reduce the millions of maps. needs further testing
Co-authored-by: Ne_Eo <NeeEoo@users.noreply.github.com> Co-authored-by: ⍚~Nex <NexIsDumb@users.noreply.github.com>
This commit is contained in:
co-authored by
Ne_Eo
⍚~Nex
parent
f2a1e20c75
commit
661b22b515
@@ -5,13 +5,33 @@ import funkin.menus.ui.effects.RegionEffect;
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import flixel.animation.FlxAnimation;
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import flixel.util.FlxDirectionFlags;
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import flixel.math.FlxPoint;
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import flixel.FlxTypes;
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import haxe.xml.Access;
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using StringTools;
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using flixel.util.FlxColorTransformUtil;
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enum abstract AlphabetAlignment(Int) from Int to Int {
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@:structInit
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class AlphabetLetterData {
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@:optional public var isDefault:Bool = false;
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public var anim:String; // should this be FlxAnimation?
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public var x:Float;
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public var y:Float;
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public var advance:Null<Float>;
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// Precalculated values for angle
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public var sin:Float;
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public var cos:Float;
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public var scaleX:Float;
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public var scaleY:Float;
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// If null, render spooping as usual I see
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public var components:Array<AlphabetLetterData>; // components with components lol
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}
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// we also need to store components somehow
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enum abstract AlphabetAlignment(ByteUInt) from ByteUInt to ByteUInt {
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var LEFT;
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var CENTER;
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var RIGHT;
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@@ -34,7 +54,7 @@ enum abstract AlphabetAlignment(Int) from Int to Int {
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}
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}
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enum abstract CaseMode(Int) from Int to Int {
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enum abstract CaseMode(ByteUInt) from ByteUInt to ByteUInt {
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var NONE;
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var UPPER;
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var LOWER;
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@@ -52,7 +72,7 @@ enum abstract CaseMode(Int) from Int to Int {
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class NewAlphabet extends FlxSprite {
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public var effects:Array<RegionEffect> = [];
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var __renderData:AlphabetRenderData;
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public var text(default, set):String = "";
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@:isVar public var textWidth(get, set):Float;
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public var textHeight(get, null):Float;
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@@ -73,12 +93,10 @@ class NewAlphabet extends FlxSprite {
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var defaultAdvance:Float = 40.0;
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var lineGap:Float = 75.0;
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var fps:Float = 24.0;
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var defaults:Map<String, String> = [];
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var anims:Map<String, String> = [];
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var letterData:Map<String, AlphabetLetterData> = [];
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var defaults:Array<AlphabetLetterData> = [null, null, null];
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var loaded:Array<Array<String>> = [[], [], []];
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var failedLetters:Array<String> = [];
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var xOffset:Map<String, Float> = [];
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var yOffset:Map<String, Float> = [];
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var advances:Map<String, Float> = [];
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public function new(?x:Float, ?y:Float, ?font:String = "bold") {
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super(x, y);
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@@ -86,7 +104,7 @@ class NewAlphabet extends FlxSprite {
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this.__renderData = new AlphabetRenderData(this);
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}
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override function update(elapsed:Float) {
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override function update(elapsed:Float):Void {
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//super.update(elapsed);
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// FLXOBJECT UPDATE
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#if FLX_DEBUG
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@@ -107,10 +125,10 @@ class NewAlphabet extends FlxSprite {
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__animTime += elapsed;
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for (effect in effects)
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effect.effectTime += FlxG.elapsed * effect.speed;
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effect.effectTime += elapsed * effect.speed;
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}
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override function draw() {
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override function draw():Void {
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__ogForceScreen = forceIsOnScreen;
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forceIsOnScreen = true;
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super.draw();
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@@ -120,7 +138,7 @@ class NewAlphabet extends FlxSprite {
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return false; // maybe ill get simple render working another time??? not right now tho.
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}
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override function drawComplex(camera:FlxCamera) {
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override function drawComplex(camera:FlxCamera):Void {
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forceIsOnScreen = __ogForceScreen;
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if (__queueResize)
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@@ -140,12 +158,14 @@ class NewAlphabet extends FlxSprite {
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frameOffset.x -= (textWidth - __laneWidths[0]) * alignmentMultiplier;
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var isGraphicsShader = shader != null && shader is flixel.graphics.tile.FlxGraphicsShader;
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var offsetMult = (1 - transformMult) * 255;
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var offsetMult = (1 - transformMult) * 255;
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var ogRed:Float = colorTransform.redMultiplier;
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var ogGreen:Float = colorTransform.greenMultiplier;
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var ogBlue:Float = colorTransform.blueMultiplier;
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var ogAlpha:Float = colorTransform.alphaMultiplier;
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var frameTime = Math.floor(__animTime * fps);
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for (i in 0...daText.length) {
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__renderData.reset(this, ogRed, ogGreen, ogBlue, ogAlpha, daText.charAt(i));
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for (effect in effects) {
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@@ -162,17 +182,18 @@ class NewAlphabet extends FlxSprite {
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continue;
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}
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var anim = getLetterAnim(letter);
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var advance:Float = getAdvance(letter, anim);
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var data = getData(letter);
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var anim = getLetterAnim(letter, data);
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var advance:Float = getAdvance(letter, anim, data);
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if (anim == null || __renderData.alpha <= 0.0) {
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frameOffset.x -= advance;
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} else {
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var frameToGet = Math.floor(__animTime * fps) % anim.numFrames;
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var frameToGet = frameTime % anim.numFrames;
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frame = frames.frames[anim.frames[frameToGet]];
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var offsetX = (xOffset.exists(letter) ? xOffset.get(letter) : 0) + __renderData.offsetX;
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var offsetY = frame.sourceSize.y - lineGap + (yOffset.exists(letter) ? yOffset.get(letter) : 0) + __renderData.offsetY;
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var offsetX = data.x + __renderData.offsetX;
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var offsetY = frame.sourceSize.y - lineGap + data.y + __renderData.offsetY;
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frameOffset.x += offsetX;
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frameOffset.y += offsetY;
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if (!isOnScreen(camera)) {
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@@ -194,12 +215,12 @@ class NewAlphabet extends FlxSprite {
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frameOffset.x -= advance;
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}
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}
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setColorTransform(ogRed, ogGreen, ogBlue, ogAlpha, 0, 0, 0, 0);
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frameOffset.set(ogOffX, ogOffY);
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}
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override function updateHitbox() {
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override function updateHitbox():Void {
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width = Math.abs(scale.x) * textWidth;
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height = Math.abs(scale.y) * textHeight;
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offset.set(-0.5 * (width - textWidth), -0.5 * (height - textHeight));
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@@ -226,50 +247,61 @@ class NewAlphabet extends FlxSprite {
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continue;
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}
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__laneWidths[curLine] += getAdvance(letter);
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var data = getData(letter);
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__laneWidths[curLine] += getAdvance(letter, getLetterAnim(letter, data), data);
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@:bypassAccessor textWidth = Math.max(textWidth, __laneWidths[curLine]);
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}
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origin.set(textWidth * 0.5 + originOffset.x, textHeight * 0.5 + originOffset.y);
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}
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function getAdvance(letter:String, ?anim:FlxAnimation):Float {
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var advance:Null<Float> = defaultAdvance;
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if(advances.exists(letter)) {
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advance = advances.get(letter);
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} else {
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var anim = anim != null ? anim : getLetterAnim(letter);
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if(anim != null)
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advance = frames.frames[anim.frames[0]].sourceSize.x;
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advances.set(letter, advance);
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function getAdvance(letter:String, anim:FlxAnimation, ?data:AlphabetLetterData):Float {
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// we should calculate this in checkNode
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if (anim == null)
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return defaultAdvance;
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// t
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if(data != null) {
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if (data.advance != null)
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return data.advance;
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return data.advance = frames.frames[anim.frames[0]].sourceSize.x;
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}
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return advance;
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return defaultAdvance;
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}
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function getLetterAnim(char:String):FlxAnimation {
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function getData(char:String):AlphabetLetterData {
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if (failedLetters.contains(char)) return null;
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if (animation.exists(char)) return animation.getByName(char);
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var charCode:Int = char.charCodeAt(0);
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var anim:String = null;
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if (anims.exists(char))
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anim = anims.get(char);
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if (anim == null) {
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if (charCode >= 'A'.code && charCode <= 'A'.code && defaults.exists("UPPER"))
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anim = defaults.get("UPPER").replace("LETTER", char);
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else if (charCode >= 'a'.code && charCode <= 'z'.code && defaults.exists("LOWER"))
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anim = defaults.get("LOWER").replace("LETTER", char);
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else
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anim = defaults.get("<NORMAL>").replace("LETTER", char);
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for (i in 0...3) { // this feels wrong
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if (loaded[i].contains(char))
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return defaults[i];
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}
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if(anim == null) {
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var data:AlphabetLetterData = null;
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if (letterData.exists(char))
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data = letterData.get(char);
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if (data == null) {
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var charCode:Int = char.charCodeAt(0);
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if (charCode >= 'A'.code && charCode <= 'Z'.code && defaults[CaseMode.UPPER] != null)
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data = defaults[CaseMode.UPPER];
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else if (charCode >= 'a'.code && charCode <= 'z'.code && defaults[CaseMode.LOWER] != null)
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data = defaults[CaseMode.LOWER];
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else
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data = defaults[CaseMode.NONE];
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}
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if(data == null) {
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failedLetters.push(char);
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return null;
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}
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} else if (data.isDefault)
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loaded[defaults.indexOf(data)].push(char);
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return data;
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}
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function getLetterAnim(char:String, data:AlphabetLetterData):FlxAnimation {
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if (data == null) return null;
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if (animation.exists(char)) return animation.getByName(char);
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var anim = (data.isDefault) ? data.anim.replace("LETTER", char) : data.anim;
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animation.addByPrefix(char, anim, fps);
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if (!animation.exists(char)) {
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failedLetters.push(char);
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@@ -278,7 +310,7 @@ class NewAlphabet extends FlxSprite {
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return animation.getByName(char);
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}
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function checkNode(node:Xml) {
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function checkNode(node:Xml):Void {
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switch (node.nodeName) {
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case "spritesheet":
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if (frames == null)
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@@ -288,25 +320,65 @@ class NewAlphabet extends FlxSprite {
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frames.pushFrame(frame);
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}
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case "defaultAnim":
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defaults.set(node.get("casing").getDefault("<NORMAL>").toUpperCase(), node.firstChild().nodeValue);
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var idx = ["UPPER", "LOWER"].indexOf(node.get("casing").toUpperCase()) + 1;
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var angle:Float = Std.parseFloat(node.get("angle")).getDefault(0.0);
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var angleCos = Math.cos(angle);
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var angleSin = Math.sin(angle);
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defaults[idx] = {
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isDefault: true,
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anim: node.firstChild().nodeValue,
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x: 0.0,
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y: 0.0,
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advance: defaultAdvance,
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scaleX: Std.parseFloat(node.get("scaleX")).getDefault(1.0),
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scaleY: Std.parseFloat(node.get("scaleY")).getDefault(1.0),
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cos: angleCos,
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sin: angleSin,
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components: null
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};
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case "anim":
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if(!node.exists("char")) throw "[Alphabet] <anim> must have a char attribute";
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var char = node.get("char");
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anims.set(char, node.firstChild().nodeValue);
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if (node.exists("advance")) {
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var advance = Std.parseFloat(node.get("advance")).getDefault(defaultAdvance);
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advances.set(char, advance);
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}
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if (node.exists("x")) {
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// negative since flixel is weird
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var xOff = -Std.parseFloat(node.get("x")).getDefault(0.0);
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xOffset.set(char, xOff);
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}
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if (node.exists("y")) {
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var yOff = Std.parseFloat(node.get("y")).getDefault(0.0);
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yOffset.set(char, yOff);
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}
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case "languageSection":
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var angle:Float = Std.parseFloat(node.get("angle")).getDefault(0.0);
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var angleCos = Math.cos(angle);
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var angleSin = Math.sin(angle);
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var xOff:Float = -Std.parseFloat(node.get("x")).getDefault(0.0);
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var yOff:Float = Std.parseFloat(node.get("y")).getDefault(0.0);
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var advance:Null<Float> = (node.exists("advance")) ? {
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var _:Null<Float> = Std.parseFloat(node.get("advance"));
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if(CoolUtil.isNaN(_))
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_ = null;
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_;
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} : null;
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letterData.set(char, {
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isDefault: false,
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anim: node.firstChild().nodeValue,
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x: xOff,
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y: yOff,
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advance: advance,
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scaleX: Std.parseFloat(node.get("scaleX")).getDefault(1.0),
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scaleY: Std.parseFloat(node.get("scaleY")).getDefault(1.0),
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cos: angleCos,
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sin: angleSin,
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components: null
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});
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case "languageSection": // used to only parse characters if a specific language is selected
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if(!node.exists("langs")) throw "[Alphabet] <languageSection> must have a langs attribute";
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var langs = [for (lang in node.get("langs").split(",")) lang.trim()];
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// maybe add a way to toggle this off? like force it to add all
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if (langs.contains(Options.language)) {
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for (langNode in node.elements())
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checkNode(langNode);
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@@ -314,17 +386,15 @@ class NewAlphabet extends FlxSprite {
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}
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}
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function loadFont(value:String) {
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function loadFont(value:String):Void {
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__queueResize = true;
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var xml:Xml = Xml.parse(Assets.getText(Paths.xml("alphabet/" + value))).firstElement();
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// reset old values
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defaults = new Map();
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anims = new Map();
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advances = new Map();
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xOffset = new Map();
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yOffset = new Map();
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letterData = new Map();
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defaults = [null, null, null];
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loaded = [[], [], []];
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failedLetters = [];
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defaultAdvance = Std.parseFloat(xml.get("advance")).getDefault(40.0);
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@@ -339,7 +409,7 @@ class NewAlphabet extends FlxSprite {
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checkNode(node);
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}
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override function destroy() {
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override function destroy():Void {
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originOffset = FlxDestroyUtil.destroy(originOffset);
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failedLetters = [];
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super.destroy();
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