mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-10 00:34:40 +00:00
300 lines
5.4 KiB
Haxe
300 lines
5.4 KiB
Haxe
package animate;
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import haxe.format.JsonParser;
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import openfl.Assets;
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import sys.io.File;
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class ParseAnimate
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{
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// make list of frames needed to render (with ASI)
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// make GIANT list of all the frames ever and have them in order?
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public static var symbolMap:Map<String, Symbol> = new Map();
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public static var actualSprites:Map<String, Sprite> = new Map();
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public static function init()
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{
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// Main.gids
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var folder:String = 'tightestBars';
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// var spritemap:Spritemap =
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// var spritemap:Spritemap = genSpritemap('test/$folder/spritemap1.json');
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actualSprites = genSpritemap('test/$folder/spritemap1.json');
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var animation:AnimJson = cast CoolUtil.coolJSON(Assets.getText('src/$folder/Animation.json'));
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generateSymbolmap(animation.SD.S);
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trace("\n\nANIMATION SHIT\n");
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var timelineLength:Int = 0;
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for (lyr in animation.AN.TL.L)
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timelineLength = Std.int(Math.max(lyr.FR.length, timelineLength));
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var content:String = animation.AN.TL.L[0].LN;
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content += "TOTAL FRAMES NEEDED: " + timelineLength + "\n";
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for (frm in 0...timelineLength)
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{
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trace('FRAME NUMBER ' + frm);
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try
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{
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parseTimeline(animation.AN.TL, 1, frm);
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content += 'Good write on frame: ' + frm + "\n";
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}
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catch (e)
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{
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content += "BAD WRITE : " + frm + "\n";
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content += "\t" + e + "\n";
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trace(e);
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}
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// File.saveContent("output.txt", content);
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}
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parseTimeline(animation.AN.TL, 1, 0);
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trace(actualSprites);
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}
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/**
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* a MAP of SPRITES, not to be confused with Spritemap... lol
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*/
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public static function genSpritemap(json:String):Map<String, Sprite>
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{
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var sprShitty:Spritemap = cast CoolUtil.coolJSON(json);
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var sprMap:Map<String, Sprite> = new Map();
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for (spr in sprShitty.ATLAS.SPRITES)
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sprMap.set(spr.SPRITE.name, spr.SPRITE);
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return sprMap;
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}
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public static function generateSymbolmap(symbols:Array<Symbol>)
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{
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for (symbol in symbols)
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{
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// trace(symbol.SN + "has: " + symbol.TL.L.length + " LAYERS");
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symbolMap.set(symbol.SN, symbol);
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// parseTimeline(symbol.TL);
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}
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}
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public static var curLoopType:String;
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/**
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* Stuff for debug parsing
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*/
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public static var depthTypeBeat:String = "";
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public static var frameList:Array<Array<String>> = [];
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public static var matrixMap:Map<String, Array<Array<Float>>> = new Map();
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public static var trpMap:Map<String, Array<Array<Float>>> = new Map();
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public static var theRoots:Map<String, String> = new Map();
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// for loop stuf
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public static var matrixHelp:Array<Array<Float>> = [];
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public static var trpHelpIDK:Array<Array<Float>> = [];
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public static function resetFrameList()
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{
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frameList = [];
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frameList.push([]);
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matrixMap.clear();
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theRoots.clear();
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trpMap.clear();
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}
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public static function parseTimeline(TL:Timeline, tabbed:Int = 0, ?frameInput:Int)
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{
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var strTab:String = "";
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for (i in 0...tabbed)
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strTab += '\t';
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for (layer in TL.L)
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{
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var frameArray:Array<Int> = [];
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var frameMap:Map<Int, Frame> = new Map();
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for (frms in layer.FR)
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{
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for (i in 0...frms.DU)
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frameArray.push(frms.I);
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frameMap.set(frms.I, frms);
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}
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if (frameInput == null)
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frameInput = 0;
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if (curLoopType == "LP")
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frameInput = frameArray[frameInput % frameArray.length];
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else
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frameInput = frameArray[frameInput];
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var frame:Frame = frameMap.get(frameInput);
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for (element in frame.E)
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{
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if (Reflect.hasField(element, "ASI"))
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{
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frameList[frameList.length - 1].push(element.ASI.N);
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matrixHelp.push(element.ASI.M3D);
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matrixMap.set(element.ASI.N, matrixHelp);
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trpMap.set(element.ASI.N, trpHelpIDK);
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// flips the matrix once?? I cant remember exactly why it needs to be flipped
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matrixMap.get(element.ASI.N).reverse();
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matrixHelp = [];
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trpHelpIDK = [];
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theRoots.set(element.ASI.N, depthTypeBeat);
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depthTypeBeat = "";
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curLoopType = "";
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}
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else
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{
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matrixHelp.push(element.SI.M3D);
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trpHelpIDK.push([element.SI.TRP.x, element.SI.TRP.y]);
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depthTypeBeat += "->" + element.SI.SN;
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curLoopType = element.SI.LP;
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parseTimeline(symbolMap.get(element.SI.SN).TL, tabbed + 1, element.SI.FF);
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}
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}
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frameList.push([]);
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}
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frameList.reverse();
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}
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}
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typedef AnimJson =
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{
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AN:Animation,
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SD:SymbolDictionary,
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MD:MetaData
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}
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typedef Animation =
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{
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N:String,
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SN:String,
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TL:Timeline
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}
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typedef SymbolDictionary =
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{
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S:Array<Symbol>
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}
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typedef Symbol =
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{
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/**Symbol name*/
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SN:String,
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TL:Timeline
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}
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typedef Timeline =
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{
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L:Array<Layer>
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}
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typedef Layer =
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{
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LN:String,
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FR:Array<Frame>
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}
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typedef Frame =
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{
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E:Array<Element>,
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I:Int,
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DU:Int
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}
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typedef Element =
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{
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SI:SymbolInstance,
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ASI:AlsoSymbolInstance
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// lmfao idk what ASI stands for lmfaoo, i dont think its "also"
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}
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typedef SymbolInstance =
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{
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SN:String,
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/**Symbol type, prob either G (graphic), or movie clip?*/
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ST:String,
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/**First frame*/
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FF:Int,
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/**Loop type, loop ping pong, etc.*/
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LP:String,
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/**3D matrix*/
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M3D:Array<Float>,
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TRP:
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{
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x:Float, y:Float
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}
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}
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typedef AlsoSymbolInstance =
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{
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N:String,
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M3D:Array<Float>
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}
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typedef MetaData =
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{
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/**
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* Framerate
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*/
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FRT:Int
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}
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// SPRITEMAP BULLSHIT
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typedef Spritemap =
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{
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ATLAS:
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{
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SPRITES:Array<SpriteBullshit>
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},
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meta:Meta
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}
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typedef SpriteBullshit =
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{
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SPRITE:Sprite
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}
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typedef Sprite =
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{
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name:String,
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x:Int,
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y:Int,
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w:Int,
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h:Int,
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rotated:Bool
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}
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typedef Meta =
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{
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app:String,
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verstion:String,
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image:String,
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format:String,
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size:
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{
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w:Int, h:Float
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},
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resolution:Float
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}
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