Files
CodenameEngine/source/funkin/backend/FunkinSprite.hx

399 lines
11 KiB
Haxe

package funkin.backend;
import animate.FlxAnimate;
import animate.FlxAnimateController.FlxAnimateAnimation;
import flixel.addons.effects.FlxSkewedSprite;
import flixel.animation.FlxAnimation;
import flixel.math.FlxMatrix;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.system.FlxAssets.FlxGraphicAsset;
import flixel.util.typeLimit.OneOfTwo;
import funkin.backend.scripting.events.sprite.PlayAnimContext;
import funkin.backend.system.interfaces.IBeatReceiver;
import funkin.backend.system.interfaces.IOffsetCompatible;
import funkin.backend.utils.XMLUtil.AnimData;
import funkin.backend.utils.XMLUtil.BeatAnim;
import funkin.backend.utils.XMLUtil.IXMLEvents;
import haxe.io.Path;
import flixel.graphics.frames.FlxFrame;
import flixel.math.FlxAngle;
import animate.internal.RenderTexture;
import animate.FlxAnimateFrames;
enum abstract XMLAnimType(Int)
{
var NONE = 0;
var BEAT = 1;
var LOOP = 2;
public static function fromString(str:String, def:XMLAnimType = XMLAnimType.NONE)
{
return switch (StringTools.trim(str).toLowerCase())
{
case "none": NONE;
case "beat" | "onbeat": BEAT;
case "loop": LOOP;
default: def;
}
}
@:to public function toString():String {
return switch (cast this)
{
case NONE: "none";
case BEAT: "beat";
case LOOP: "loop";
}
}
}
class FunkinSprite extends FlxAnimate implements IBeatReceiver implements IOffsetCompatible implements IXMLEvents
{
public var extra:Map<String, Dynamic> = [];
public var spriteAnimType:XMLAnimType = NONE;
public var beatAnims:Array<BeatAnim> = [];
public var name:String;
public var zoomFactor:Float = 1;
public var debugMode:Bool = false;
public var animDatas:Map<String, AnimData> = [];
public var animEnabled:Bool = true;
public var zoomFactorEnabled:Bool = true;
//Backwards compatibility
public var animateAtlas(get, never):FunkinSprite;
public var globalCurFrame(get, set):Int;
/**
* ODD interval -> not aligned to beats
* EVEN interval -> aligned to beats
*/
public var beatInterval(default, set):Int = 2;
public var beatOffset:Int = 0;
public var skipNegativeBeats:Bool = false;
public var animateSettings:FlxAnimateSettings = {};
var _rect2:FlxRect;
public function new(?X:Float = 0, ?Y:Float = 0, ?SimpleGraphic:FlxGraphicAsset)
{
super(X, Y);
if (SimpleGraphic != null)
{
if (SimpleGraphic is String)
loadSprite(cast SimpleGraphic);
else
loadGraphic(SimpleGraphic);
}
moves = false;
applyStageMatrix = true;
}
/**
* Gets the graphics and copies other properties from another sprite (Works both for `FlxSprite` and `FunkinSprite`!).
*/
public static function copyFrom(source:FlxSprite):FunkinSprite
{
var spr = new FunkinSprite();
var casted:FunkinSprite = null;
if (source is FunkinSprite)
casted = cast source;
@:privateAccess {
spr.setPosition(source.x, source.y);
spr.frames = source.frames;
spr.animation.copyFrom(source.animation);
spr.visible = source.visible;
spr.alpha = source.alpha;
spr.antialiasing = source.antialiasing;
spr.scale.set(source.scale.x, source.scale.y);
spr.scrollFactor.set(source.scrollFactor.x, source.scrollFactor.y);
if (casted != null) {
spr.skew.set(casted.skew.x, casted.skew.y);
spr.animOffsets = casted.animOffsets.copy();
spr.zoomFactor = casted.zoomFactor;
}
}
return spr;
}
public override function update(elapsed:Float)
{
super.update(elapsed);
// hate how it looks like but hey at least its optimized and fast - Nex
if (!debugMode && isAnimFinished()) {
var name = getAnimName() + '-loop';
if (hasAnim(name))
playAnim(name, null, lastAnimContext);
}
}
override function initVars() {
super.initVars();
_rect2 = FlxRect.get();
}
public function loadSprite(path:String, Unique:Bool = false, Key:String = null)
{
var noExt = Path.withoutExtension(path);
frames = Paths.getFrames(path, true, null, null, animateSettings);
return this;
}
public function onPropertySet(property:String, value:Dynamic) {
if (property.startsWith("velocity") || property.startsWith("acceleration"))
moves = true;
}
private var countedBeat = 0;
public function beatHit(curBeat:Int)
{
if(!animEnabled) return;
if (lastAnimContext != LOCK && beatAnims.length > 0 && (curBeat + beatOffset) % beatInterval == 0)
{
// TODO: find a solution without countedBeat
var anim = beatAnims[FlxMath.wrap(countedBeat++, 0, beatAnims.length - 1)];
if (anim.name != null && anim.name != "null" && anim.name != "none")
playAnim(anim.name, anim.forced);
}
}
public function stepHit(curBeat:Int)
{
}
public function measureHit(curMeasure:Int)
{
}
// ANIMATE ATLAS DRAWING
#if REGION
public override function destroy()
{
if (animOffsets != null) {
for (key in animOffsets.keys()) {
final point = animOffsets[key];
animOffsets.remove(key);
if (point != null)
point.put();
}
animOffsets = null;
}
super.destroy();
_rect2 = FlxDestroyUtil.put(_rect2);
}
#end
// ZOOM FACTOR
private inline function __shouldDoZoomFactor()
return zoomFactorEnabled && zoomFactor != 1;
private inline function __prepareZoomFactor(?rect:FlxRect, camera:FlxCamera):FlxRect {
if (Flags.USE_LEGACY_ZOOM_FACTOR)
return (rect ?? FlxRect.get()).set(
camera.width * 0.5,
camera.height * 0.5,
(camera.scaleX > 0 ? Math.max : Math.min)(0, FlxMath.lerp(1 / camera.scaleX, 1, zoomFactor)),
(camera.scaleY > 0 ? Math.max : Math.min)(0, FlxMath.lerp(1 / camera.scaleY, 1, zoomFactor))
);
else
return (rect ?? FlxRect.get()).set(
camera.width * 0.5 + camera.scroll.x * scrollFactor.x,
camera.height * 0.5 + camera.scroll.y * scrollFactor.y,
(camera.scaleX > 0 ? Math.max : Math.min)(0, FlxMath.lerp(1 / camera.scaleX, 1, zoomFactor)),
(camera.scaleY > 0 ? Math.max : Math.min)(0, FlxMath.lerp(1 / camera.scaleY, 1, zoomFactor))
);
}
override public function isOnScreen(?camera:FlxCamera):Bool
{
if (forceIsOnScreen)
return true;
if (camera == null)
camera = FlxG.camera;
var bounds = getScreenBounds(_rect, camera);
if (bounds.width == 0 && bounds.height == 0)
return false;
return camera.containsRect(bounds);
}
// OFFSETTING
#if REGION
public var animOffsets:Map<String, FlxPoint> = new Map<String, FlxPoint>();
public function addOffset(name:String, x:Float = 0, y:Float = 0)
{
animOffsets[name] = FlxPoint.get(x, y);
}
public function switchOffset(anim1:String, anim2:String)
{
var old = animOffsets[anim1];
animOffsets[anim1] = animOffsets[anim2];
animOffsets[anim2] = old;
}
#end
// PLAYANIM
#if REGION
public var lastAnimContext:PlayAnimContext = DANCE;
public function playAnim(AnimName:String, ?Force:Null<Bool>, Context:PlayAnimContext = NONE, Reversed:Bool = false, Frame:Int = 0):Void
{
if (AnimName == null || (!hasAnim(AnimName) && !debugMode))
return;
if (Force == null) {
var anim = animDatas.get(AnimName);
Force = anim != null && anim.forced;
}
animation.play(AnimName, Force, Reversed, Frame);
var daOffset = getAnimOffset(AnimName);
frameOffset.set(daOffset.x, daOffset.y);
daOffset.putWeak();
lastAnimContext = Context;
}
public inline function addAnim(name:String, prefix:String, frameRate:Float = 24, ?looped:Bool, ?forced:Bool, ?indices:Array<Int>, x:Float = 0, y:Float = 0, animType:XMLAnimType = NONE, animateAtlasLabel:Bool = false)
{
return XMLUtil.addAnimToSprite(this, {
name: name,
anim: prefix,
fps: frameRate,
loop: looped == null ? animType == LOOP : looped,
animType: animType,
x: x,
y: y,
indices: indices,
forced: forced,
label: animateAtlasLabel
});
}
public inline function removeAnim(name:String) {
animation.remove(name);
}
public function getAnim(name:String):OneOfTwo<FlxAnimation, FlxAnimateAnimation> {
return animation.getByName(name);
}
public inline function getAnimOffset(name:String)
{
if (animOffsets.exists(name))
return animOffsets[name];
return FlxPoint.weak(0, 0);
}
public inline function hasAnim(AnimName:String):Bool
return animation.exists(AnimName);
public inline function getAnimName()
return animation.name;
public inline function isAnimReversed():Bool
return animation.curAnim?.reversed ?? false;
public inline function getNameList():Array<String>
return animation.getNameList();
public inline function stopAnim()
animation.stop();
public inline function isAnimFinished()
return animation.curAnim?.finished ?? true;
public inline function isAnimAtEnd()
return animation.curAnim?.isAtEnd ?? false;
override function updateAnimation(elapsed:Float) {
if (animEnabled)
super.updateAnimation(elapsed);
}
// Backwards compat (the names used to be all different and it sucked, please lets use the same format in the future) - Nex
@:dox(hide) public inline function hasAnimation(AnimName:String) return hasAnim(AnimName);
@:dox(hide) public inline function removeAnimation(name:String) return removeAnim(name);
@:dox(hide) public inline function stopAnimation() return stopAnim();
#end
// Getter / Setters
@:noCompletion private function set_beatInterval(v:Int) {
if (v < 1)
v = 1;
return beatInterval = v;
}
@:noCompletion
@:deprecated("`FunkinSprite.animateAtlas` is deprecated, just use `FunkinSprite` instead")
public function get_animateAtlas():FunkinSprite
return isAnimate ? this : null;
@:noCompletion private inline function get_globalCurFrame()
return animation.curAnim?.curFrame ?? 0;
@:noCompletion private inline function set_globalCurFrame(val:Int) {
if (animation.curAnim != null)
animation.curAnim.curFrame = val;
return val;
}
override function prepareDrawMatrix(matrix:FlxMatrix, camera:FlxCamera):Void {
matrix.translate(-origin.x, -origin.y);
if (frameOffsetAngle != null && frameOffsetAngle != angle)
{
var angleOff = (frameOffsetAngle - angle) * FlxAngle.TO_RAD;
var cos = Math.cos(angleOff);
var sin = Math.sin(angleOff);
// cos doesnt need to be negated
matrix.rotateWithTrig(cos, -sin);
matrix.translate(-frameOffset.x, -frameOffset.y);
matrix.rotateWithTrig(cos, sin);
}
else
matrix.translate(-frameOffset.x, -frameOffset.y);
matrix.translate(origin.x, origin.y);
super.prepareDrawMatrix(matrix, camera);
applyZoomFactor(matrix, camera);
}
function applyZoomFactor(matrix:FlxMatrix, camera:FlxCamera) {
if(__shouldDoZoomFactor()) {
__prepareZoomFactor(_rect2, camera);
matrix.setTo(
matrix.a * _rect2.width, matrix.b * _rect2.height,
matrix.c * _rect2.width, matrix.d * _rect2.height,
(matrix.tx - _rect2.x) * _rect2.width + _rect2.x,
(matrix.ty - _rect2.y) * _rect2.height + _rect2.y,
);
}
}
override function checkFlipX() {
return super.checkFlipX() != camera.flipX;
}
override function checkFlipY() {
return super.checkFlipY() != camera.flipY;
}
}