mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-12-25 22:47:52 +00:00
382 lines
11 KiB
Haxe
382 lines
11 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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import flixel.tweens.FlxTween;
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import openfl.display3D.textures.TextureBase;
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import funkin.graphics.framebuffer.FixedBitmapData;
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import openfl.display.BitmapData;
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import flixel.math.FlxRect;
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import flixel.math.FlxPoint;
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import flixel.graphics.frames.FlxFrame;
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import flixel.FlxCamera;
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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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* An internal list of all the textures cached with `cacheTexture`.
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* This excludes any temporary textures like those from `FlxText` or `makeSolidColor`.
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*/
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static var currentCachedTextures:Map<String, FlxGraphic> = [];
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/**
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* An internal list of textures that were cached in the previous state.
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* We don't know whether we want to keep them cached or not.
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*/
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static var previousCachedTextures:Map<String, FlxGraphic> = [];
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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:FunkinSprite = 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:FunkinSprite = 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:FunkinSprite = 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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var graphicKey:String = Paths.image(key);
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if (!isTextureCached(graphicKey)) FlxG.log.warn('Texture not cached, may experience stuttering! $graphicKey');
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loadGraphic(graphicKey);
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return this;
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}
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/**
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* Apply an OpenFL `BitmapData` to this sprite.
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* @param input The OpenFL `BitmapData` to apply
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* @return This sprite, for chaining
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*/
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public function loadBitmapData(input:BitmapData):FunkinSprite
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{
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loadGraphic(input);
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return this;
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}
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/**
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* Apply an OpenFL `TextureBase` to this sprite.
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* @param input The OpenFL `TextureBase` to apply
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* @return This sprite, for chaining
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*/
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public function loadTextureBase(input:TextureBase):FunkinSprite
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{
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var inputBitmap:FixedBitmapData = FixedBitmapData.fromTexture(input);
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return loadBitmapData(inputBitmap);
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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:String = 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:String = 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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/**
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* Determine whether the texture with the given key is cached.
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* @param key The key of the texture to check.
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* @return Whether the texture is cached.
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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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/**
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* Ensure the texture with the given key is cached.
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* @param key The key of the texture to cache.
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*/
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public static function cacheTexture(key:String):Void
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{
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// We don't want to cache the same texture twice.
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if (currentCachedTextures.exists(key)) return;
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if (previousCachedTextures.exists(key))
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{
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// Move the graphic from the previous cache to the current cache.
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var graphic = previousCachedTextures.get(key);
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previousCachedTextures.remove(key);
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currentCachedTextures.set(key, graphic);
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return;
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}
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// Else, texture is currently uncached.
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var graphic:FlxGraphic = 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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graphic.persist = true;
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currentCachedTextures.set(key, graphic);
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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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* Call this, then `cacheTexture` to keep the textures we still need, then `purgeCache` to remove the textures that we won't be using anymore.
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*/
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public static function preparePurgeCache():Void
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{
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previousCachedTextures = currentCachedTextures;
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currentCachedTextures = [];
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}
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public static function purgeCache():Void
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{
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// Everything that is in previousCachedTextures but not in currentCachedTextures should be destroyed.
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for (graphicKey in previousCachedTextures.keys())
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{
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var graphic = previousCachedTextures.get(graphicKey);
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if (graphic == null) continue;
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FlxG.bitmap.remove(graphic);
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graphic.destroy();
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previousCachedTextures.remove(graphicKey);
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}
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}
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static function isGraphicCached(graphic:FlxGraphic):Bool
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{
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if (graphic == null) return false;
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var result = FlxG.bitmap.get(graphic.key);
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if (result == null) return false;
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if (result != graphic)
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{
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FlxG.log.warn('Cached graphic does not match original: ${graphic.key}');
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return false;
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}
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return true;
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}
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/**
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* Acts similarly to `makeGraphic`, but with improved memory usage,
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* at the expense of not being able to paint onto the resulting sprite.
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*
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* @param width The target width of the sprite.
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* @param height The target height of the sprite.
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* @param color The color to fill the sprite with.
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* @return This sprite, for chaining.
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*/
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public function makeSolidColor(width:Int, height:Int, color:FlxColor = FlxColor.WHITE):FunkinSprite
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{
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// Create a tiny solid color graphic and scale it up to the desired size.
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var graphic:FlxGraphic = FlxG.bitmap.create(2, 2, color, false, 'solid#${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.R
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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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@:access(flixel.FlxCamera)
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override function getBoundingBox(camera:FlxCamera):FlxRect
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{
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getScreenPosition(_point, camera);
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_rect.set(_point.x, _point.y, width, height);
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_rect = camera.transformRect(_rect);
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if (isPixelPerfectRender(camera))
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{
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_rect.width = _rect.width / this.scale.x;
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_rect.height = _rect.height / this.scale.y;
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_rect.x = _rect.x / this.scale.x;
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_rect.y = _rect.y / this.scale.y;
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_rect.floor();
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_rect.x = _rect.x * this.scale.x;
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_rect.y = _rect.y * this.scale.y;
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_rect.width = _rect.width * this.scale.x;
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_rect.height = _rect.height * this.scale.y;
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}
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return _rect;
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}
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/**
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* Returns the screen position of this object.
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*
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* @param result Optional arg for the returning point
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* @param camera The desired "screen" coordinate space. If `null`, `FlxG.camera` is used.
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* @return The screen position of this object.
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*/
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public override function getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint
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{
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if (result == null) result = FlxPoint.get();
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if (camera == null) camera = FlxG.camera;
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result.set(x, y);
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if (pixelPerfectPosition)
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{
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_rect.width = _rect.width / this.scale.x;
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_rect.height = _rect.height / this.scale.y;
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_rect.x = _rect.x / this.scale.x;
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_rect.y = _rect.y / this.scale.y;
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_rect.round();
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_rect.x = _rect.x * this.scale.x;
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_rect.y = _rect.y * this.scale.y;
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_rect.width = _rect.width * this.scale.x;
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_rect.height = _rect.height * this.scale.y;
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}
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return result.subtract(camera.scroll.x * scrollFactor.x, camera.scroll.y * scrollFactor.y);
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}
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override function drawSimple(camera:FlxCamera):Void
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{
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getScreenPosition(_point, camera).subtractPoint(offset);
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if (isPixelPerfectRender(camera))
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{
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_point.x = _point.x / this.scale.x;
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_point.y = _point.y / this.scale.y;
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_point.round();
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_point.x = _point.x * this.scale.x;
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_point.y = _point.y * this.scale.y;
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}
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_point.copyToFlash(_flashPoint);
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camera.copyPixels(_frame, framePixels, _flashRect, _flashPoint, colorTransform, blend, antialiasing);
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}
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override function drawComplex(camera:FlxCamera):Void
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{
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_frame.prepareMatrix(_matrix, FlxFrameAngle.ANGLE_0, checkFlipX(), checkFlipY());
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_matrix.translate(-origin.x, -origin.y);
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_matrix.scale(scale.x, scale.y);
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if (bakedRotationAngle <= 0)
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{
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updateTrig();
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if (angle != 0) _matrix.rotateWithTrig(_cosAngle, _sinAngle);
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}
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getScreenPosition(_point, camera).subtractPoint(offset);
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_point.add(origin.x, origin.y);
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_matrix.translate(_point.x, _point.y);
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if (isPixelPerfectRender(camera))
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{
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_matrix.tx = Math.round(_matrix.tx / this.scale.x) * this.scale.x;
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_matrix.ty = Math.round(_matrix.ty / this.scale.y) * this.scale.y;
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}
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camera.drawPixels(_frame, framePixels, _matrix, colorTransform, blend, antialiasing, shader);
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}
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public override function destroy():Void
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{
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frames = null;
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// Cancel all tweens so they don't continue to run on a destroyed sprite.
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// This prevents crashes.
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FlxTween.cancelTweensOf(this);
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super.destroy();
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}
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}
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