package funkin.ui.debug.anim; import flixel.FlxG; import funkin.graphics.FunkinSprite; import funkin.ui.MusicBeatState; import funkin.util.macro.ConsoleMacro; import funkin.Paths; /** * A simple test of FlxAnimate. * Delete this later? */ class FlxAnimateTest extends MusicBeatState implements ConsoleClass { var sprite:FunkinSprite; public function new() { super(); this.bgColor = 0xFF999999; } public override function create():Void { super.create(); sprite = FunkinSprite.createTextureAtlas(0, 0, "charSelect/bfChill", { swfMode: false, // If to render like in a SWF file, rather than the Animate editor. cacheOnLoad: true, // If to precache all animation filters and masks at once, rather than at runtime. filterQuality: MEDIUM // Level of quality used to render filters. (HIGH, MEDIUM, LOW, RUDY) }); add(sprite); } public override function update(elapsed:Float):Void { super.update(elapsed); if (FlxG.keys.justPressed.SPACE) (!(sprite.isAnimationFinished()) ? sprite.anim.pause() : sprite.anim.resume()); if (FlxG.keys.anyJustPressed([A, LEFT])) sprite.anim.curAnim.curFrame--; if (FlxG.keys.anyJustPressed([D, RIGHT])) sprite.anim.curAnim.curFrame++; if (FlxG.keys.justPressed.Q) sprite.anim.play("slidein idle point", true); if (FlxG.keys.justPressed.W) sprite.anim.play("slidein", true); if (FlxG.keys.justPressed.E) sprite.anim.play("death", true); if (FlxG.keys.justPressed.R) sprite.anim.play("cannot select Label", true); if (FlxG.keys.justPressed.T) sprite.anim.play("idle", true); } }