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Funkin/source/funkin/play/character/SparrowCharacter.hx

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1.7 KiB
Haxe

package funkin.play.character;
import funkin.modding.events.ScriptEvent;
import funkin.util.assets.FlxAnimationUtil;
import flixel.graphics.frames.FlxFramesCollection;
/**
* A SparrowCharacter is a Character which is rendered by
* displaying an animation derived from a SparrowV2 atlas spritesheet file.
*
* BaseCharacter has game logic, SparrowCharacter has only rendering logic.
* KEEP THEM SEPARATE!
*/
class SparrowCharacter extends BaseCharacter
{
public function new(id:String)
{
super(id);
}
override function onCreate(event:ScriptEvent):Void
{
trace('Creating SPARROW CHARACTER: ' + this.characterId);
loadSpritesheet();
loadAnimations();
super.onCreate(event);
}
function loadSpritesheet()
{
trace('[SPARROWCHAR] Loading spritesheet ${_data.assetPath} for ${characterId}');
var tex:FlxFramesCollection = Paths.getSparrowAtlas(_data.assetPath, 'shared');
if (tex == null)
{
trace('Could not load Sparrow sprite: ${_data.assetPath}');
return;
}
this.frames = tex;
if (_data.isPixel)
{
this.antialiasing = false;
}
else
{
this.antialiasing = true;
}
this.setScale(_data.scale);
}
function loadAnimations()
{
trace('[SPARROWCHAR] Loading ${_data.animations.length} animations for ${characterId}');
FlxAnimationUtil.addAtlasAnimations(this, _data.animations);
for (anim in _data.animations)
{
if (anim.offsets == null)
{
setAnimationOffsets(anim.name, 0, 0);
}
else
{
setAnimationOffsets(anim.name, anim.offsets[0], anim.offsets[1]);
}
}
var animNames = this.animation.getNameList();
trace('[SPARROWCHAR] Successfully loaded ${animNames.length} animations for ${characterId}');
}
}