addAnim for FunkinSprite + better names

so u dont have to manually add based if atlas or sparrow or else

this behaves as both addByPrefix and addByIndices and like the xml animations
This commit is contained in:
⍚~Nex
2024-12-08 21:35:39 +01:00
parent 3297befda2
commit f6deda2c84
2 changed files with 51 additions and 29 deletions
+18 -19
View File
@@ -164,19 +164,17 @@ class XMLUtil {
if(node.hasNode.anim) {
for(anim in node.nodes.anim)
addXMLAnimation(spr, anim);
} else {
if (spr.frames != null && spr.frames.frames != null) {
addAnimToSprite(spr, {
name: "idle",
anim: null,
fps: 24,
loop: spr.spriteAnimType == LOOP,
animType: spr.spriteAnimType,
x: 0,
y: 0,
indices: [for(i in 0...spr.frames.frames.length) i]
});
}
} else if (spr.frames != null && spr.frames.frames != null) {
addAnimToSprite(spr, {
name: "idle",
anim: null,
fps: 24,
loop: spr.spriteAnimType == LOOP,
animType: spr.spriteAnimType,
x: 0,
y: 0,
indices: [for(i in 0...spr.frames.frames.length) i]
});
}
return spr;
@@ -238,16 +236,17 @@ class XMLUtil {
if(animData.anim == null)
return MISSING_PROPERTY;
if (animData.indices.length > 0)
if (animData.indices != null && animData.indices.length > 0)
animateAnim.addBySymbolIndices(animData.name, animData.anim, animData.indices, animData.fps, animData.loop);
else
animateAnim.addBySymbol(animData.name, animData.anim, animData.fps, animData.loop);
} else {
if (animData.anim == null && animData.indices.length > 0)
sprite.animation.add(animData.name, animData.indices, animData.fps, animData.loop);
else if (animData.indices.length > 0)
sprite.animation.addByIndices(animData.name, animData.anim, animData.indices, "", animData.fps, animData.loop);
else
if (animData.indices != null && animData.indices.length > 0) {
if (animData.anim == null)
sprite.animation.add(animData.name, animData.indices, animData.fps, animData.loop);
else
sprite.animation.addByIndices(animData.name, animData.anim, animData.indices, "", animData.fps, animData.loop);
} else
sprite.animation.addByPrefix(animData.name, animData.anim, animData.fps, animData.loop);
}