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Funkin/source/funkin/graphics/FunkinSprite.hx

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8 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;
/**
* An FlxSprite with additional functionality.
* - A more efficient method for creating solid color sprites.
* - TODO: Better cache handling for textures.
*/
class FunkinSprite extends FlxSprite
{
/**
* An internal list of all the textures cached with `cacheTexture`.
* This excludes any temporary textures like those from `FlxText` or `makeSolidColor`.
*/
static var currentCachedTextures:Map<String, FlxGraphic> = [];
/**
* An internal list of textures that were cached in the previous state.
* We don't know whether we want to keep them cached or not.
*/
static var previousCachedTextures:Map<String, FlxGraphic> = [];
/**
* @param x Starting X position
* @param y Starting Y position
*/
public function new(?x:Float = 0, ?y:Float = 0)
{
super(x, y);
}
/**
* 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;
}
/**
* 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 (!isTextureCached(graphicKey)) FlxG.log.warn('Texture not cached, may experience stuttering! $graphicKey');
loadGraphic(graphicKey);
return this;
}
/**
* Apply an OpenFL `BitmapData` to this sprite.
* @param input The OpenFL `BitmapData` to apply
* @return This sprite, for chaining
*/
public function loadBitmapData(input:BitmapData):FunkinSprite
{
loadGraphic(input);
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):FunkinSprite
{
var inputBitmap:FixedBitmapData = FixedBitmapData.fromTexture(input);
return loadBitmapData(inputBitmap);
}
/**
* 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 (!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 (!isTextureCached(graphicKey)) FlxG.log.warn('Texture not cached, may experience stuttering! $graphicKey');
this.frames = Paths.getPackerAtlas(key);
return this;
}
/**
* Determine whether the texture with the given key is cached.
* @param key The key of the texture to check.
* @return Whether the texture is cached.
*/
public static function isTextureCached(key:String):Bool
{
return FlxG.bitmap.get(key) != null;
}
/**
* Ensure the texture with the given key is cached.
* @param key The key of the texture to cache.
*/
public static function cacheTexture(key:String):Void
{
// We don't want to cache the same texture twice.
if (currentCachedTextures.exists(key)) return;
if (previousCachedTextures.exists(key))
{
// Move the graphic from the previous cache to the current cache.
var graphic = previousCachedTextures.get(key);
previousCachedTextures.remove(key);
currentCachedTextures.set(key, graphic);
return;
}
// Else, texture is currently uncached.
var graphic:FlxGraphic = FlxGraphic.fromAssetKey(key, false, null, true);
if (graphic == null)
{
FlxG.log.warn('Failed to cache graphic: $key');
}
else
{
trace('Successfully cached graphic: $key');
graphic.persist = true;
currentCachedTextures.set(key, graphic);
}
}
public static function cacheSparrow(key:String):Void
{
cacheTexture(Paths.image(key));
}
public static function cachePacker(key:String):Void
{
cacheTexture(Paths.image(key));
}
/**
* Call this, then `cacheTexture` to keep the textures we still need, then `purgeCache` to remove the textures that we won't be using anymore.
*/
public static function preparePurgeCache():Void
{
previousCachedTextures = currentCachedTextures;
currentCachedTextures = [];
}
public static function purgeCache():Void
{
// Everything that is in previousCachedTextures but not in currentCachedTextures should be destroyed.
for (graphicKey in previousCachedTextures.keys())
{
var graphic = previousCachedTextures.get(graphicKey);
FlxG.bitmap.remove(graphic);
graphic.destroy();
previousCachedTextures.remove(graphicKey);
}
}
static function isGraphicCached(graphic:FlxGraphic):Bool
{
if (graphic == null) return false;
var result = FlxG.bitmap.get(graphic.key);
if (result == null) return false;
if (result != graphic)
{
FlxG.log.warn('Cached graphic does not match original: ${graphic.key}');
return false;
}
return true;
}
/**
* Acts similarly to `makeGraphic`, but with improved memory usage,
* at the expense of not being able to paint onto the resulting sprite.
*
* @param width The target width of the sprite.
* @param height The target height of the sprite.
* @param color The color to fill the sprite with.
* @return This sprite, for chaining.
*/
public function makeSolidColor(width:Int, height:Int, color:FlxColor = FlxColor.WHITE):FunkinSprite
{
// Create a tiny solid color graphic and scale it up to the desired size.
var graphic:FlxGraphic = FlxG.bitmap.create(2, 2, color, false, 'solid#${color.toHexString(true, false)}');
frames = graphic.imageFrame;
scale.set(width / 2.0, height / 2.0);
updateHitbox();
return this;
}
/**
* 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;
}
public override function destroy():Void
{
frames = null;
// Cancel all tweens so they don't continue to run on a destroyed sprite.
// This prevents crashes.
FlxTween.cancelTweensOf(this);
super.destroy();
}
}