fixed offsets & rotation for animate atlases
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@@ -1,14 +1,14 @@
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<!DOCTYPE codename-engine-character>
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<character isPlayer="false" flipX="false" isGF="true" x="100" y="275">
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<anim name="cheer" anim="GF Cheer" fps="24" loop="false" />
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<anim name="singUP" anim="GF Up Note" fps="24" loop="false" x="0" y="4" />
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<anim name="singLEFT" anim="GF left note" fps="24" loop="false" x="0" y="-19" />
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<anim name="singRIGHT" anim="GF Right Note" fps="24" loop="false" x="0" y="-20" />
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<anim name="singDOWN" anim="GF Down Note" fps="24" loop="false" x="0" y="-20" />
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<anim name="danceLeft" anim="GF Dancing Beat" fps="24" loop="false" x="0" y="-9" indices="30,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14" />
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<anim name="danceRight" anim="GF Dancing Beat" fps="24" loop="false" x="0" y="-9" indices="15,16,17,18,19,20,21,22,23,24,25,26,27,28,29" />
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<anim name="hairBlow" anim="GF Dancing Beat Hair blowing" fps="24" loop="false" x="45" y="-8" indices="0,1,2,3" />
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<anim name="hairFall" anim="GF Dancing Beat Hair Landing" fps="24" loop="false" x="0" y="-9" indices="0,1,2,3,4,5,6,7,8,9,10,11" />
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<anim name="scared" anim="GF FEAR" fps="24" loop="true" x="-2" y="-17" />
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<anim name="sad" anim="gf sad" fps="24" loop="true" x="-2" y="-21" indices="0,1,2,3,4,5,6,7,8,9,10,11,12" />
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<anim name="singUP" anim="GF Up Note" fps="24" loop="false" x="0" y="0" />
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<anim name="singLEFT" anim="GF left note" fps="24" loop="false" x="0" y="0" />
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<anim name="singRIGHT" anim="GF Right Note" fps="24" loop="false" x="0" y="0" />
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<anim name="singDOWN" anim="GF Down Note" fps="24" loop="false" x="0" y="0" />
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<anim name="danceLeft" anim="GF Dancing Beat" fps="24" loop="false" x="0" y="0" indices="30,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14" />
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<anim name="danceRight" anim="GF Dancing Beat" fps="24" loop="false" x="0" y="0" indices="15,16,17,18,19,20,21,22,23,24,25,26,27,28,29" />
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<anim name="hairBlow" anim="GF Dancing Beat Hair blowing" fps="24" loop="false" x="0" y="0" indices="0,1,2,3" />
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<anim name="hairFall" anim="GF Dancing Beat Hair Landing" fps="24" loop="false" x="0" y="0" indices="0,1,2,3,4,5,6,7,8,9,10,11" />
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<anim name="scared" anim="GF FEAR" fps="24" loop="true" x="0" y="0" />
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<anim name="sad" anim="gf sad" fps="24" loop="true" x="0" y="0" indices="0,1,2,3,4,5,6,7,8,9,10,11,12" />
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</character>
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+1
-1
@@ -1 +1 @@
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1924
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1926
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@@ -0,0 +1,72 @@
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package funkin.system;
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import openfl.geom.ColorTransform;
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import flixel.math.FlxMatrix;
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import flixel.math.FlxAngle;
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import flixel.math.FlxRect;
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import flixel.graphics.frames.FlxFrame;
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import flixel.math.FlxPoint;
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class FlxAnimate extends flxanimate.FlxAnimate {
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public override function drawLimb(limb:FlxFrame, _matrix:FlxMatrix, ?colorTransform:ColorTransform)
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{
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if (alpha == 0 || colorTransform != null && (colorTransform.alphaMultiplier == 0 || colorTransform.alphaOffset == -255) || limb == null || limb.type == EMPTY)
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return;
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var matrix = new FlxMatrix();
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matrix.concat(_matrix);
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for (camera in cameras)
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{
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if (!camera.visible || !camera.exists || !limbOnScreen(limb, _matrix, camera))
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return;
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getScreenPosition(_point, camera).subtractPoint(offset);
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matrix.translate(-origin.x, -origin.y);
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if (limb.name != "pivot") {
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if (rotOffsetAngle != null && rotOffsetAngle != angle)
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{
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var angleOff = (-angle + rotOffsetAngle) * FlxAngle.TO_RAD;
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matrix.rotate(-angleOff);
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if (useOffsetAsRotOffset)
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matrix.translate(-offset.x, -offset.y);
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else
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matrix.translate(-rotOffset.x, -rotOffset.y);
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matrix.rotate(angleOff);
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}
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else
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{
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if (useOffsetAsRotOffset)
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matrix.translate(-offset.x, -offset.y);
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else
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matrix.translate(-rotOffset.x, -rotOffset.y);
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}
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matrix.scale(scale.x, scale.y);
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if (bakedRotationAngle <= 0)
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{
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updateTrig();
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if (angle != 0)
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matrix.rotateWithTrig(_cosAngle, _sinAngle);
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}
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}
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else
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matrix.a = matrix.d = 0.7 / camera.zoom;
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_point.addPoint(origin);
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if (isPixelPerfectRender(camera))
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{
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_point.floor();
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}
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matrix.translate(_point.x, _point.y);
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camera.drawPixels(limb, null, matrix, colorTransform, blend, antialiasing);
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#if FLX_DEBUG
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FlxBasic.visibleCount++;
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#end
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}
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#if FLX_DEBUG
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if (FlxG.debugger.drawDebug)
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drawDebug();
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#end
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}
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}
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@@ -2,7 +2,6 @@ package funkin.system;
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import flixel.FlxG;
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import openfl.utils.Assets;
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import flxanimate.FlxAnimate;
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import haxe.io.Path;
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import funkin.scripting.events.PlayAnimEvent.PlayAnimContext;
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import funkin.interfaces.IOffsetCompatible;
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