mirror of
https://github.com/ninjamuffin99/Funkin.git
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150 lines
3.1 KiB
Haxe
150 lines
3.1 KiB
Haxe
package animate;
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// import animateAtlasPlayer.assets.AssetManager;
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// import animateAtlasPlayer.core.Animation;
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import animate.FlxSymbol.Parsed;
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import flixel.FlxG;
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import flixel.FlxSprite;
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import flixel.graphics.FlxGraphic;
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import flixel.graphics.frames.FlxAtlasFrames;
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import flixel.math.FlxPoint;
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import flixel.math.FlxRect;
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import flixel.system.FlxAssets.FlxGraphicAsset;
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import haxe.Json;
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import openfl.Assets;
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import openfl.display.BitmapData;
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import openfl.geom.Rectangle;
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class FlxAnimate extends FlxSymbol
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{
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// var myAnim:Animation;
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// var animBitmap:BitmapData;
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var loadedQueue:Bool = false;
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var swagFrames:Array<BitmapData> = [];
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public function new(x:Float, y:Float)
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{
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var folder:String = 'tightBars';
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coolParse = cast Json.parse(Assets.getText(Paths.file('images/' + folder + '/Animation.json')));
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coolParse.AN.TL.L.reverse();
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super(x, y, coolParse);
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frames = FlxAnimate.fromAnimate(Paths.file('images/' + folder + '/spritemap1.png'), Paths.file('images/' + folder + '/spritemap1.json'));
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// frames
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}
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override function draw()
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{
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super.draw();
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renderFrame(coolParse.AN.TL, coolParse, true);
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if (FlxG.keys.justPressed.E)
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{
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for (shit in FlxSymbol.nestedShit.keys())
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{
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for (spr in FlxSymbol.nestedShit.get(shit))
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{
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spr.draw();
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}
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}
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FlxSymbol.nestedShit.clear();
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}
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}
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var curFrame:Int = 0;
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// notes to self
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// account for different layers
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var playingAnim:Bool = false;
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var frameTickTypeShit:Float = 0;
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var animFrameRate:Int = 24;
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override function update(elapsed:Float)
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{
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super.update(elapsed);
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if (FlxG.keys.justPressed.SPACE)
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playingAnim = !playingAnim;
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if (playingAnim)
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{
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frameTickTypeShit += elapsed;
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// prob fix this framerate thing for higher framerates?
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if (frameTickTypeShit >= 1 / 24)
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{
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changeFrame(1);
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frameTickTypeShit = 0;
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}
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}
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if (FlxG.keys.justPressed.RIGHT)
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changeFrame(1);
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if (FlxG.keys.justPressed.LEFT)
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changeFrame(-1);
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}
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// This stuff is u
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public static function fromAnimate(Source:FlxGraphicAsset, Description:String):FlxAtlasFrames
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{
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var graphic:FlxGraphic = FlxG.bitmap.add(Source);
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if (graphic == null)
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return null;
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var frames:FlxAtlasFrames = FlxAtlasFrames.findFrame(graphic);
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if (frames != null)
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return frames;
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if (graphic == null || Description == null)
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return null;
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frames = new FlxAtlasFrames(graphic);
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var data:AnimateObject;
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var json:String = Description;
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trace(json);
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if (Assets.exists(json))
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json = Assets.getText(json);
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data = cast Json.parse(json).ATLAS;
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for (sprite in data.SPRITES)
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{
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// probably nicer way to do this? Oh well
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var swagSprite:AnimateSprite = sprite.SPRITE;
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var rect = FlxRect.get(swagSprite.x, swagSprite.y, swagSprite.w, swagSprite.h);
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var size = new Rectangle(0, 0, rect.width, rect.height);
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var offset = FlxPoint.get(-size.left, -size.top);
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var sourceSize = FlxPoint.get(size.width, size.height);
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frames.addAtlasFrame(rect, sourceSize, offset, swagSprite.name);
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}
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return frames;
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}
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}
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typedef AnimateObject =
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{
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SPRITES:Array<Dynamic>
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}
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typedef AnimateSprite =
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{
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var name:String;
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var x:Int;
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var y:Int;
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var w:Int;
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var h:Int;
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var rotated:Bool;
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}
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