mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-05 14:24:28 +00:00
762 lines
21 KiB
Haxe
762 lines
21 KiB
Haxe
package funkin.play.character;
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import flixel.animation.FlxAnimationController;
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import flixel.FlxCamera;
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import flixel.FlxSprite;
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import flixel.graphics.frames.FlxFrame;
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import flixel.graphics.frames.FlxFramesCollection;
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import flixel.math.FlxMath;
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import flixel.math.FlxPoint.FlxCallbackPoint;
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import flixel.math.FlxPoint;
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import flixel.math.FlxRect;
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import funkin.graphics.FunkinSprite;
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import flixel.system.FlxAssets.FlxGraphicAsset;
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import flixel.util.FlxColor;
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import flixel.util.FlxDestroyUtil;
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import funkin.graphics.adobeanimate.FlxAtlasSprite;
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import funkin.modding.events.ScriptEvent;
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import funkin.play.character.CharacterData.CharacterRenderType;
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import openfl.display.BitmapData;
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import openfl.display.BlendMode;
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/**
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* Individual animation data for an AnimateAtlasCharacter.
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*/
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typedef AnimateAtlasAnimation =
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{
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name:String,
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prefix:String,
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offsets:Null<Array<Float>>,
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looped:Bool,
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}
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/**
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* An AnimateAtlasCharacter is a Character which is rendered by
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* displaying an animation derived from an Adobe Animate texture atlas spritesheet file.
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*
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* BaseCharacter has game logic, AnimateAtlasCharacter has only rendering logic.
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* KEEP THEM SEPARATE!
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*/
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class AnimateAtlasCharacter extends BaseCharacter
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{
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// BaseCharacter extends FlxSprite but we can't make it also extend FlxAtlasSprite UGH
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// I basically copied the code from FlxSpriteGroup to make the FlxAtlasSprite a "child" of this class
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var mainSprite:FlxAtlasSprite;
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var _skipTransformChildren:Bool = false;
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var animations:Map<String, AnimateAtlasAnimation> = new Map<String, AnimateAtlasAnimation>();
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var currentAnimName:Null<String> = null;
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var animFinished:Bool = false;
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public function new(id:String)
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{
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super(id, CharacterRenderType.AnimateAtlas);
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}
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override function initVars():Void
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{
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// this.flixelType = SPRITEGROUP;
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// TODO: Make `animation` a stub that redirects calls to `mainSprite`?
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animation = new FlxAnimationController(this);
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offset = new FlxCallbackPoint(offsetCallback);
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origin = new FlxCallbackPoint(originCallback);
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scale = new FlxCallbackPoint(scaleCallback);
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scrollFactor = new FlxCallbackPoint(scrollFactorCallback);
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scale.set(1, 1);
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scrollFactor.set(1, 1);
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initMotionVars();
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}
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override function onCreate(event:ScriptEvent):Void
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{
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trace('Creating Animate Atlas character: ' + this.characterId);
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var atlasSprite:FlxAtlasSprite = loadAtlasSprite();
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setSprite(atlasSprite);
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loadAnimations();
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super.onCreate(event);
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}
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public override function playAnimation(name:String, restart:Bool = false, ignoreOther:Bool = false, reverse:Bool = false):Void
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{
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if ((!canPlayOtherAnims && !ignoreOther)) return;
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var correctName = correctAnimationName(name);
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if (correctName == null)
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{
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trace('Could not find Atlas animation: ' + name);
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return;
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}
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var animData = getAnimationData(correctName);
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currentAnimName = correctName;
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var prefix:String = animData.prefix;
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if (prefix == null) prefix = correctName;
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var loop:Bool = animData.looped;
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this.mainSprite.playAnimation(prefix, restart, ignoreOther, loop);
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animFinished = false;
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}
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public override function hasAnimation(name:String):Bool
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{
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return getAnimationData(name) != null;
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}
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/**
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* Returns true if the animation has finished playing.
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* Never true if animation is configured to loop.
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*/
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public override function isAnimationFinished():Bool
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{
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return animFinished;
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}
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function loadAtlasSprite():FlxAtlasSprite
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{
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trace('[ATLASCHAR] Loading sprite atlas for ${characterId}.');
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var sprite:FlxAtlasSprite = new FlxAtlasSprite(0, 0, Paths.animateAtlas(_data.assetPath, 'shared'));
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sprite.onAnimationFinish.removeAll();
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sprite.onAnimationFinish.add(this.onAnimationFinished);
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return sprite;
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}
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override function onAnimationFinished(prefix:String):Void
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{
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super.onAnimationFinished(prefix);
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if (getAnimationData() != null && getAnimationData().looped)
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{
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playAnimation(prefix, true, false);
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}
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else
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{
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// Make the game hold on the last frame.
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this.mainSprite.cleanupAnimation(prefix);
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// currentAnimName = null;
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animFinished = true;
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// Fallback to idle!
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// playAnimation('idle', true, false);
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}
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}
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function setSprite(sprite:FlxAtlasSprite):Void
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{
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trace('[ATLASCHAR] Applying sprite properties to ${characterId}');
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this.mainSprite = sprite;
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var feetPos:FlxPoint = feetPosition;
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this.updateHitbox();
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sprite.x = this.x;
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sprite.y = this.y;
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sprite.alpha *= alpha;
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sprite.flipX = flipX;
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sprite.flipY = flipY;
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sprite.scrollFactor.copyFrom(scrollFactor);
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sprite.cameras = _cameras; // _cameras instead of cameras because get_cameras() will not return null
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if (clipRect != null) clipRectTransform(sprite, clipRect);
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}
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function loadAnimations():Void
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{
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trace('[ATLASCHAR] Attempting to load ${_data.animations.length} animations for ${characterId}');
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var animData:Array<AnimateAtlasAnimation> = cast _data.animations;
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for (anim in animData)
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{
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// Validate the animation before adding.
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var prefix = anim.prefix;
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if (!this.mainSprite.hasAnimation(prefix))
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{
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FlxG.log.warn('[ATLASCHAR] Animation ${prefix} not found in Animate Atlas ${_data.assetPath}');
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continue;
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}
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animations.set(anim.name, anim);
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trace('[ATLASCHAR] - Successfully loaded animation ${anim.name} to ${characterId}');
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}
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trace('[ATLASCHAR] Loaded ${animations.size()} animations for ${characterId}');
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}
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public override function getCurrentAnimation():String
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{
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// return this.mainSprite.getCurrentAnimation();
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return currentAnimName;
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}
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function getAnimationData(name:String = null):AnimateAtlasAnimation
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{
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if (name == null) name = getCurrentAnimation();
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return animations.get(name);
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}
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//
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//
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// Code copied from FlxSpriteGroup
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//
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//
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/**
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* Handy function that allows you to quickly transform one property of sprites in this group at a time.
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*
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* @param callback Function to transform the sprites. Example:
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* `function(sprite, v:Dynamic) { s.acceleration.x = v; s.makeGraphic(10,10,0xFF000000); }`
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* @param value Value which will passed to lambda function.
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*/
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@:generic
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public function transformChildren<V>(callback:FlxAtlasSprite->V->Void, value:V):Void
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{
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if (_skipTransformChildren || this.mainSprite == null) return;
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callback(this.mainSprite, value);
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}
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/**
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* Calls `kill()` on the group's members and then on the group itself.
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* You can revive this group later via `revive()` after this.
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*/
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public override function kill():Void
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{
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_skipTransformChildren = true;
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super.kill();
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_skipTransformChildren = false;
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if (this.mainSprite != null)
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{
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this.mainSprite.kill();
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this.mainSprite = null;
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}
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}
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/**
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* Revives the group.
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*/
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public override function revive():Void
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{
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_skipTransformChildren = true;
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super.revive(); // calls set_exists and set_alive
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_skipTransformChildren = false;
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this.mainSprite.revive();
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}
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/**
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* **WARNING:** A destroyed `FlxBasic` can't be used anymore.
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* It may even cause crashes if it is still part of a group or state.
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* You may want to use `kill()` instead if you want to disable the object temporarily only and `revive()` it later.
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*
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* This function is usually not called manually (Flixel calls it automatically during state switches for all `add()`ed objects).
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*
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* Override this function to `null` out variables manually or call `destroy()` on class members if necessary.
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* Don't forget to call `super.destroy()`!
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*/
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public override function destroy():Void
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{
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// normally don't have to destroy FlxPoints, but these are FlxCallbackPoints!
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offset = FlxDestroyUtil.destroy(offset);
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origin = FlxDestroyUtil.destroy(origin);
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scale = FlxDestroyUtil.destroy(scale);
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scrollFactor = FlxDestroyUtil.destroy(scrollFactor);
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this.mainSprite = FlxDestroyUtil.destroy(this.mainSprite);
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super.destroy();
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}
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/**
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* Check and see if any sprite in this group is currently on screen.
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*
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* @param Camera Specify which game camera you want. If `null`, it will just grab the first global camera.
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* @return Whether the object is on screen or not.
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*/
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public override function isOnScreen(?camera:FlxCamera):Bool
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{
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if (this.mainSprite != null && this.mainSprite.exists && this.mainSprite.visible && this.mainSprite.isOnScreen(camera)) return true;
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return false;
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}
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/**
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* Checks to see if a point in 2D world space overlaps any `FlxSprite` object from this group.
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*
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* @param Point The point in world space you want to check.
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* @param InScreenSpace Whether to take scroll factors into account when checking for overlap.
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* @param Camera Specify which game camera you want. If `null`, it will just grab the first global camera.
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* @return Whether or not the point overlaps this group.
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*/
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public override function overlapsPoint(point:FlxPoint, inScreenSpace:Bool = false, camera:FlxCamera = null):Bool
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{
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var result:Bool = false;
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result = this.mainSprite.overlapsPoint(point, inScreenSpace, camera);
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return result;
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}
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/**
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* Checks to see if a point in 2D world space overlaps any of FlxSprite object's current displayed pixels.
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* This check is ALWAYS made in screen space, and always takes scroll factors into account.
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*
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* @param Point The point in world space you want to check.
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* @param Mask Used in the pixel hit test to determine what counts as solid.
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* @param Camera Specify which game camera you want. If `null`, it will just grab the first global camera.
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* @return Whether or not the point overlaps this object.
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*/
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public override function pixelsOverlapPoint(point:FlxPoint, Mask:Int = 0xFF, Camera:FlxCamera = null):Bool
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{
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var result:Bool = false;
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if (this.mainSprite != null && this.mainSprite.exists && this.mainSprite.visible)
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{
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result = this.mainSprite.pixelsOverlapPoint(point, Mask, Camera);
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}
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return result;
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}
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public override function update(elapsed:Float):Void
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{
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this.mainSprite.update(elapsed);
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if (moves) updateMotion(elapsed);
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}
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public override function draw():Void
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{
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this.mainSprite.draw();
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#if FLX_DEBUG
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if (FlxG.debugger.drawDebug) drawDebug();
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#end
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}
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inline function xTransform(sprite:FlxSprite, x:Float):Void
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sprite.x += x; // addition
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inline function yTransform(sprite:FlxSprite, y:Float):Void
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sprite.y += y; // addition
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inline function angleTransform(sprite:FlxSprite, angle:Float):Void
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sprite.angle += angle; // addition
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inline function alphaTransform(sprite:FlxSprite, alpha:Float):Void
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{
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if (sprite.alpha != 0 || alpha == 0)
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{
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sprite.alpha *= alpha; // multiplication
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}
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else
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{
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sprite.alpha = 1 / alpha; // direct set to avoid stuck sprites
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}
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}
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inline function directAlphaTransform(sprite:FlxSprite, alpha:Float):Void
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sprite.alpha = alpha; // direct set
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inline function facingTransform(sprite:FlxSprite, facing:Int):Void
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sprite.facing = facing;
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inline function flipXTransform(sprite:FlxSprite, flipX:Bool):Void
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sprite.flipX = flipX;
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inline function flipYTransform(sprite:FlxSprite, flipY:Bool):Void
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sprite.flipY = flipY;
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inline function movesTransform(sprite:FlxSprite, moves:Bool):Void
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sprite.moves = moves;
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inline function pixelPerfectTransform(sprite:FlxSprite, pixelPerfect:Bool):Void
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sprite.pixelPerfectRender = pixelPerfect;
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inline function gColorTransform(sprite:FlxSprite, color:Int):Void
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sprite.color = color;
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inline function blendTransform(sprite:FlxSprite, blend:BlendMode):Void
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sprite.blend = blend;
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inline function immovableTransform(sprite:FlxSprite, immovable:Bool):Void
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sprite.immovable = immovable;
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inline function visibleTransform(sprite:FlxSprite, visible:Bool):Void
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sprite.visible = visible;
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inline function activeTransform(sprite:FlxSprite, active:Bool):Void
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sprite.active = active;
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inline function solidTransform(sprite:FlxSprite, solid:Bool):Void
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sprite.solid = solid;
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inline function aliveTransform(sprite:FlxSprite, alive:Bool):Void
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sprite.alive = alive;
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inline function existsTransform(sprite:FlxSprite, exists:Bool):Void
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sprite.exists = exists;
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inline function cameraTransform(sprite:FlxSprite, camera:FlxCamera):Void
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sprite.camera = camera;
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inline function camerasTransform(sprite:FlxSprite, cameras:Array<FlxCamera>):Void
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sprite.cameras = cameras;
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inline function offsetTransform(sprite:FlxSprite, offset:FlxPoint):Void
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sprite.offset.copyFrom(offset);
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inline function originTransform(sprite:FlxSprite, origin:FlxPoint):Void
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sprite.origin.copyFrom(origin);
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inline function scaleTransform(sprite:FlxSprite, scale:FlxPoint):Void
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sprite.scale.copyFrom(scale);
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inline function scrollFactorTransform(sprite:FlxSprite, scrollFactor:FlxPoint):Void
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sprite.scrollFactor.copyFrom(scrollFactor);
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inline function clipRectTransform(sprite:FlxSprite, clipRect:FlxRect):Void
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{
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if (clipRect == null)
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{
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sprite.clipRect = null;
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}
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else
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{
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sprite.clipRect = FlxRect.get(clipRect.x - sprite.x + x, clipRect.y - sprite.y + y, clipRect.width, clipRect.height);
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}
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}
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inline function offsetCallback(offset:FlxPoint):Void
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transformChildren(offsetTransform, offset);
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inline function originCallback(origin:FlxPoint):Void
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transformChildren(originTransform, origin);
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inline function scaleCallback(scale:FlxPoint):Void
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transformChildren(scaleTransform, scale);
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inline function scrollFactorCallback(scrollFactor:FlxPoint):Void
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transformChildren(scrollFactorTransform, scrollFactor);
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override function set_camera(value:FlxCamera):FlxCamera
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{
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if (camera != value) transformChildren(cameraTransform, value);
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return super.set_camera(value);
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}
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override function set_cameras(value:Array<FlxCamera>):Array<FlxCamera>
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{
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if (cameras != value) transformChildren(camerasTransform, value);
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return super.set_cameras(value);
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}
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override function set_exists(value:Bool):Bool
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{
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if (exists != value) transformChildren(existsTransform, value);
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return super.set_exists(value);
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}
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override function set_visible(value:Bool):Bool
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{
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if (exists && visible != value) transformChildren(visibleTransform, value);
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return super.set_visible(value);
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}
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override function set_active(value:Bool):Bool
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{
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if (exists && active != value) transformChildren(activeTransform, value);
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return super.set_active(value);
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}
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override function set_alive(value:Bool):Bool
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{
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if (alive != value) transformChildren(aliveTransform, value);
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return super.set_alive(value);
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}
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override function set_x(value:Float):Float
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{
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if (!exists || x == value) return x; // early return (no need to transform)
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transformChildren(xTransform, value - x); // offset
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return x = value;
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}
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override function set_y(value:Float):Float
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{
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if (exists && y != value) transformChildren(yTransform, value - y); // offset
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return y = value;
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}
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override function set_angle(value:Float):Float
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{
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if (exists && angle != value) transformChildren(angleTransform, value - angle); // offset
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return angle = value;
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}
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override function set_alpha(value:Float):Float
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{
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value = FlxMath.bound(value, 0, 1);
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if (exists && alpha != value)
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{
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transformChildren(directAlphaTransform, value);
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}
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return alpha = value;
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}
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override function set_facing(value:Int):Int
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{
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if (exists && facing != value) transformChildren(facingTransform, value);
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return facing = value;
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}
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override function set_flipX(value:Bool):Bool
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{
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if (exists && flipX != value) transformChildren(flipXTransform, value);
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return flipX = value;
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}
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override function set_flipY(value:Bool):Bool
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{
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if (exists && flipY != value) transformChildren(flipYTransform, value);
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return flipY = value;
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}
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override function set_moves(value:Bool):Bool
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{
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if (exists && moves != value) transformChildren(movesTransform, value);
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|
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 {}
|
|
}
|