* senpai fucking dies * final flash fadeout * made cutscene not play on restart * winter horrorland + fixes * fix for pixel perfect shader * trail + fixes * better + shaking last update about it, i swear * never fucking mind + repacks + accuracy * more fixes + chromatic aberration * i hate how pixel shader fucks everything up * aberration in the cutscene & its cool twitch * camera beats when twitching * tank stuff pt1 now the cutscenes look 99% like og (still gotta freeze the stage animated sprites n stuff) PS: Deleting the lipSycn function in ugh and guns cutscenes cause its not needed + sometimes breaks the animations so lets just leave it in stress only like it was in og * week 5 completed + retrocompatibility with altanim now chrima parents work * philly train * gameplay shaders option better adding it now * tank stuff pt2 * blue balled text (death counter) * winter horrorland better rework WIP colored vignette usable by everyone (you can change its color, amount and strength) wip cuz i wanna edit the amount/strength based on the zoom, i'll do later, now i dont have time gotta do christmas irl stuff yay * winter horrorland better rework completed * seen cutscene variable finally * even better cutscenes * oops * tank stuff pt3 * tank stuff pt4 WIP running tanks Co-Authored-By: Ne_Eo <NeeEoo@users.noreply.github.com> * tankstuff pt4.5 imma check tmr why do some tankmen spawn too much up * tank stuff pt4.75 * dumb * tank stuff pt 4.9 * type on xml sprite type fix and more Co-Authored-By: Ne_Eo <NeeEoo@users.noreply.github.com> --------- Co-authored-by: Ne_Eo <NeeEoo@users.noreply.github.com> Co-authored-by: lunarcleint <88809950+lunarcleint@users.noreply.github.com>
275 lines
8.7 KiB
Haxe
275 lines
8.7 KiB
Haxe
package funkin.backend.utils;
|
|
|
|
import flixel.animation.FlxAnimation;
|
|
import funkin.backend.FunkinSprite;
|
|
import funkin.backend.system.ErrorCode;
|
|
import funkin.backend.FunkinSprite.XMLAnimType;
|
|
import funkin.backend.system.interfaces.IBeatReceiver;
|
|
import haxe.xml.Access;
|
|
import funkin.backend.system.interfaces.IOffsetCompatible;
|
|
|
|
using StringTools;
|
|
/**
|
|
* Class made to make XML parsing easier.
|
|
*/
|
|
class XMLUtil {
|
|
|
|
/**
|
|
* Applies a property XML node to an object.
|
|
* @param object Object to which the xml property will be applied
|
|
* @param property `property` node.
|
|
*/
|
|
public static function applyXMLProperty(object:Dynamic, property:Access):ErrorCode {
|
|
if (!property.has.name || !property.has.type || !property.has.value) {
|
|
Logs.trace('Failed to apply XML property: XML Element is missing name, type, or value attributes.', WARNING);
|
|
return MISSING_PROPERTY;
|
|
}
|
|
|
|
var keys = property.att.name.split(".");
|
|
var o = object;
|
|
var isPath = false;
|
|
while(keys.length > 1) {
|
|
isPath = true;
|
|
o = Reflect.getProperty(o, keys.shift());
|
|
// TODO: support arrays
|
|
}
|
|
|
|
var value:Dynamic = switch(property.att.type.toLowerCase()) {
|
|
case "f" | "float" | "number": Std.parseFloat(property.att.value);
|
|
case "i" | "int" | "integer" | "color": Std.parseInt(property.att.value);
|
|
case "s" | "string" | "str" | "text": property.att.value;
|
|
case "b" | "bool" | "boolean": property.att.value.toLowerCase() == "true";
|
|
default: return TYPE_INCORRECT;
|
|
}
|
|
if (value == null) return VALUE_NULL;
|
|
|
|
if (object is IXMLEvents) {
|
|
cast(object, IXMLEvents).onPropertySet(property.att.name, value);
|
|
}
|
|
|
|
try {
|
|
Reflect.setProperty(o, keys[0], value);
|
|
} catch(e) {
|
|
var str = 'Failed to apply XML property: $e on ${Type.getClass(object)}';
|
|
if(isPath) {
|
|
str += ' (Path: ${property.att.name})';
|
|
}
|
|
Logs.trace(str, WARNING);
|
|
return REFLECT_ERROR;
|
|
}
|
|
return OK;
|
|
}
|
|
|
|
/**
|
|
* Creates a new sprite based on a XML node.
|
|
*/
|
|
public static function createSpriteFromXML(node:Access, parentFolder:String = "", defaultAnimType:XMLAnimType = BEAT, ?cl:Class<FunkinSprite>):FunkinSprite {
|
|
if (parentFolder == null) parentFolder = "";
|
|
|
|
var spr:FunkinSprite = cl != null ? Type.createInstance(cl, []) : new FunkinSprite();
|
|
spr.name = node.getAtt("name");
|
|
spr.antialiasing = true;
|
|
|
|
spr.loadSprite(Paths.image('$parentFolder${node.getAtt("sprite")}', null, true));
|
|
|
|
spr.spriteAnimType = defaultAnimType;
|
|
if (node.has.type) {
|
|
spr.spriteAnimType = XMLAnimType.fromString(node.att.type, spr.spriteAnimType);
|
|
}
|
|
|
|
if(node.has.x) {
|
|
var x:Null<Float> = Std.parseFloat(node.att.x);
|
|
if (x.isNotNull()) spr.x = x;
|
|
}
|
|
if(node.has.y) {
|
|
var y:Null<Float> = Std.parseFloat(node.att.y);
|
|
if (y.isNotNull()) spr.y = y;
|
|
}
|
|
if (node.has.scroll) {
|
|
var scroll:Null<Float> = Std.parseFloat(node.att.scroll);
|
|
if (scroll.isNotNull()) spr.scrollFactor.set(scroll, scroll);
|
|
} else {
|
|
if (node.has.scrollx) {
|
|
var scroll:Null<Float> = Std.parseFloat(node.att.scrollx);
|
|
if (scroll.isNotNull()) spr.scrollFactor.x = scroll;
|
|
}
|
|
if (node.has.scrolly) {
|
|
var scroll:Null<Float> = Std.parseFloat(node.att.scrolly);
|
|
if (scroll.isNotNull()) spr.scrollFactor.y = scroll;
|
|
}
|
|
}
|
|
if (node.has.skewx) {
|
|
var skew:Null<Float> = Std.parseFloat(node.att.skewx);
|
|
if (skew.isNotNull()) spr.skew.x = skew;
|
|
}
|
|
if (node.has.skewy) {
|
|
var skew:Null<Float> = Std.parseFloat(node.att.skewy);
|
|
if (skew.isNotNull()) spr.skew.y = skew;
|
|
}
|
|
if (node.has.antialiasing) spr.antialiasing = node.att.antialiasing == "true";
|
|
if (node.has.scale) {
|
|
var scale:Null<Float> = Std.parseFloat(node.att.scale);
|
|
if (scale.isNotNull()) spr.scale.set(scale, scale);
|
|
}
|
|
if (node.has.scalex) {
|
|
var scale:Null<Float> = Std.parseFloat(node.att.scalex);
|
|
if (scale.isNotNull()) spr.scale.x = scale;
|
|
}
|
|
if (node.has.scaley) {
|
|
var scale:Null<Float> = Std.parseFloat(node.att.scaley);
|
|
if (scale.isNotNull()) spr.scale.y = scale;
|
|
}
|
|
if (node.has.updateHitbox && node.att.updateHitbox == "true") spr.updateHitbox();
|
|
|
|
if(node.has.zoomfactor)
|
|
spr.zoomFactor = Std.parseFloat(node.getAtt("zoomfactor")).getDefault(spr.zoomFactor);
|
|
|
|
if (node.has.alpha)
|
|
spr.alpha = Std.parseFloat(node.getAtt("alpha")).getDefault(spr.alpha);
|
|
|
|
if (node.has.playOnCountdown)
|
|
spr.skipNegativeBeats = node.att.playOnCountdown == "true";
|
|
if (node.has.beatInterval)
|
|
spr.beatInterval = Std.parseInt(node.att.beatInterval);
|
|
if (node.has.beatOffset)
|
|
spr.beatOffset = Std.parseInt(node.att.beatOffset);
|
|
|
|
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],
|
|
forced: (node.has.forced && node.att.forced == "true") || (!node.has.forced && spr.spriteAnimType == BEAT)
|
|
});
|
|
}
|
|
}
|
|
|
|
return spr;
|
|
}
|
|
|
|
public static function extractAnimFromXML(anim:Access, animType:XMLAnimType = NONE, loop:Bool = false):AnimData {
|
|
var animData:AnimData = {
|
|
name: null,
|
|
anim: null,
|
|
fps: 24,
|
|
loop: loop,
|
|
animType: animType,
|
|
x: 0,
|
|
y: 0,
|
|
indices: [],
|
|
forced: false,
|
|
};
|
|
|
|
if (anim.has.name) animData.name = anim.att.name;
|
|
if (anim.has.type) animData.animType = XMLAnimType.fromString(anim.att.type, animData.animType);
|
|
if (anim.has.anim) animData.anim = anim.att.anim;
|
|
if (anim.has.fps) animData.fps = Std.parseFloat(anim.att.fps).getDefault(animData.fps);
|
|
if (anim.has.x) animData.x = Std.parseFloat(anim.att.x).getDefault(animData.x);
|
|
if (anim.has.y) animData.y = Std.parseFloat(anim.att.y).getDefault(animData.y);
|
|
if (anim.has.loop) animData.loop = anim.att.loop == "true";
|
|
if (anim.has.forced) animData.forced = anim.att.forced == "true";
|
|
if (anim.has.indices) {
|
|
var indicesSplit = anim.att.indices.split(",");
|
|
for(indice in indicesSplit) {
|
|
var i = Std.parseInt(indice.trim());
|
|
if (i != null)
|
|
animData.indices.push(i);
|
|
}
|
|
}
|
|
|
|
return animData;
|
|
}
|
|
/**
|
|
* Adds an XML animation to `sprite`.
|
|
* @param sprite Destination sprite
|
|
* @param anim Animation (Must be a `anim` XML node)
|
|
*/
|
|
public static function addXMLAnimation(sprite:FlxSprite, anim:Access, loop:Bool = false):ErrorCode {
|
|
var animType:XMLAnimType = NONE;
|
|
if (sprite is FunkinSprite) {
|
|
animType = cast(sprite, FunkinSprite).spriteAnimType;
|
|
}
|
|
|
|
return addAnimToSprite(sprite, extractAnimFromXML(anim, animType, loop));
|
|
}
|
|
|
|
public static function addAnimToSprite(sprite:FlxSprite, animData:AnimData):ErrorCode {
|
|
if (animData.name != null) {
|
|
if (animData.fps <= 0 #if web || animData.fps == null #end) animData.fps = 24;
|
|
|
|
if (sprite is FunkinSprite && cast(sprite, FunkinSprite).animateAtlas != null) {
|
|
var animateAnim = cast(sprite, FunkinSprite).animateAtlas.anim;
|
|
if(animData.anim == null)
|
|
return MISSING_PROPERTY;
|
|
|
|
if (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
|
|
sprite.animation.addByPrefix(animData.name, animData.anim, animData.fps, animData.loop);
|
|
}
|
|
|
|
if (sprite is IOffsetCompatible)
|
|
cast(sprite, IOffsetCompatible).addOffset(animData.name, animData.x, animData.y);
|
|
|
|
if (sprite is FunkinSprite) {
|
|
var xmlSpr = cast(sprite, FunkinSprite);
|
|
switch(animData.animType) {
|
|
case BEAT:
|
|
xmlSpr.beatAnims.push({
|
|
name: animData.name,
|
|
forced: animData.forced.getDefault(false)
|
|
});
|
|
case LOOP:
|
|
xmlSpr.animation.play(animData.name, animData.forced.getDefault(false));
|
|
default:
|
|
// nothing
|
|
}
|
|
xmlSpr.animDatas.set(animData.name, animData);
|
|
}
|
|
return OK;
|
|
}
|
|
return MISSING_PROPERTY;
|
|
}
|
|
|
|
public static inline function fixXMLText(text:String) {
|
|
var v:String;
|
|
return [for(l in text.split("\n")) if ((v = l.trim()) != "") v].join("\n");
|
|
}
|
|
}
|
|
|
|
typedef AnimData = {
|
|
var name:String;
|
|
var anim:String;
|
|
var fps:Float;
|
|
var loop:Bool;
|
|
var x:Float;
|
|
var y:Float;
|
|
var indices:Array<Int>;
|
|
var animType:XMLAnimType;
|
|
var ?forced:Bool;
|
|
}
|
|
|
|
typedef BeatAnim = {
|
|
var name:String;
|
|
var forced:Bool;
|
|
}
|
|
|
|
interface IXMLEvents {
|
|
public function onPropertySet(property:String, value:Dynamic):Void;
|
|
} |