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https://github.com/ninjamuffin99/Funkin.git
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117 lines
2.5 KiB
Haxe
117 lines
2.5 KiB
Haxe
package;
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import flixel.FlxG;
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import flixel.graphics.FlxGraphic;
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import flixel.graphics.frames.FlxAtlasFrames;
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import flixel.math.FlxPoint;
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import flixel.math.FlxRect;
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import flixel.system.FlxAssets.FlxGraphicAsset;
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import haxe.Json;
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import lime.math.Rectangle;
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import lime.utils.Assets;
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using StringTools;
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class CoolUtil
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{
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public static var difficultyArray:Array<String> = ['EASY', "NORMAL", "HARD"];
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public static function difficultyString():String
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{
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return difficultyArray[PlayState.storyDifficulty];
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}
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public static function coolTextFile(path:String):Array<String>
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{
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var daList:Array<String> = Assets.getText(path).trim().split('\n');
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for (i in 0...daList.length)
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{
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daList[i] = daList[i].trim();
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}
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return daList;
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}
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public static function numberArray(max:Int, ?min = 0):Array<Int>
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{
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var dumbArray:Array<Int> = [];
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for (i in min...max)
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{
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dumbArray.push(i);
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}
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return dumbArray;
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}
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/**
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Lerps camera, but accountsfor framerate shit?
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Right now it's simply for use to change the followLerp variable of a camera during update
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TODO LATER MAYBE:
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Actually make and modify the scroll and lerp shit in it's own function
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instead of solely relying on changing the lerp on the fly
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*/
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public static function camLerpShit(lerp:Float):Float
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{
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return lerp * (FlxG.elapsed / (1 / 60));
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}
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public static function fromAnimate(Source:FlxGraphicAsset, Description:String):FlxAtlasFrames
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{
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var graphic:FlxGraphic = FlxG.bitmap.add(Source);
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if (graphic == null)
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return null;
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var frames:FlxAtlasFrames = FlxAtlasFrames.findFrame(graphic);
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if (frames != null)
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return frames;
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if (graphic == null || Description == null)
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return null;
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frames = new FlxAtlasFrames(graphic);
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var data:AnimateObject;
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var json:String = Description;
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trace(json);
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if (Assets.exists(json))
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json = Assets.getText(json);
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data = cast Json.parse(json).ATLAS;
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for (sprite in data.SPRITES)
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{
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// probably nicer way to do this? Oh well
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var swagSprite:AnimateSprite = sprite.SPRITE;
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var rect = FlxRect.get(swagSprite.x, swagSprite.y, swagSprite.w, swagSprite.h);
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var size = new Rectangle(0, 0, rect.width, rect.height);
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var offset = FlxPoint.get(-size.left, -size.top);
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var sourceSize = FlxPoint.get(size.width, size.height);
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frames.addAtlasFrame(rect, sourceSize, offset, swagSprite.name);
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}
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return frames;
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}
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}
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typedef AnimateObject =
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{
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SPRITES:Array<Dynamic>
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}
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typedef AnimateSprite =
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{
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var name:String;
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var x:Int;
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var y:Int;
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var w:Int;
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var h:Int;
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var rotated:Bool;
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}
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