animate atlas stuff todo

This commit is contained in:
Yoshman29
2022-11-07 13:34:39 +01:00
parent 8a3511e566
commit 890602c7d0
14 changed files with 2164 additions and 0 deletions
+1
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@@ -74,6 +74,7 @@
<!-- _______________________________ Libraries ______________________________ -->
<haxelib name="hxCodec"/>
<haxelib name="Flixel-TextureAtlas"/>
<haxelib name="flixel-yc29" rename="flixel" />
<haxedev set='webgl' />
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package animateatlas;
import flixel.util.FlxDestroyUtil;
import openfl.geom.Rectangle;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import openfl.Assets;
import haxe.Json;
import openfl.display.BitmapData;
import animateatlas.JSONData.AtlasData;
import animateatlas.JSONData.AnimationData;
import animateatlas.displayobject.SpriteAnimationLibrary;
import animateatlas.displayobject.SpriteMovieClip;
import flixel.graphics.FlxGraphic;
import flixel.graphics.frames.FlxFramesCollection;
import flixel.graphics.frames.FlxFrame;
using StringTools;
class AtlasFrameMaker extends FlxFramesCollection{
//public static var widthoffset:Int = 0;
//public static var heightoffset:Int = 0;
//public static var excludeArray:Array<String>;
/**
* Creates Frames from TextureAtlas(very early and broken ok) Originally made for FNF HD by Smokey and Rozebud
*
* @param key The file path.
* @param _excludeArray Use this to only create selected animations. Keep null to create all of them.
*
*/
public static function construct(key:String,?_excludeArray:Array<String> = null):FlxFramesCollection{
// widthoffset = _widthoffset;
// heightoffset = _heightoffset;
var frameCollection:FlxFramesCollection;
var frameArray:Array<Array<FlxFrame>> = [];
var animationData:AnimationData = Json.parse(Assets.getText(key + "/Animation.json"));
var atlasData:AtlasData = Json.parse(Assets.getText(key + "/spritemap.json").replace("\uFEFF", ""));//FIXED UTF8 w/ BOM error
var bitmapData:BitmapData = Assets.getBitmapData(key + "/spritemap.png");
var ss = new SpriteAnimationLibrary(animationData, atlasData, bitmapData);
var t = ss.createAnimation();
if(_excludeArray == null){
_excludeArray = t.getFrameLabels();
}
frameCollection = new FlxFramesCollection(FlxGraphic.fromBitmapData(bitmapData),FlxFrameCollectionType.IMAGE);
for(x in t.getFrameLabels()){
frameArray.push(getFramesArray(t, x,_excludeArray));
}
for(x in frameArray){
for(y in x){
frameCollection.pushFrame(y);
}
}
return frameCollection;
}
@:noCompletion static function getFramesArray(t:SpriteMovieClip,animation:String,_excludeArray:Array<String>):Array<FlxFrame>
{
var sizeInfo:Rectangle = new Rectangle(0,0);
t.currentLabel = animation;
var bitMapArray:Array<BitmapData> = [];
var daFramez:Array<FlxFrame> = [];
var firstPass = true;
var frameSize:FlxPoint = new FlxPoint(0,0);
for (i in t.getFrame(animation)...t.numFrames){
t.currentFrame = i;
if (t.currentLabel == animation){
if (_excludeArray.contains(animation)){
sizeInfo = t.getBounds(t);
var bitmapShit:BitmapData = new BitmapData(
Std.int(sizeInfo.width + Math.abs(sizeInfo.x)),Std.int(sizeInfo.height +Math.abs(sizeInfo.y)),true,0);
bitmapShit.draw(t,null,null,null,null,true);
bitMapArray.push(bitmapShit);
if (firstPass){
frameSize.set(bitmapShit.width,bitmapShit.height);
firstPass = false;
}
}
}
else break;
}
for (i in 0...bitMapArray.length){
var b = FlxGraphic.fromBitmapData(bitMapArray[i]);
var theFrame = new FlxFrame(b);
theFrame.parent = b;
theFrame.name = animation + i;
theFrame.sourceSize.set(frameSize.x,frameSize.y);
theFrame.frame = new FlxRect(0, 0, bitMapArray[i].width, bitMapArray[i].height);
daFramez.push(theFrame);
//trace(daFramez);
}
return daFramez;
}
/*public static function renderTest(key:String, animation:String, ?frame:Int = 0):Void
{
var animationData:AnimationData = Json.parse(Assets.getText(key + "/Animation.json"));
var atlasData:AtlasData = Json.parse(Assets.getText(key + "/spritemap.json"));
var bitmapData:BitmapData = Assets.getBitmapData(key + "/spritemap.png");
var ss = new SpriteAnimationLibrary(animationData, atlasData, bitmapData);
var t = ss.createAnimation();
var bitMapArray:Array<BitmapData> = [];
for (i in 0...t.numFrames){
t.currentFrame = i;
if (t.currentLabel == animation){
//trace(t.currentFrame);
var bitmapShit:BitmapData = new BitmapData(Std.int(t.width),Std.int(t.height),true,0);
//bitmapShit.drawWithQuality(t,null,null,null,null,true);
bitmapShit.draw(t, new Matrix(1, 0, 0, 1, t.width/2, t.height/2), null, null, null, false);
bitMapArray.push(bitmapShit);
}
}
saveImage(bitMapArray[frame]);
}
public static function saveImage(bitmapData:BitmapData)
{
var b:ByteArray = new ByteArray();
b = bitmapData.encode(bitmapData.rect, new PNGEncoderOptions(true), b);
new FileDialog().save(b, "png", null, "file");
}
*/
}
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package animateatlas;
enum abstract LoopMode(String) from String to String {
public static inline var LOOP:String = "loop";
public static inline var PLAY_ONCE:String = "playonce";
public static inline var SINGLE_FRAME:String = "singleframe";
public static function isValid(value:String):Bool {
return value == LOOP || value == PLAY_ONCE || value == SINGLE_FRAME;
}
}
enum abstract SymbolType(String) from String to String {
public static inline var GRAPHIC:String = "graphic";
public static inline var MOVIE_CLIP:String = "movieclip";
public static inline var BUTTON:String = "button";
public static function isValid(value:String):Bool {
return value == GRAPHIC || value == MOVIE_CLIP || value == BUTTON;
}
}
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package animateatlas;
/**
* All data needed for the json importer + some extra for after parsing.
* Stolen mostly from https://github.com/TomByrne/Starling-Extension-Adobe-Animate-Hx/blob/master/hx/src/starling/extensions/animate/AnimationAtlasData.hx
*/
typedef AnimationData = {
?ANIMATION:SymbolData,
?SYMBOL_DICTIONARY:{
Symbols:Array<SymbolData>
},
?metadata:{
?framerate:Null<Int>
}
}
typedef AtlasData = {
?ATLAS:{
SPRITES:Array<SpriteDummy>
},
?meta:{
app:String,
version:String,
image:String,
format:String,
size:{w:Int, h:Int},
scale:String,
}
}
typedef SpriteDummy = {
SPRITE:SpriteData
}
typedef SpriteData = {
name:String,
x:Int,
y:Int,
w:Int,
h:Int,
rotated:Bool
}
typedef SymbolData = {
?name:String,
SYMBOL_name:String,
?TIMELINE:SymbolTimelineData
}
typedef SymbolTimelineData = {
?sortedForRender:Bool,
LAYERS:Array<LayerData>
}
typedef LayerData = {
Layer_name:String,
Frames:Array<LayerFrameData>,
FrameMap:Map<Int, LayerFrameData>
}
typedef LayerFrameData = {
index:Int,
?name:String,
duration:Int,
elements:Array<ElementData>
}
typedef ElementData = {
?ATLAS_SPRITE_instance:Dynamic,
?SYMBOL_Instance:SymbolInstanceData
}
typedef SymbolInstanceData = {
SYMBOL_name:String,
Instance_Name:String,
bitmap:BitmapPosData,
symbolType:String,
transformationPoint:PointData,
Matrix3D:Matrix3DData,
?DecomposedMatrix:Decomposed3DData,
?color:ColorData,
?loop:String,
firstFrame:Int,
?filters:FilterData
}
typedef ColorData = {
mode:String,
?RedMultiplier:Float,
?greenMultiplier:Float,
?blueMultiplier:Float,
?alphaMultiplier:Float,
?redOffset:Float,
?greenOffset:Float,
?blueOffset:Float,
?AlphaOffset:Float,
?tintColor:String,
?tintMultiplier:Float
}
typedef BitmapPosData = {
name:String,
Position:PointData,
}
typedef PointData = {
x:Int,
y:Int
}
typedef Matrix3DData = {
m00:Float,
m01:Float,
m02:Float,
m03:Float,
m10:Float,
m11:Float,
m12:Float,
m13:Float,
m20:Float,
m21:Float,
m22:Float,
m23:Float,
m30:Float,
m31:Float,
m32:Float,
m33:Float,
}
//tryna add more support gimme a sec
typedef FilterData = {
?BlurFilter: {
blurX:Float,
blurY:Float,
quality:Int
},
?GlowFilter: {
blurX: Float,
blurY: Float,
color: Int,
alpha: Int,
quality: Int,
strength: Int,
knockout: Bool,
inner: Bool
}
}
typedef Decomposed3DData = {
Position:{x:Float, y:Float, z:Float},
Rotation:{x:Float, y:Float, z:Float},
Scaling:{x:Float, y:Float, z:Float},
}
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package;
import animateatlas.JSONData.AtlasData;
import openfl.display.BitmapData;
import animateatlas.JSONData.AnimationData;
import openfl.display.FPS;
import openfl.Lib;
import openfl.events.MouseEvent;
import animateatlas.HelperEnums.LoopMode;
import openfl.events.Event;
import openfl.display.Tilemap;
import openfl.display.Tileset;
import openfl.Assets;
import haxe.Json;
import animateatlas.tilecontainer.TileAnimationLibrary;
import animateatlas.tilecontainer.TileContainerMovieClip;
import animateatlas.displayobject.SpriteAnimationLibrary;
import animateatlas.displayobject.SpriteMovieClip;
import openfl.display.Sprite;
class Main extends Sprite {
var aa:TileAnimationLibrary;
var ss:SpriteAnimationLibrary;
//
var tileSymbols:Array<TileContainerMovieClip>;
var spriteSymbols:Array<SpriteMovieClip>;
var renderer:Tilemap;
public function new() {
super();
graphics.beginFill(0x333333);
graphics.drawRect(0, 0, Lib.current.stage.stageWidth, Lib.current.stage.stageHeight);
var animationData:AnimationData = Json.parse(Assets.getText("assets/TEST/Animation.json"));
var atlasData:AtlasData = Json.parse(Assets.getText("assets/TEST/spritemap.json"));
var bitmapData:BitmapData = Assets.getBitmapData("assets/TEST/spritemap.png");
aa = new TileAnimationLibrary(animationData, atlasData, bitmapData);
ss = new SpriteAnimationLibrary(animationData, atlasData, bitmapData);
renderer = new Tilemap(Lib.current.stage.stageWidth, Lib.current.stage.stageHeight, null, true);
renderer.tileAlphaEnabled = false;
renderer.tileBlendModeEnabled = false;
renderer.tileColorTransformEnabled = false;
addChild(renderer);
addChild(new FPS(10, 10, 0xFFFFFF));
tileSymbols = [];
spriteSymbols = [];
addEventListener(Event.ENTER_FRAME, update);
// addEventListener(MouseEvent.CLICK, addSpriteGirl);
addEventListener(MouseEvent.CLICK, addTileGirl);
}
var prev:Int = 0;
var dt:Int = 0;
var curr:Int = 0;
public function update(_) {
// making a dt
curr = Lib.getTimer();
dt = curr - prev;
prev = curr;
for (symbol in tileSymbols) {
symbol.update(dt);
}
for (symbol in spriteSymbols) {
symbol.update(dt);
}
}
public function addSpriteGirl(_) {
for (i in 0...1) {
var t = ss.createAnimation();
t.x = mouseX + i * 20 * (-1 * i % 2);
t.y = mouseY + i * 20 * (-1 * i % 2);
addChild(t);
t.loopMode = LoopMode.SINGLE_FRAME;
t.currentLabel = t.getFrameLabels()[Std.random(t.getFrameLabels().length)];
spriteSymbols.push(t);
trace(spriteSymbols.length);
}
}
public function addTileGirl(_) {
for (i in 0...1) {
var t = aa.createAnimation();
t.x = mouseX + i * 5 * (-1 * i % 2);
t.y = mouseY + i * 5 * (-1 * i % 2);
renderer.addTile(t);
t.loopMode = LoopMode.SINGLE_FRAME;
t.currentLabel = t.getFrameLabels()[Std.random(t.getFrameLabels().length)];
tileSymbols.push(t);
trace(tileSymbols.length);
}
}
}
@@ -0,0 +1,225 @@
package animateatlas.displayobject;
import openfl.display.BitmapData;
import animateatlas.JSONData.AnimationData;
import animateatlas.JSONData.ElementData;
import animateatlas.JSONData.LayerFrameData;
import animateatlas.JSONData.LayerData;
import animateatlas.JSONData.SymbolTimelineData;
import animateatlas.JSONData.Matrix3DData;
import animateatlas.JSONData.AtlasData;
import animateatlas.JSONData.SymbolData;
import animateatlas.JSONData.SpriteData;
import animateatlas.HelperEnums.LoopMode;
import animateatlas.HelperEnums.SymbolType;
import openfl.errors.ArgumentError;
/**
* Performance will be REALLY BAD.
* Consider using TileAnimationLibrary whenever possible.
*/
class SpriteAnimationLibrary {
public var frameRate:Float;
private var _atlas:Map<String, SpriteData>;
private var _symbolData:Map<String, SymbolData>;
private var _symbolPool:Map<String, Array<SpriteSymbol>>;
private var _defaultSymbolName:String;
private var _texture:BitmapData;
public static inline var BITMAP_SYMBOL_NAME:String = "___atlas_sprite___";
private static var STD_MATRIX3D_DATA:Matrix3DData = {
m00: 1,
m01: 0,
m02: 0,
m03: 0,
m10: 0,
m11: 1,
m12: 0,
m13: 0,
m20: 0,
m21: 0,
m22: 1,
m23: 0,
m30: 0,
m31: 0,
m32: 0,
m33: 1
};
public function new(data:AnimationData, atlas:AtlasData, texture:BitmapData) {
parseAnimationData(data);
parseAtlasData(atlas);
_texture = texture;
_symbolPool = new Map();
}
public function hasAnimation(name:String):Bool {
return hasSymbol(name);
}
public function createAnimation(symbol:String = null):SpriteMovieClip {
symbol = (symbol != null) ? symbol : _defaultSymbolName;
if (!hasSymbol(symbol)) {
throw new ArgumentError("Symbol not found: " + symbol);
}
return new SpriteMovieClip(getSymbol(symbol));
}
public function getAnimationNames(prefix:String = ""):Array<String> {
var out = new Array<String>();
for (name in _symbolData.keys()) {
if (name != BITMAP_SYMBOL_NAME && name.indexOf(prefix) == 0) {
out.push(name);
}
}
// but... why?
out.sort(function(a1, a2):Int {
a1 = a1.toLowerCase();
a2 = a2.toLowerCase();
if (a1 < a2) {
return -1;
} else if (a1 > a2) {
return 1;
} else {
return 0;
}
});
return out;
}
private function getSpriteData(name:String):SpriteData {
return _atlas.get(name);
}
private function hasSymbol(name:String):Bool {
return _symbolData.exists(name);
}
// # region Pooling
// todo migrate this to lime pool
@:access(animateatlas)
@:allow(AtlasFrameMaker)
private function getSymbol(name:String):SpriteSymbol {
var pool:Array<SpriteSymbol> = getSymbolPool(name);
if (pool.length == 0) {
return new SpriteSymbol(getSymbolData(name), this, _texture);
} else {
return pool.pop();
}
}
private function putSymbol(symbol:SpriteSymbol):Void {
symbol.reset();
var pool:Array<SpriteSymbol> = getSymbolPool(symbol.symbolName);
pool.push(symbol);
symbol.currentFrame = 0;
}
private function getSymbolPool(name:String):Array<SpriteSymbol> {
var pool:Array<SpriteSymbol> = _symbolPool.get(name);
if (pool == null) {
pool = [];
_symbolPool.set(name, pool);
}
return pool;
}
// # end region
// # region helpers
private function parseAnimationData(data:AnimationData):Void {
var metaData = data.metadata;
if (metaData != null && metaData.framerate != null && metaData.framerate > 0) {
frameRate = (metaData.framerate);
} else {
frameRate = 24;
}
_symbolData = new Map();
// the actual symbol dictionary
var symbols = data.SYMBOL_DICTIONARY.Symbols;
for (symbolData in symbols) {
_symbolData[symbolData.SYMBOL_name] = preprocessSymbolData(symbolData);
}
// the main animation
var defaultSymbolData:SymbolData = preprocessSymbolData(data.ANIMATION);
_defaultSymbolName = defaultSymbolData.SYMBOL_name;
_symbolData.set(_defaultSymbolName, defaultSymbolData);
// a purely internal symbol for bitmaps - simplifies their handling
_symbolData.set(BITMAP_SYMBOL_NAME, {
SYMBOL_name: BITMAP_SYMBOL_NAME,
TIMELINE: {
LAYERS: []
}
});
}
private function preprocessSymbolData(symbolData:SymbolData):SymbolData {
var timeLineData:SymbolTimelineData = symbolData.TIMELINE;
var layerDates:Array<LayerData> = timeLineData.LAYERS;
// In Animate CC, layers are sorted front to back.
// In Starling, it's the other way round - so we simply reverse the layer data.
if (!timeLineData.sortedForRender) {
timeLineData.sortedForRender = true;
layerDates.reverse();
}
// We replace all "ATLAS_SPRITE_instance" elements with symbols of the same contents.
// That way, we are always only dealing with symbols.
for (layerData in layerDates) {
var frames:Array<LayerFrameData> = layerData.Frames;
for (frame in frames) {
var elements:Array<ElementData> = frame.elements;
for (e in 0...elements.length) {
var element:ElementData = elements[e];
if (element.ATLAS_SPRITE_instance != null) {
element = elements[e] = {
SYMBOL_Instance: {
SYMBOL_name: BITMAP_SYMBOL_NAME,
Instance_Name: "InstName",
bitmap: element.ATLAS_SPRITE_instance,
symbolType: SymbolType.GRAPHIC,
firstFrame: 0,
loop: LoopMode.LOOP,
transformationPoint: {
x: 0,
y: 0
},
Matrix3D: STD_MATRIX3D_DATA
}
};
}
}
}
}
return symbolData;
}
private function parseAtlasData(atlas:AtlasData):Void {
_atlas = new Map<String, SpriteData>();
if (atlas.ATLAS != null && atlas.ATLAS.SPRITES != null) {
for (s in atlas.ATLAS.SPRITES) {
_atlas.set(s.SPRITE.name, s.SPRITE);
}
}
}
private function getSymbolData(name:String):SymbolData {
return _symbolData.get(name);
}
// # end region
}
@@ -0,0 +1,117 @@
package animateatlas.displayobject;
import openfl.display.Sprite;
import animateatlas.HelperEnums.LoopMode;
import animateatlas.HelperEnums.SymbolType;
@:access(animateatlas.displayobject.SpriteSymbol)
class SpriteMovieClip extends Sprite {
public var framerate(get, set):Float;
public var currentLabel(get, set):String;
public var currentFrame(get, set):Int;
public var type(get, set):String;
public var loopMode(get, set):String;
public var symbolName(get, never):String;
public var numLayers(get, never):Int;
public var numFrames(get, never):Int;
public var layers(get, never):Array<Sprite>; // ! Dangerous AF.
private var symbol:SpriteSymbol;
private var _framerate:Null<Float> = null;
private var frameElapsed:Float = 0;
public function new(symbol:SpriteSymbol) {
super();
this.symbol = symbol;
addChild(this.symbol);
}
public function update(dt:Int) {
//
var frameDuration:Float = 1000 / framerate;
frameElapsed += dt;
while (frameElapsed > frameDuration) {
frameElapsed -= frameDuration;
symbol.nextFrame();
}
while (frameElapsed < -frameDuration) {
frameElapsed += frameDuration;
symbol.prevFrame();
}
}
public function getFrameLabels():Array<String> {
return symbol.getFrameLabels();
}
public function getFrame(label:String):Int {
return symbol.getFrame(label);
}
// # region Property setter and getter
private function set_currentLabel(value:String):String {
symbol.currentFrame = symbol.getFrame(value);
return value;
}
private function get_currentLabel():String {
return symbol.currentLabel;
}
private function set_currentFrame(value:Int):Int {
symbol.currentFrame = value;
return value;
}
private function get_currentFrame():Int {
return symbol.currentFrame;
}
private function set_type(value:SymbolType):SymbolType {
symbol.type = value;
return value;
}
private function get_type():SymbolType {
return symbol.type;
}
private function set_loopMode(value:LoopMode):LoopMode {
symbol.loopMode = value;
return value;
}
private function get_loopMode():LoopMode {
return symbol.loopMode;
}
private function get_symbolName():String {
return symbol.symbolName;
}
private function get_numLayers():Int {
return symbol.numLayers;
}
private function get_numFrames():Int {
return symbol.numFrames;
}
private function get_layers():Array<Sprite> {
return symbol._layers;
}
private function set_framerate(value:Float):Float {
return _framerate = value;
}
private function get_framerate():Float {
return _framerate == null ? symbol._library.frameRate : _framerate;
}
// # end region
}
@@ -0,0 +1,540 @@
package animateatlas.displayobject;
import flixel.util.FlxColor;
import openfl.filters.GlowFilter;
import openfl.filters.BlurFilter;
import openfl.display.PixelSnapping;
import openfl.geom.Point;
import openfl.display.BitmapData;
import openfl.display.Bitmap;
import openfl.display.Sprite;
import openfl.errors.ArgumentError;
import openfl.geom.Rectangle;
import openfl.errors.Error;
import animateatlas.JSONData.ElementData;
import animateatlas.HelperEnums.LoopMode;
import animateatlas.HelperEnums.SymbolType;
import openfl.display.FrameLabel;
import animateatlas.JSONData.SymbolData;
import animateatlas.JSONData.SymbolInstanceData;
import animateatlas.JSONData.LayerData;
import animateatlas.JSONData.BitmapPosData;
import animateatlas.JSONData.Matrix3DData;
import animateatlas.JSONData.LayerFrameData;
import animateatlas.JSONData.ColorData;
import openfl.geom.Matrix;
import openfl.geom.ColorTransform;
import animateatlas.JSONData.FilterData;
class SpriteSymbol extends Sprite {
public var currentLabel(get, never):String;
public var currentFrame(get, set):Int;
public var type(get, set):String;
public var loopMode(get, set):String;
public var symbolName(get, never):String;
public var numLayers(get, never):Int;
public var numFrames(get, never):Int;
private var _data:SymbolData;
private var _library:SpriteAnimationLibrary;
private var _symbolName:String;
private var _type:String;
private var _loopMode:String;
private var _currentFrame:Int;
private var _composedFrame:Int;
private var _bitmap:Bitmap;
private var _numFrames:Int;
private var _numLayers:Int;
private var _frameLabels:Array<FrameLabel>;
private var _colorTransform:ColorTransform;
private var _layers:Array<Sprite>;
private var _texture:BitmapData;
private var _tempRect = new Rectangle();
private var _zeroPoint = new Point(0, 0);
private var filterHelper:BitmapData;
public var smoothing:Bool = true;
private static var sMatrix:Matrix = new Matrix();
private function new(data:SymbolData, library:SpriteAnimationLibrary, texture:BitmapData) {
super();
_data = data;
_library = library;
_composedFrame = -1;
_numLayers = data.TIMELINE.LAYERS.length;
_numFrames = getNumFrames();
_frameLabels = _getFrameLabels();
_symbolName = data.SYMBOL_name;
_type = SymbolType.GRAPHIC;
_loopMode = LoopMode.LOOP;
_texture = texture;
createLayers();
// Create FrameMap caches if don't exist
for (layer in data.TIMELINE.LAYERS) {
if (layer.FrameMap != null)
return;
var map = new Map();
for (i in 0...layer.Frames.length) {
var frame = layer.Frames[i];
for (j in 0...frame.duration) {
map.set(i + j, frame);
}
}
layer.FrameMap = map;
}
}
public function reset():Void {
sMatrix.identity();
transform.matrix = sMatrix.clone();
alpha = 1.0;
_currentFrame = 0;
_composedFrame = -1;
}
public function nextFrame():Void {
if (_loopMode != LoopMode.SINGLE_FRAME) {
currentFrame += 1;
}
moveMovieclip_MovieClips(1);
}
public function prevFrame():Void {
if (_loopMode != LoopMode.SINGLE_FRAME) {
currentFrame -= 1;
}
moveMovieclip_MovieClips(-1);
}
/** Moves all movie clips n frames, recursively. */
private function moveMovieclip_MovieClips(direction:Int = 1):Void {
if (_type == SymbolType.MOVIE_CLIP) {
currentFrame += direction;
}
for (l in 0..._numLayers) {
var layer:Sprite = getLayer(l);
var numElements:Int = layer.numChildren;
for (e in 0...numElements) {
(try cast(layer.getChildAt(e), SpriteSymbol) catch (e:Dynamic) null).moveMovieclip_MovieClips(direction);
}
}
}
public function update():Void {
for (i in 0..._numLayers) {
updateLayer(i);
}
_composedFrame = _currentFrame;
}
@:access(animateatlas)
private function updateLayer(layerIndex:Int):Void {
var layer:Sprite = getLayer(layerIndex);
var frameData:LayerFrameData = getFrameData(layerIndex, _currentFrame);
var elements:Array<ElementData> = (frameData != null) ? frameData.elements : null;
var numElements:Int = (elements != null) ? elements.length : 0;
for (i in 0...numElements) {
var elementData:SymbolInstanceData = elements[i].SYMBOL_Instance;
if (elementData == null) {
continue;
}
// this is confusing but needed :(
var oldSymbol:SpriteSymbol = (layer.numChildren > i) ? try
cast(layer.getChildAt(i), SpriteSymbol)
catch (e:Dynamic)
null : null;
var newSymbol:SpriteSymbol = null;
var symbolName:String = elementData.SYMBOL_name;
if (!_library.hasSymbol(symbolName)) {
symbolName = SpriteAnimationLibrary.BITMAP_SYMBOL_NAME;
}
if (oldSymbol != null && oldSymbol._symbolName == symbolName) {
newSymbol = oldSymbol;
} else {
if (oldSymbol != null) {
if (oldSymbol.parent != null)
oldSymbol.removeChild(oldSymbol);
_library.putSymbol(oldSymbol);
}
newSymbol = cast(_library.getSymbol(symbolName));
layer.addChildAt(newSymbol, i);
}
newSymbol.setTransformationMatrix(elementData.Matrix3D);
newSymbol.setBitmap(elementData.bitmap);
newSymbol.setFilterData(elementData.filters);
newSymbol.setColor(elementData.color);
newSymbol.setLoop(elementData.loop);
newSymbol.setType(elementData.symbolType);
if (newSymbol.type == SymbolType.GRAPHIC) {
var firstFrame:Int = elementData.firstFrame;
var frameAge:Int = Std.int(_currentFrame - frameData.index);
if (newSymbol.loopMode == LoopMode.SINGLE_FRAME) {
newSymbol.currentFrame = firstFrame;
} else if (newSymbol.loopMode == LoopMode.LOOP) {
newSymbol.currentFrame = (firstFrame + frameAge) % newSymbol._numFrames;
} else {
newSymbol.currentFrame = firstFrame + frameAge;
}
}
}
var numObsoleteSymbols:Int = (layer.numChildren - numElements);
for (i in 0...numObsoleteSymbols) {
try {
var oldSymbol = cast(layer.removeChildAt(numElements), SpriteSymbol);
if (oldSymbol != null)
_library.putSymbol(oldSymbol);
} catch (e:Dynamic) {};
}
}
private function createLayers():Void {
// todo safety check for not initialiing twice
if (_layers != null) {
throw new Error("You must not call this twice");
}
_layers = new Array<Sprite>();
if (_numLayers <= 1) {
_layers.push(this);
} else {
for (i in 0..._numLayers) {
var layer:Sprite = new Sprite();
layer.name = getLayerData(i).Layer_name;
addChild(layer);
_layers.push(layer);
}
}
}
@:access(animateatlas)
public function setBitmap(data:BitmapPosData):Void {
if (data != null) {
var spriteData = _library.getSpriteData(data.name + "");
if (_bitmap == null) {
_bitmap = new Bitmap(new BitmapData(1, 1), PixelSnapping.AUTO, smoothing);
addChild(_bitmap);
}
if (_tempRect.x != spriteData.x || _tempRect.y != spriteData.y || _tempRect.width != spriteData.w || _tempRect.height != spriteData.h) {
var clippedTexture = new BitmapData(spriteData.w, spriteData.h);
_tempRect.setTo(spriteData.x, spriteData.y, spriteData.w, spriteData.h);
clippedTexture.copyPixels(_texture, _tempRect, _zeroPoint);
_bitmap.bitmapData = clippedTexture;
_bitmap.smoothing = smoothing;
}
// aditional checks for rotation
if (spriteData.rotated) {
_bitmap.rotation = -90;
_bitmap.x = data.Position.x;
_bitmap.y = data.Position.y + spriteData.w;
} else {
_bitmap.rotation = 0;
_bitmap.x = data.Position.x;
_bitmap.y = data.Position.y;
}
addChildAt(_bitmap, 0);
} else if (_bitmap != null) {
if (_bitmap.parent != null)
_bitmap.parent.removeChild(_bitmap);
}
}
@:access(animateatlas)
private function setFilterData(data:FilterData):Void{
var blur:BlurFilter;
var glow:GlowFilter;
if (data != null){
if (data.BlurFilter != null){
blur = new BlurFilter();
blur.blurX = data.BlurFilter.blurX;
blur.blurY = data.BlurFilter.blurY;
blur.quality = data.BlurFilter.quality;
//_bitmap.bitmapData.applyFilter(_bitmap.bitmapData,new Rectangle(0,0,_bitmap.bitmapData.width,_bitmap.bitmapData.height),new Point(0,0),blur);
//filters.push(blur);
}
if (data.GlowFilter != null){
//trace('GLOW' + data.GlowFilter);
//glow = new GlowFilter();
//glow.blurX = data.GlowFilter.blurX;
//glow.blurY = data.GlowFilter.blurY;
//glow.color = data.GlowFilter.color;
//glow.alpha = data.GlowFilter.alpha;
//glow.quality = data.GlowFilter.quality;
//glow.strength = data.GlowFilter.strength;
//glow.knockout = data.GlowFilter.knockout;
//glow.inner = data.GlowFilter.inner;
//filters.push(glow);
}
}
}
private function setTransformationMatrix(data:Matrix3DData):Void {
sMatrix.setTo(data.m00, data.m01, data.m10, data.m11, data.m30, data.m31);
if (sMatrix.a != transform.matrix.a || sMatrix.b != transform.matrix.b || sMatrix.c != transform.matrix.c || sMatrix.d != transform.matrix.d
|| sMatrix.tx != transform.matrix.tx || sMatrix.ty != transform.matrix.ty)
transform.matrix = sMatrix.clone(); // todo stop the cloning :(
}
private function setColor(data:ColorData):Void {
var newTransform = new ColorTransform();
if (data != null) {
newTransform.redOffset = (data.redOffset == null ? 0 : data.redOffset);
newTransform.greenOffset = (data.greenOffset == null ? 0 : data.greenOffset);
newTransform.blueOffset = (data.blueOffset == null ? 0 : data.blueOffset);
newTransform.alphaOffset = (data.AlphaOffset == null ? 0 : data.AlphaOffset);
newTransform.redMultiplier = (data.RedMultiplier == null ? 1 : data.RedMultiplier);
newTransform.greenMultiplier = (data.greenMultiplier == null ? 1 : data.greenMultiplier);
newTransform.blueMultiplier = (data.blueMultiplier == null ? 1 : data.blueMultiplier);
newTransform.alphaMultiplier = (data.alphaMultiplier == null ? 1 : data.alphaMultiplier);
if (data.mode == "Tint"){//Tint color effect
var color:FlxColor = Std.parseInt(StringTools.replace(data.tintColor, "#", "0xFF"));
newTransform.redMultiplier = 0;
newTransform.greenMultiplier = 0;//(data.greenMultiplier == null ? 1 : data.greenMultiplier);
newTransform.blueMultiplier = 0;//(data.blueMultiplier == null ? 1 : data.blueMultiplier);
newTransform.redOffset = color.red*data.tintMultiplier;
newTransform.greenOffset = color.green * data.tintMultiplier;//(data.greenMultiplier == null ? 1 : data.greenMultiplier);
newTransform.blueOffset = color.blue * data.tintMultiplier;//(data.blueMultiplier == null ? 1 : data.blueMultiplier);
}
}
transform.colorTransform = newTransform;
}
private function setLoop(data:String):Void {
if (data != null) {
_loopMode = data;
} else {
_loopMode = LoopMode.LOOP;
}
}
private function setType(data:String):Void {
if (data != null) {
_type = data;
}
}
private function getNumFrames():Int {
var numFrames:Int = 0;
for (i in 0..._numLayers) {
var layer = getLayerData(i);
var frameDates:Array<LayerFrameData> = (layer == null ? [] : layer.Frames);
var numFrameDates:Int = (frameDates != null) ? frameDates.length : 0;
var layerNumFrames:Int = (numFrameDates != 0) ? frameDates[0].index : 0;
for (j in 0...numFrameDates) {
layerNumFrames += frameDates[j].duration;
}
if (layerNumFrames > numFrames) {
numFrames = layerNumFrames;
}
}
return numFrames == 0 ? 1 : numFrames;
}
private function _getFrameLabels():Array<FrameLabel> {
var labels:Array<FrameLabel> = [];
for (i in 0..._numLayers) {
var layer = getLayerData(i);
var frameDates:Array<LayerFrameData> = (layer == null ? [] : layer.Frames);
var numFrameDates:Int = (frameDates != null) ? frameDates.length : 0;
for (j in 0...numFrameDates) {
var frameData:LayerFrameData = frameDates[j];
if (frameData.name != null) {
labels.push(new FrameLabel(frameData.name, frameData.index));
}
}
}
labels.sort(sortLabels);
return labels;
}
public function getFrameLabels():Array<String> {
return _frameLabels.map(f -> f.name); // Inlining. I feel a js
}
function sortLabels(i1:FrameLabel, i2:FrameLabel):Int {
var f1 = i1.frame;
var f2 = i2.frame;
if (f1 < f2) {
return -1;
} else if (f1 > f2) {
return 1;
} else {
return 0;
}
}
private function getLayer(layerIndex:Int):Sprite {
return _layers[layerIndex];
}
public function getTexture():BitmapData{
//THIS GETS THE ENTIRE THING I'M RETARDED LOL
return _texture;
}
public function getNextLabel(afterLabel:String = null):String {
var numLabels:Int = _frameLabels.length;
var startFrame:Int = getFrame(afterLabel == null ? currentLabel : afterLabel);
for (i in 0...numLabels) {
var label:FrameLabel = _frameLabels[i];
if (label.frame > startFrame) {
return label.name;
}
}
return (_frameLabels != null) ? _frameLabels[0].name : null;
}
private function get_currentLabel():String {
var numLabels:Int = _frameLabels.length;
var highestLabel:FrameLabel = (numLabels != 0) ? _frameLabels[0] : null;
for (i in 1...numLabels) {
var label:FrameLabel = _frameLabels[i];
if (label.frame <= _currentFrame) {
highestLabel = label;
} else {
break;
}
}
return (highestLabel != null) ? highestLabel.name : null;
}
public function getFrame(label:String):Int {
var numLabels:Int = _frameLabels.length;
for (i in 0...numLabels) {
var frameLabel:FrameLabel = _frameLabels[i];
if (frameLabel.name == label) {
return frameLabel.frame;
}
}
return -1;
}
private function get_currentFrame():Int {
return _currentFrame;
}
private function set_currentFrame(value:Int):Int {
while (value < 0) {
value += _numFrames;
}
if (_loopMode == LoopMode.PLAY_ONCE) {
_currentFrame = Std.int(Math.min(Math.max(value, 0), _numFrames - 1));
} else {
_currentFrame = Std.int(Math.abs(value % _numFrames));
}
if (_composedFrame != _currentFrame) {
update();
}
return value;
}
private function get_type():String {
return _type;
}
private function set_type(value:String):String {
if (SymbolType.isValid(value)) {
_type = value;
} else {
throw new ArgumentError("Invalid symbol type: " + value);
}
return value;
}
private function get_loopMode():String {
return _loopMode;
}
private function set_loopMode(value:String):String {
if (LoopMode.isValid(value)) {
_loopMode = value;
} else {
throw new ArgumentError("Invalid loop mode: " + value);
}
return value;
}
private function get_symbolName():String {
return _symbolName;
}
private function get_numLayers():Int {
return _numLayers;
}
private function get_numFrames():Int {
return _numFrames;
}
// data access
private function getLayerData(layerIndex:Int):LayerData {
return _data.TIMELINE.LAYERS[layerIndex];
}
private function getFrameData(layerIndex:Int, frameIndex:Int):LayerFrameData {
var layer = getLayerData(layerIndex);
if (layer == null)
return null;
return layer.FrameMap.get(frameIndex);
}
}
@@ -0,0 +1,226 @@
package animateatlas.tilecontainer;
import openfl.display.Tileset;
import haxe.Constraints.Constructible;
import openfl.display.BitmapData;
import animateatlas.JSONData.AnimationData;
import animateatlas.JSONData.ElementData;
import animateatlas.JSONData.LayerFrameData;
import animateatlas.JSONData.LayerData;
import animateatlas.JSONData.SymbolTimelineData;
import animateatlas.JSONData.Matrix3DData;
import animateatlas.JSONData.AtlasData;
import animateatlas.JSONData.SymbolData;
import animateatlas.JSONData.SpriteData;
import animateatlas.HelperEnums.LoopMode;
import animateatlas.HelperEnums.SymbolType;
import openfl.errors.ArgumentError;
/**
* Since we can extract symbols from the exported timeline and instance them separatedly, this keeps track of all symbols.
* Also, this is a "more readable" way of understanding the AnimationData
*/
class TileAnimationLibrary {
public var frameRate:Float;
private var _atlas:Map<String, SpriteData>;
private var _symbolData:Map<String, SymbolData>;
private var _symbolPool:Map<String, Array<TileContainerSymbol>>;
private var _defaultSymbolName:String;
private var _texture:Tileset;
public static inline var BITMAP_SYMBOL_NAME:String = "___atlas_sprite___";
private static var STD_MATRIX3D_DATA:Matrix3DData = {
m00: 1,
m01: 0,
m02: 0,
m03: 0,
m10: 0,
m11: 1,
m12: 0,
m13: 0,
m20: 0,
m21: 0,
m22: 1,
m23: 0,
m30: 0,
m31: 0,
m32: 0,
m33: 1
};
public function new(data:AnimationData, atlas:AtlasData, texture:BitmapData) {
parseAnimationData(data);
parseAtlasData(atlas);
_texture = new Tileset(texture);
_symbolPool = new Map();
}
public function hasAnimation(name:String):Bool {
return hasSymbol(name);
}
public function createAnimation(symbol:String = null):TileContainerMovieClip {
symbol = (symbol != null) ? symbol : _defaultSymbolName;
if (!hasSymbol(symbol)) {
throw new ArgumentError("Symbol not found: " + symbol);
}
return new TileContainerMovieClip(getSymbol(symbol));
}
public function getAnimationNames(prefix:String = ""):Array<String> {
var out = new Array<String>();
for (name in _symbolData.keys()) {
if (name != BITMAP_SYMBOL_NAME && name.indexOf(prefix) == 0) {
out.push(name);
}
}
// but... why?
out.sort(function(a1, a2):Int {
a1 = a1.toLowerCase();
a2 = a2.toLowerCase();
if (a1 < a2) {
return -1;
} else if (a1 > a2) {
return 1;
} else {
return 0;
}
});
return out;
}
private function getSpriteData(name:String):SpriteData {
return _atlas.get(name);
}
private function hasSymbol(name:String):Bool {
return _symbolData.exists(name);
}
// # region Pooling
// todo migrate this to lime pool
@:access(animateatlas)
private function getSymbol(name:String):TileContainerSymbol {
var pool:Array<TileContainerSymbol> = getSymbolPool(name);
if (pool.length == 0) {
return new TileContainerSymbol(getSymbolData(name), this, _texture);
} else {
return pool.pop();
}
}
private function putSymbol(symbol:TileContainerSymbol):Void {
symbol.reset();
var pool:Array<TileContainerSymbol> = getSymbolPool(symbol.symbolName);
pool.push(symbol);
symbol.currentFrame = 0;
}
private function getSymbolPool(name:String):Array<TileContainerSymbol> {
var pool:Array<TileContainerSymbol> = _symbolPool.get(name);
if (pool == null) {
pool = [];
_symbolPool.set(name, pool);
}
return pool;
}
// # end region
// # region helpers
private function parseAnimationData(data:AnimationData):Void {
var metaData = data.metadata;
if (metaData != null && metaData.framerate != null && metaData.framerate > 0) {
frameRate = (metaData.framerate);
} else {
frameRate = 24;
}
_symbolData = new Map();
// the actual symbol dictionary
var symbols = data.SYMBOL_DICTIONARY.Symbols;
for (symbolData in symbols) {
_symbolData[symbolData.SYMBOL_name] = preprocessSymbolData(symbolData);
}
// the main animation
var defaultSymbolData:SymbolData = preprocessSymbolData(data.ANIMATION);
_defaultSymbolName = defaultSymbolData.SYMBOL_name;
_symbolData.set(_defaultSymbolName, defaultSymbolData);
// a purely internal symbol for bitmaps - simplifies their handling
_symbolData.set(BITMAP_SYMBOL_NAME, {
SYMBOL_name: BITMAP_SYMBOL_NAME,
TIMELINE: {
LAYERS: []
}
});
}
private function preprocessSymbolData(symbolData:SymbolData):SymbolData {
var timeLineData:SymbolTimelineData = symbolData.TIMELINE;
var layerDates:Array<LayerData> = timeLineData.LAYERS;
// In Animate CC, layers are sorted front to back.
// In Starling, it's the other way round - so we simply reverse the layer data.
if (!timeLineData.sortedForRender) {
timeLineData.sortedForRender = true;
layerDates.reverse();
}
// We replace all "ATLAS_SPRITE_instance" elements with symbols of the same contents.
// That way, we are always only dealing with symbols.
for (layerData in layerDates) {
var frames:Array<LayerFrameData> = layerData.Frames;
for (frame in frames) {
var elements:Array<ElementData> = frame.elements;
for (e in 0...elements.length) {
var element:ElementData = elements[e];
if (element.ATLAS_SPRITE_instance != null) {
element = elements[e] = {
SYMBOL_Instance: {
SYMBOL_name: BITMAP_SYMBOL_NAME,
Instance_Name: "InstName",
bitmap: element.ATLAS_SPRITE_instance,
symbolType: SymbolType.GRAPHIC,
firstFrame: 0,
loop: LoopMode.LOOP,
transformationPoint: {
x: 0,
y: 0
},
Matrix3D: STD_MATRIX3D_DATA
}
};
}
}
}
}
return symbolData;
}
private function parseAtlasData(atlas:AtlasData):Void {
_atlas = new Map<String, SpriteData>();
if (atlas.ATLAS != null && atlas.ATLAS.SPRITES != null) {
for (s in atlas.ATLAS.SPRITES) {
_atlas.set(s.SPRITE.name, s.SPRITE);
}
}
}
private function getSymbolData(name:String):SymbolData {
return _symbolData.get(name);
}
// # end region
}
@@ -0,0 +1,135 @@
package animateatlas.tilecontainer;
import animateatlas.HelperEnums.LoopMode;
import animateatlas.HelperEnums.SymbolType;
import openfl.display.TileContainer;
@:access(animateatlas.tilecontainer.TileContainerSymbol)
class TileContainerMovieClip extends TileContainer {
public var framerate(get, set):Float;
public var currentLabel(get, set):String;
public var currentFrame(get, set):Int;
public var type(get, set):String;
public var loopMode(get, set):String;
public var symbolName(get, never):String;
public var numLayers(get, never):Int;
public var numFrames(get, never):Int;
public var layers(get, never):Array<TileContainer>; // ! Dangerous AF.
private var symbol:TileContainerSymbol;
private var _framerate:Null<Float> = null;
private var frameElapsed:Float = 0;
public function new(symbol:TileContainerSymbol) {
super();
this.symbol = symbol;
addTile(this.symbol);
}
public function update(dt:Int) {
var frameDuration:Float = 1000 / framerate;
frameElapsed += dt;
while (frameElapsed > frameDuration) {
frameElapsed -= frameDuration;
symbol.nextFrame();
}
while (frameElapsed < -frameDuration) {
frameElapsed += frameDuration;
symbol.prevFrame();
}
}
public function getFrameLabels():Array<String> {
return symbol.getFrameLabels();
}
public function getFrame(label:String):Int {
return symbol.getFrame(label);
}
public function getFramesofAnim(label:String):Int {
var framesArray:Array<Int>;
var uncalculatedArray:Array<Int> = [];
var uncalculatedFrames:Int = 0;
for (i in 0...getFrameLabels().length){
uncalculatedArray.push(getFrame(getFrameLabels()[i]));
}
uncalculatedFrames = uncalculatedArray[0]+uncalculatedArray.length;
return uncalculatedFrames;
}
// # region Property setter and getter
private function set_currentLabel(value:String):String {
symbol.currentFrame = symbol.getFrame(value);
return value;
}
private function get_currentLabel():String {
return symbol.currentLabel;
}
private function set_currentFrame(value:Int):Int {
symbol.currentFrame = value;
return value;
}
public function get_animFrames():Int{
return symbol.get_numFrames();
}
private function get_currentFrame():Int {
return symbol.currentFrame;
}
private function set_type(value:SymbolType):SymbolType {
symbol.type = value;
return value;
}
private function get_type():SymbolType {
return symbol.type;
}
private function set_loopMode(value:LoopMode):LoopMode {
symbol.loopMode = value;
return value;
}
private function get_loopMode():LoopMode {
return symbol.loopMode;
}
private function get_symbolName():String {
return symbol.symbolName;
}
public function get_numLayers():Int {
return symbol.numLayers;
}
private function get_numFrames():Int {
return symbol.numFrames;
}
public function get_layers():Array<TileContainer> {
return symbol._layers;
}
private function set_framerate(value:Float):Float {
return _framerate = value;
}
private function get_framerate():Float {
return _framerate == null ? symbol._library.frameRate : _framerate;
}
// # end region
}
@@ -0,0 +1,475 @@
package animateatlas.tilecontainer;
import openfl.display.Tileset;
import animateatlas.JSONData.PointData;
import openfl.errors.ArgumentError;
import openfl.geom.Rectangle;
import openfl.errors.Error;
import animateatlas.JSONData.ElementData;
import animateatlas.HelperEnums.LoopMode;
import animateatlas.HelperEnums.SymbolType;
import openfl.display.FrameLabel;
import animateatlas.JSONData.SymbolData;
import animateatlas.JSONData.SymbolInstanceData;
import animateatlas.JSONData.LayerData;
import animateatlas.JSONData.BitmapPosData;
import animateatlas.JSONData.Matrix3DData;
import animateatlas.JSONData.LayerFrameData;
import animateatlas.JSONData.ColorData;
import openfl.geom.Matrix;
import openfl.geom.ColorTransform;
import openfl.display.DisplayObjectContainer;
import openfl.display.TileContainer;
import openfl.display.Tile;
class TileContainerSymbol extends TileContainer {
public var currentLabel(get, never):String;
public var currentFrame(get, set):Int;
public var type(get, set):String;
public var loopMode(get, set):String;
public var symbolName(get, never):String;
public var numLayers(get, never):Int;
public var numFrames(get, never):Int;
private var _data:SymbolData;
private var _library:TileAnimationLibrary;
private var _symbolName:String;
private var _type:String;
private var _loopMode:String;
private var _currentFrame:Int;
private var _composedFrame:Int;
private var _bitmap:Tile;
private var _numFrames:Int;
private var _numLayers:Int;
private var _frameLabels:Array<FrameLabel>;
private var _colorTransform:ColorTransform;
private var _layers:Array<TileContainer>;
private function new(data:SymbolData, library:TileAnimationLibrary, tileset:Tileset) {
super();
this.tileset = tileset;
_data = data;
_library = library;
_composedFrame = -1;
_numLayers = data.TIMELINE.LAYERS.length;
_numFrames = getNumFrames();
_frameLabels = _getFrameLabels();
_symbolName = data.SYMBOL_name;
_type = SymbolType.GRAPHIC;
_loopMode = LoopMode.LOOP;
createLayers();
// Create FrameMap caches if don't exist
for (layer in data.TIMELINE.LAYERS) {
if (layer.FrameMap != null)
return;
var map = new Map();
for (i in 0...layer.Frames.length) {
var frame = layer.Frames[i];
for (j in 0...frame.duration) {
map.set(i + j, frame);
}
}
layer.FrameMap = map;
}
}
public function reset():Void {
matrix.identity();
// copied from the setter for tile so we don't create a new matrix.
__rotation = null;
__scaleX = null;
__scaleY = null;
__setRenderDirty();
alpha = 1.0;
_currentFrame = 0;
_composedFrame = -1;
}
public function nextFrame():Void {
if (_loopMode != LoopMode.SINGLE_FRAME) {
currentFrame += 1;
}
moveMovieclip_MovieClips(1);
}
public function prevFrame():Void {
if (_loopMode != LoopMode.SINGLE_FRAME) {
currentFrame -= 1;
}
moveMovieclip_MovieClips(-1);
}
/** Moves all movie clips n frames, recursively. */
private function moveMovieclip_MovieClips(direction:Int = 1):Void {
if (_type == SymbolType.MOVIE_CLIP) {
currentFrame += direction;
}
for (l in 0..._numLayers) {
var layer:TileContainer = getLayer(l);
var numElements:Int = layer.numTiles;
for (e in 0...numElements) {
(try cast(layer.getTileAt(e), TileContainerSymbol) catch (e:Dynamic) null).moveMovieclip_MovieClips(direction);
}
}
}
public function update():Void {
for (i in 0..._numLayers) {
updateLayer(i);
}
_composedFrame = _currentFrame;
}
@:access(animateatlas)
private function updateLayer(layerIndex:Int):Void {
var layer:TileContainer = getLayer(layerIndex);
var frameData:LayerFrameData = getFrameData(layerIndex, _currentFrame);
var elements:Array<ElementData> = (frameData != null) ? frameData.elements : null;
var numElements:Int = (elements != null) ? elements.length : 0;
for (i in 0...numElements) {
var elementData:SymbolInstanceData = elements[i].SYMBOL_Instance;
if (elementData == null) {
continue;
}
// this is confusing but needed :(
var oldSymbol:TileContainerSymbol = (layer.numTiles > i) ? try
cast(layer.getTileAt(i), TileContainerSymbol)
catch (e:Dynamic)
null : null;
var newSymbol:TileContainerSymbol = null;
var symbolName:String = elementData.SYMBOL_name;
if (!_library.hasSymbol(symbolName)) {
symbolName = TileAnimationLibrary.BITMAP_SYMBOL_NAME;
}
if (oldSymbol != null && oldSymbol._symbolName == symbolName) {
newSymbol = oldSymbol;
} else {
if (oldSymbol != null) {
if (oldSymbol.parent != null)
oldSymbol.removeTile(oldSymbol);
_library.putSymbol(oldSymbol);
}
newSymbol = cast(_library.getSymbol(symbolName));
layer.addTileAt(newSymbol, i);
}
newSymbol.setTransformationMatrix(elementData.Matrix3D);
newSymbol.setBitmap(elementData.bitmap);
newSymbol.setColor(elementData.color);
newSymbol.setLoop(elementData.loop);
newSymbol.setType(elementData.symbolType);
if (newSymbol.type == SymbolType.GRAPHIC) {
var firstFrame:Int = elementData.firstFrame;
var frameAge:Int = Std.int(_currentFrame - frameData.index);
if (newSymbol.loopMode == LoopMode.SINGLE_FRAME) {
newSymbol.currentFrame = firstFrame;
} else if (newSymbol.loopMode == LoopMode.LOOP) {
newSymbol.currentFrame = (firstFrame + frameAge) % newSymbol._numFrames;
} else {
newSymbol.currentFrame = firstFrame + frameAge;
}
}
}
var numObsoleteSymbols:Int = (layer.numTiles - numElements);
for (i in 0...numObsoleteSymbols) {
try {
var oldSymbol = cast(layer.removeTileAt(numElements), TileContainerSymbol);
if (oldSymbol != null)
_library.putSymbol(oldSymbol);
} catch (e:Dynamic) {};
}
}
private function createLayers():Void {
// todo safety check for not initialiing twice
if (_layers != null) {
throw new Error("You must not call this twice");
}
_layers = new Array<TileContainer>();
if (_numLayers <= 1) {
_layers.push(this);
} else {
for (i in 0..._numLayers) {
var layer:TileContainer = new TileContainer();
if (layer.data == null) {
layer.data = {layerName: getLayerData(i).Layer_name};
} else {
layer.data.layerName = getLayerData(i).Layer_name;
}
addTile(layer);
_layers.push(layer);
}
}
}
@:access(animateatlas)
public function setBitmap(data:BitmapPosData):Void {
if (data != null) {
var spriteData = _library.getSpriteData(data.name + "");
if (_bitmap == null) {
_bitmap = new Tile(-1);
_bitmap.rect = new Rectangle();
addTile(_bitmap);
}
_bitmap.rect.setTo(spriteData.x, spriteData.y, spriteData.w, spriteData.h);
_bitmap.__setRenderDirty(); // setTo() doesn't trigger the renderdirty
// aditional checks for rotation
if (spriteData.rotated) {
_bitmap.rotation = -90;
_bitmap.x = data.Position.x;
_bitmap.y = data.Position.y + spriteData.w;
} else {
_bitmap.rotation = 0;
_bitmap.x = data.Position.x;
_bitmap.y = data.Position.y;
}
addTileAt(_bitmap, 0);
} else if (_bitmap != null) {
if (_bitmap.parent != null)
_bitmap.parent.removeTile(_bitmap);
}
}
private function setTransformationMatrix(data:Matrix3DData):Void {
if (data.m00 != matrix.a || data.m01 != matrix.b || data.m10 != matrix.c || data.m11 != matrix.d || data.m30 != matrix.tx || data.m31 != matrix.ty) {
matrix.setTo(data.m00, data.m01, data.m10, data.m11, data.m30, data.m31);
// copied from the setter for tile so we don't create a new matrix.
__rotation = null;
__scaleX = null;
__scaleY = null;
__setRenderDirty();
}
}
private function setColor(data:ColorData):Void {
var newTransform = new ColorTransform();
if (data != null) {
newTransform.redOffset = (data.redOffset == null ? 0 : data.redOffset);
newTransform.greenOffset = (data.greenOffset == null ? 0 : data.greenOffset);
newTransform.blueOffset = (data.blueOffset == null ? 0 : data.blueOffset);
newTransform.alphaOffset = (data.AlphaOffset == null ? 0 : data.AlphaOffset);
newTransform.redMultiplier = (data.RedMultiplier == null ? 1 : data.RedMultiplier);
newTransform.greenMultiplier = (data.greenMultiplier == null ? 1 : data.greenMultiplier);
newTransform.blueMultiplier = (data.blueMultiplier == null ? 1 : data.blueMultiplier);
newTransform.alphaMultiplier = (data.alphaMultiplier == null ? 1 : data.alphaMultiplier);
}
colorTransform = newTransform;
}
private function setLoop(data:String):Void {
if (data != null) {
_loopMode = data;
} else {
_loopMode = LoopMode.LOOP;
}
}
private function setType(data:String):Void {
if (data != null) {
_type = data;
}
}
private function getNumFrames():Int {
var numFrames:Int = 0;
for (i in 0..._numLayers) {
var layer = getLayerData(i);
var frameDates:Array<LayerFrameData> = (layer == null ? [] : layer.Frames);
var numFrameDates:Int = (frameDates != null) ? frameDates.length : 0;
var layerNumFrames:Int = (numFrameDates != 0) ? frameDates[0].index : 0;
for (j in 0...numFrameDates) {
layerNumFrames += frameDates[j].duration;
}
if (layerNumFrames > numFrames) {
numFrames = layerNumFrames;
}
}
return numFrames == 0 ? 1 : numFrames;
}
private function _getFrameLabels():Array<FrameLabel> {
var labels:Array<FrameLabel> = [];
for (i in 0..._numLayers) {
var layer = getLayerData(i);
var frameDates:Array<LayerFrameData> = (layer == null ? [] : layer.Frames);
var numFrameDates:Int = (frameDates != null) ? frameDates.length : 0;
for (j in 0...numFrameDates) {
var frameData:LayerFrameData = frameDates[j];
if (frameData.name != null) {
labels.push(new FrameLabel(frameData.name, frameData.index));
}
}
}
labels.sort(sortLabels);
return labels;
}
public function getFrameLabels():Array<String> {
return _frameLabels.map(f -> f.name); // Inlining. I feel a js
}
function sortLabels(i1:FrameLabel, i2:FrameLabel):Int {
var f1 = i1.frame;
var f2 = i2.frame;
if (f1 < f2) {
return -1;
} else if (f1 > f2) {
return 1;
} else {
return 0;
}
}
private function getLayer(layerIndex:Int):TileContainer {
return _layers[layerIndex];
}
public function getNextLabel(afterLabel:String = null):String {
var numLabels:Int = _frameLabels.length;
var startFrame:Int = getFrame(afterLabel == null ? currentLabel : afterLabel);
for (i in 0...numLabels) {
var label:FrameLabel = _frameLabels[i];
if (label.frame > startFrame) {
return label.name;
}
}
return (_frameLabels != null) ? _frameLabels[0].name : null;
}
private function get_currentLabel():String {
var numLabels:Int = _frameLabels.length;
var highestLabel:FrameLabel = (numLabels != 0) ? _frameLabels[0] : null;
for (i in 1...numLabels) {
var label:FrameLabel = _frameLabels[i];
if (label.frame <= _currentFrame) {
highestLabel = label;
} else {
break;
}
}
return (highestLabel != null) ? highestLabel.name : null;
}
public function getFrame(label:String):Int {
var numLabels:Int = _frameLabels.length;
for (i in 0...numLabels) {
var frameLabel:FrameLabel = _frameLabels[i];
if (frameLabel.name == label) {
return frameLabel.frame;
}
}
return -1;
}
private function get_currentFrame():Int {
return _currentFrame;
}
private function set_currentFrame(value:Int):Int {
while (value < 0) {
value += _numFrames;
}
if (_loopMode == LoopMode.PLAY_ONCE) {
_currentFrame = Std.int(Math.min(Math.max(value, 0), _numFrames - 1));
} else {
_currentFrame = Std.int(Math.abs(value % _numFrames));
}
if (_composedFrame != _currentFrame) {
update();
}
return value;
}
private function get_type():String {
return _type;
}
private function set_type(value:String):String {
if (SymbolType.isValid(value)) {
_type = value;
} else {
throw new ArgumentError("Invalid symbol type: " + value);
}
return value;
}
private function get_loopMode():String {
return _loopMode;
}
private function set_loopMode(value:String):String {
if (LoopMode.isValid(value)) {
_loopMode = value;
} else {
throw new ArgumentError("Invalid loop mode: " + value);
}
return value;
}
private function get_symbolName():String {
return _symbolName;
}
public function get_numLayers():Int {
return _numLayers;
}
public function get_numFrames():Int {
return _numFrames;
}
// data access
private function getLayerData(layerIndex:Int):LayerData {
return _data.TIMELINE.LAYERS[layerIndex];
}
private function getFrameData(layerIndex:Int, frameIndex:Int):LayerFrameData {
var layer = getLayerData(layerIndex);
if (layer == null)
return null;
return layer.FrameMap.get(frameIndex);
}
}
+6
View File
@@ -1,5 +1,6 @@
package funkin.system;
import animateatlas.AtlasFrameMaker;
import haxe.Json;
import funkin.menus.StoryMenuState.WeekData;
import flixel.graphics.frames.FlxAtlasFrames;
@@ -268,6 +269,11 @@ class CoolUtil
public static function loadFrames(path:String, Unique:Bool = false, Key:String = null):FlxFramesCollection {
var noExt = Path.withoutExtension(path);
if (Assets.exists('$noExt/Animation.json')
&& Assets.exists('$noExt/spritemap.json')
&& Assets.exists('$noExt/spritemap.png')) {
// TODO: Credit Smokey555!!
return AtlasFrameMaker.construct(noExt);
if (Assets.exists('$noExt.xml')) {
return Paths.getSparrowAtlasAlt(noExt);
} else if (Assets.exists('$noExt.txt')) {
+2
View File
@@ -32,6 +32,8 @@ import funkin.mods.ModsFolder;
class Main extends Sprite
{
// TODO: CREDIT SMOKEY FOR ATLAS STUFF!!
var gameWidth:Int = 1280; // Width of the game in pixels (might be less / more in actual pixels depending on your zoom).
var gameHeight:Int = 720; // Height of the game in pixels (might be less / more in actual pixels depending on your zoom).
var initialState:Class<FlxState> = TitleState; // The FlxState the game starts with.
+1
View File
@@ -1,3 +1,4 @@
haxelib git flixel-yc29 https://www.github.com/YoshiCrafter29/flixel
haxelib git hscript-improved https://www.github.com/YoshiCrafter29/hscript-improved
haxelib git Flixel-TextureAtlas https://github.com/Smokey555/Flixel-TextureAtlas
haxelib install hxCodec