into account when checking for overlap.
* @param Camera Specify which game camera you want. If `null`, it will just grab the first global camera.
* @return Whether or not the point overlaps this group.
*/
public override function overlapsPoint(point:FlxPoint, inScreenSpace:Bool = false, camera:FlxCamera = null):Bool
{
var result:Bool = false;
result = this.mainSprite.overlapsPoint(point, inScreenSpace, camera);
return result;
}
/**
* Checks to see if a point in 2D world space overlaps any of FlxSprite object's current displayed pixels.
* This check is ALWAYS made in screen space, and always takes scroll factors into account.
*
* @param Point The point in world space you want to check.
* @param Mask Used in the pixel hit test to determine what counts as solid.
* @param Camera Specify which game camera you want. If `null`, it will just grab the first global camera.
* @return Whether or not the point overlaps this object.
*/
public override function pixelsOverlapPoint(point:FlxPoint, Mask:Int = 0xFF, Camera:FlxCamera = null):Bool
{
var result:Bool = false;
if (this.mainSprite != null && this.mainSprite.exists && this.mainSprite.visible)
{
result = this.mainSprite.pixelsOverlapPoint(point, Mask, Camera);
}
return result;
}
public override function update(elapsed:Float):Void
{
this.mainSprite.update(elapsed);
if (moves) updateMotion(elapsed);
}
public override function draw():Void
{
this.mainSprite.draw();
#if FLX_DEBUG
if (FlxG.debugger.drawDebug) drawDebug();
#end
}
inline function xTransform(sprite:FlxSprite, x:Float):Void
sprite.x += x; // addition
inline function yTransform(sprite:FlxSprite, y:Float):Void
sprite.y += y; // addition
inline function angleTransform(sprite:FlxSprite, angle:Float):Void
sprite.angle += angle; // addition
inline function alphaTransform(sprite:FlxSprite, alpha:Float):Void
{
if (sprite.alpha != 0 || alpha == 0)
{
sprite.alpha *= alpha; // multiplication
}
else
{
sprite.alpha = 1 / alpha; // direct set to avoid stuck sprites
}
}
inline function directAlphaTransform(sprite:FlxSprite, alpha:Float):Void
sprite.alpha = alpha; // direct set
inline function facingTransform(sprite:FlxSprite, facing:Int):Void
sprite.facing = facing;
inline function flipXTransform(sprite:FlxSprite, flipX:Bool):Void
sprite.flipX = flipX;
inline function flipYTransform(sprite:FlxSprite, flipY:Bool):Void
sprite.flipY = flipY;
inline function movesTransform(sprite:FlxSprite, moves:Bool):Void
sprite.moves = moves;
inline function pixelPerfectTransform(sprite:FlxSprite, pixelPerfect:Bool):Void
sprite.pixelPerfectRender = pixelPerfect;
inline function gColorTransform(sprite:FlxSprite, color:Int):Void
sprite.color = color;
inline function blendTransform(sprite:FlxSprite, blend:BlendMode):Void
sprite.blend = blend;
inline function immovableTransform(sprite:FlxSprite, immovable:Bool):Void
sprite.immovable = immovable;
inline function visibleTransform(sprite:FlxSprite, visible:Bool):Void
sprite.visible = visible;
inline function activeTransform(sprite:FlxSprite, active:Bool):Void
sprite.active = active;
inline function solidTransform(sprite:FlxSprite, solid:Bool):Void
sprite.solid = solid;
inline function aliveTransform(sprite:FlxSprite, alive:Bool):Void
sprite.alive = alive;
inline function existsTransform(sprite:FlxSprite, exists:Bool):Void
sprite.exists = exists;
inline function cameraTransform(sprite:FlxSprite, camera:FlxCamera):Void
sprite.camera = camera;
inline function camerasTransform(sprite:FlxSprite, cameras:Array<FlxCamera>):Void
sprite.cameras = cameras;
inline function offsetTransform(sprite:FlxSprite, offset:FlxPoint):Void
sprite.offset.copyFrom(offset);
inline function originTransform(sprite:FlxSprite, origin:FlxPoint):Void
sprite.origin.copyFrom(origin);
inline function scaleTransform(sprite:FlxSprite, scale:FlxPoint):Void
sprite.scale.copyFrom(scale);
inline function scrollFactorTransform(sprite:FlxSprite, scrollFactor:FlxPoint):Void
sprite.scrollFactor.copyFrom(scrollFactor);
inline function clipRectTransform(sprite:FlxSprite, clipRect:FlxRect):Void
{
if (clipRect == null)
{
sprite.clipRect = null;
}
else
{
sprite.clipRect = FlxRect.get(clipRect.x - sprite.x + x, clipRect.y - sprite.y + y, clipRect.width, clipRect.height);
}
}
inline function offsetCallback(offset:FlxPoint):Void
transformChildren(offsetTransform, offset);
inline function originCallback(origin:FlxPoint):Void
transformChildren(originTransform, origin);
inline function scaleCallback(scale:FlxPoint):Void
transformChildren(scaleTransform, scale);
inline function scrollFactorCallback(scrollFactor:FlxPoint):Void
transformChildren(scrollFactorTransform, scrollFactor);
override function set_camera(value:FlxCamera):FlxCamera
{
if (camera != value) transformChildren(cameraTransform, value);
return super.set_camera(value);
}
override function set_cameras(value:Array<FlxCamera>):Array<FlxCamera>
{
if (cameras != value) transformChildren(camerasTransform, value);
return super.set_cameras(value);
}
override function set_exists(value:Bool):Bool
{
if (exists != value) transformChildren(existsTransform, value);
return super.set_exists(value);
}
override function set_visible(value:Bool):Bool
{
if (exists && visible != value) transformChildren(visibleTransform, value);
return super.set_visible(value);
}
override function set_active(value:Bool):Bool
{
if (exists && active != value) transformChildren(activeTransform, value);
return super.set_active(value);
}
override function set_alive(value:Bool):Bool
{
if (alive != value) transformChildren(aliveTransform, value);
return super.set_alive(value);
}
override function set_x(value:Float):Float
{
if (!exists || x == value) return x; // early return (no need to transform)
transformChildren(xTransform, value - x); // offset
return x = value;
}
override function set_y(value:Float):Float
{
if (exists && y != value) transformChildren(yTransform, value - y); // offset
return y = value;
}
override function set_angle(value:Float):Float
{
if (exists && angle != value) transformChildren(angleTransform, value - angle); // offset
return angle = value;
}
override function set_alpha(value:Float):Float
{
value = FlxMath.bound(value, 0, 1);
if (exists && alpha != value)
{
transformChildren(directAlphaTransform, value);
}
return alpha = value;
}
override function set_facing(value:Int):Int
{
if (exists && facing != value) transformChildren(facingTransform, value);
return facing = value;
}
override function set_flipX(value:Bool):Bool
{
if (exists && flipX != value) transformChildren(flipXTransform, value);
return flipX = value;
}
override function set_flipY(value:Bool):Bool
{
if (exists && flipY != value) transformChildren(flipYTransform, value);
return flipY = value;
}
override function set_moves(value:Bool):Bool
{
if (exists && moves != value) transformChildren(movesTransform, value);
return moves = value;
}
override function set_immovable(value:Bool):Bool
{
if (exists && immovable != value) transformChildren(immovableTransform, value);
return immovable = value;
}
override function set_solid(value:Bool):Bool
{
if (exists && solid != value) transformChildren(solidTransform, value);
return super.set_solid(value);
}
override function set_color(value:Int):Int
{
if (exists && color != value) transformChildren(gColorTransform, value);
return color = value;
}
override function set_blend(value:BlendMode):BlendMode
{
if (exists && blend != value) transformChildren(blendTransform, value);
return blend = value;
}
override function set_clipRect(rect:FlxRect):FlxRect
{
if (exists) transformChildren(clipRectTransform, rect);
return super.set_clipRect(rect);
}
override function set_pixelPerfectRender(value:Bool):Bool
{
if (exists && pixelPerfectRender != value) transformChildren(pixelPerfectTransform, value);
return super.set_pixelPerfectRender(value);
}
override function set_width(value:Float):Float
{
return value;
}
override function get_width():Float
{
if (this.mainSprite == null) return 0;
return this.mainSprite.width;
}
/**
* Returns the left-most position of the left-most member.
* If there are no members, x is returned.
*
* @since 5.0.0
* @return the left-most position of the left-most member
*/
public function findMinX():Float
{
return this.mainSprite == null ? x : findMinXHelper();
}
function findMinXHelper():Float
{
return this.mainSprite.x;
}
/**
* Returns the right-most position of the right-most member.
* If there are no members, x is returned.
*
* @since 5.0.0
* @return the right-most position of the right-most member
*/
public function findMaxX():Float
{
return this.mainSprite == null ? x : findMaxXHelper();
}
function findMaxXHelper():Float
{
return this.mainSprite.x + this.mainSprite.width;
}
/**
* This functionality isn't supported in SpriteGroup
*/
override function set_height(value:Float):Float
{
return value;
}
override function get_height():Float
{
if (this.mainSprite == null) return 0;
return this.mainSprite.height;
}
/**
* Returns the top-most position of the top-most member.
* If there are no members, y is returned.
*
* @since 5.0.0
* @return the top-most position of the top-most member
*/
public function findMinY():Float
{
return this.mainSprite == null ? y : findMinYHelper();
}
function findMinYHelper():Float
{
return this.mainSprite.y;
}
/**
* Returns the top-most position of the top-most member.
* If there are no members, y is returned.
*
* @since 5.0.0
* @return the bottom-most position of the bottom-most member
*/
public function findMaxY():Float
{
return this.mainSprite == null ? y : findMaxYHelper();
}
function findMaxYHelper():Float
{
return this.mainSprite.y + this.mainSprite.height;
}
/**
* This functionality isn't supported in SpriteGroup
* @return this sprite group
*/
public override function loadGraphicFromSprite(Sprite:FlxSprite):FunkinSprite
{
#if FLX_DEBUG
throw "This function is not supported in FlxSpriteGroup";
#end
return this;
}
/**
* This functionality isn't supported in SpriteGroup
* @return this sprite group
*/
public override function loadGraphic(Graphic:FlxGraphicAsset, Animated:Bool = false, Width:Int = 0, Height:Int = 0, Unique:Bool = false,
?Key:String):FlxSprite
{
return this;
}
/**
* This functionality isn't supported in SpriteGroup
* @return this sprite group
*/
public override function loadRotatedGraphic(Graphic:FlxGraphicAsset, Rotations:Int = 16, Frame:Int = -1, AntiAliasing:Bool = false, AutoBuffer:Bool = false,
?Key:String):FlxSprite
{
#if FLX_DEBUG
throw "This function is not supported in FlxSpriteGroup";
#end
return this;
}
/**
* This functionality isn't supported in SpriteGroup
* @return this sprite group
*/
public override function makeGraphic(Width:Int, Height:Int, Color:Int = FlxColor.WHITE, Unique:Bool = false, ?Key:String):FlxSprite
{
#if FLX_DEBUG
throw "This function is not supported in FlxSpriteGroup";
#end
return this;
}
override function set_pixels(value:BitmapData):BitmapData
{
return value;
}
override function set_frame(value:FlxFrame):FlxFrame
{
return value;
}
override function get_pixels():BitmapData
{
return null;
}
/**
* Internal function to update the current animation frame.
*
* @param RunOnCpp Whether the frame should also be recalculated if we're on a non-flash target
*/
override inline function calcFrame(RunOnCpp:Bool = false):Void
{
// Nothing to do here
}
/**
* This functionality isn't supported in SpriteGroup
*/
override inline function resetHelpers():Void {}
/**
* This functionality isn't supported in SpriteGroup
*/
public override inline function stamp(Brush:FlxSprite, X:Int = 0, Y:Int = 0):Void {}
override function set_frames(Frames:FlxFramesCollection):FlxFramesCollection
{
return Frames;
}
/**
* This functionality isn't supported in SpriteGroup
*/
override inline function updateColorTransform():Void {}
}