mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-12-26 15:07:14 +00:00
281 lines
8.1 KiB
Haxe
281 lines
8.1 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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/**
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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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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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