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https://github.com/ninjamuffin99/Funkin.git
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133 lines
3.7 KiB
Haxe
133 lines
3.7 KiB
Haxe
package funkin.play.character;
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import flixel.graphics.frames.FlxAtlasFrames;
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import flixel.graphics.frames.FlxFramesCollection;
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import funkin.modding.events.ScriptEvent;
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import funkin.util.assets.FlxAnimationUtil;
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import funkin.play.character.CharacterData.CharacterRenderType;
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/**
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* For some characters which use Sparrow atlases, the spritesheets need to be split
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* into multiple files. This character renderer concatenates these together into a single sprite.
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*
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* Examples in base game include BF Holding GF (most of the sprites are in one file
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* but the death animation is in a separate file).
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* Only example I can think of in mods is Tricky (which has a separate file for each animation).
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*
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* BaseCharacter has game logic, MultiSparrowCharacter has only rendering logic.
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* KEEP THEM SEPARATE!
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*/
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class MultiSparrowCharacter extends BaseCharacter
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{
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public function new(id:String)
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{
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super(id, CharacterRenderType.MultiSparrow);
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}
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override function onCreate(event:ScriptEvent):Void
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{
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trace('Creating Multi-Sparrow character: ' + this.characterId);
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buildSprites();
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super.onCreate(event);
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}
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function buildSprites():Void
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{
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buildSpritesheet();
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buildAnimations();
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if (_data.isPixel)
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{
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this.isPixel = true;
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this.antialiasing = false;
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pixelPerfectRender = true;
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pixelPerfectPosition = true;
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}
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else
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{
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this.isPixel = false;
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this.antialiasing = true;
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}
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}
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function buildSpritesheet():Void
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{
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var assetList = [];
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for (anim in _data.animations)
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{
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if (anim.assetPath != null && !assetList.contains(anim.assetPath))
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{
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assetList.push(anim.assetPath);
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}
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}
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var texture:FlxAtlasFrames = Paths.getSparrowAtlas(_data.assetPath);
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if (texture == null)
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{
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trace('Multi-Sparrow atlas could not load PRIMARY texture: ${_data.assetPath}');
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FlxG.log.error('Multi-Sparrow atlas could not load PRIMARY texture: ${_data.assetPath}');
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return;
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}
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else
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{
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trace('Creating multi-sparrow atlas: ${_data.assetPath}');
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texture.parent.destroyOnNoUse = false;
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}
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for (asset in assetList)
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{
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var subTexture:FlxAtlasFrames = Paths.getSparrowAtlas(asset);
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// If we don't do this, the unused textures will be removed as soon as they're loaded.
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if (subTexture == null)
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{
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trace('Multi-Sparrow atlas could not load subtexture: ${asset}');
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}
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else
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{
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trace('Concatenating multi-sparrow atlas: ${asset}');
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subTexture.parent.destroyOnNoUse = false;
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}
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texture.addAtlas(subTexture);
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}
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this.frames = texture;
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this.setScale(_data.scale);
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}
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function buildAnimations()
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{
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trace('[MULTISPARROWCHAR] Loading ${_data.animations.length} animations for ${characterId}');
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// We need to swap to the proper frame collection before adding the animations, I think?
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for (anim in _data.animations)
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{
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FlxAnimationUtil.addAtlasAnimation(this, anim);
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if (anim.offsets == null)
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{
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setAnimationOffsets(anim.name, 0, 0);
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}
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else
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{
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setAnimationOffsets(anim.name, anim.offsets[0], anim.offsets[1]);
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}
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}
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var animNames = this.animation.getNameList();
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trace('[MULTISPARROWCHAR] Successfully loaded ${animNames.length} animations for ${characterId}');
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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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// Make sure we ignore other animations if we're currently playing a forced one,
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// unless we're forcing a new animation.
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if (!this.canPlayOtherAnims && !ignoreOther) return;
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super.playAnimation(name, restart, ignoreOther, reverse);
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}
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}
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