793 lines
22 KiB
Haxe
793 lines
22 KiB
Haxe
package funkin.graphics;
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import flixel.FlxSprite;
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import flixel.util.FlxColor;
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import flixel.graphics.FlxGraphic;
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import flixel.tweens.FlxTween;
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import openfl.display3D.textures.TextureBase;
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import funkin.graphics.framebuffer.FixedBitmapData;
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import openfl.display.BitmapData;
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import flixel.math.FlxRect;
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import flixel.math.FlxPoint;
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import flixel.math.FlxMatrix;
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import flixel.graphics.frames.FlxFrame;
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import flixel.FlxCamera;
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import openfl.system.System;
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import flixel.system.FlxAssets.FlxGraphicAsset;
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import funkin.FunkinMemory;
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import animate.internal.SymbolItem;
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import animate.internal.elements.Element;
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import animate.internal.elements.AtlasInstance;
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import animate.internal.elements.SymbolInstance;
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import animate.FlxAnimate;
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import animate.FlxAnimateFrames;
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import haxe.io.Path;
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using StringTools;
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typedef AtlasSpriteSettings =
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{
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/**
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* If true, the texture atlas will behave as if it was exported as an SWF file.
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* Notably, this allows MovieClip symbols to play.
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*/
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@:optional
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var swfMode:Bool;
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/**
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* If true, filters and masks will be cached when the atlas is loaded, instead of during runtime.
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*/
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@:optional
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var cacheOnLoad:Bool;
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/**
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* The filter quality.
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* Available values are: HIGH, MEDIUM, LOW, and RUDY.
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*
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* If you're making an atlas sprite in HScript, you pass an Int instead:
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*
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* HIGH - 0
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* MEDIUM - 1
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* LOW - 2
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* RUDY - 3
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*/
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@:optional
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var filterQuality:FilterQuality;
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/**
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* Optional, an array of spritemaps for the atlas to load.
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*/
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@:optional
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var spritemaps:Array<SpritemapInput>;
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/**
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* Optional, string of the metadata.json contents.
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*/
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@:optional
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var metadataJson:String;
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/**
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* Optional, force the cache to use a specific key to index the texture atlas.
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*/
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@:optional
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var cacheKey:String;
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/**
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* If true, the texture atlas will use a new slot in the cache.
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*/
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@:optional
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var uniqueInCache:Bool;
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/**
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* Optional callback for when a symbol is created.
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*/
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@:optional
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var onSymbolCreate:animate.internal.SymbolItem->Void;
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/**
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* Whether to apply the stage matrix, if it was exported from a symbol instance.
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* Also positions the Texture Atlas as it displays in Animate.
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* Turning this on is only recommended if you prepositioned the character in Animate.
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* For other cases, it should be turned off to act similarly to a normal FlxSprite.
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*/
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@:optional
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var applyStageMatrix:Bool;
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/**
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* If enabled, the sprite will render as one texture instead of rendering multiple limbs.
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* This is useful for stuff like changing alpha, and shaders that require the whole sprite.
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*
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* Only enable this if your sprite either:
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* - Changes alpha to something other than 1.0
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* - Has a shader or blend mode
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*/
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@:optional
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var useRenderTexture:Bool;
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}
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/**
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* An FlxSprite with additional functionality.
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* - A more efficient method for creating solid color sprites.
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* - TODO: Better cache handling for textures.
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*/
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@:nullSafety
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class FunkinSprite extends FlxAnimate
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{
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/**
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* @param x Starting X position
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* @param y Starting Y position
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* @param path The asset path for the graphic
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* @param atlasSettings The optional settings for the texture atlas
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*/
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public function new(?x:Float = 0, ?y:Float = 0, ?path:String, ?atlasSettings:AtlasSpriteSettings)
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{
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super(x, y);
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if (path != null)
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{
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var ext:String = Path.extension(path);
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switch (ext)
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{
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case 'png':
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this.loadGraphic(path);
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case '':
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// Do the opposite of Paths.animateAtlas since that function is called in loadTextureAtlas.
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var lib:String = Paths.getLibrary(path);
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if (lib == 'preload')
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{
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path = path.replace('assets/images/', '');
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}
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else
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{
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path = path.replace('$lib:assets/$lib/images/', '');
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}
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this.loadTextureAtlas(path, lib, atlasSettings);
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default:
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FlxG.log.warn('Texture path $path is not a valid path. Make sure the path points to either an image or a folder with the texture atlas files!');
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}
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}
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}
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override function initVars():Void
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{
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super.initVars();
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var newController:FunkinAnimationController = new FunkinAnimationController(this);
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animation = newController;
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anim = newController;
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}
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/**
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* Create a new FunkinSprite with a static texture.
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* @param x The starting X position.
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* @param y The starting Y position.
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* @param key The key of the texture to load.
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* @return The new FunkinSprite.
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*/
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public static function create(x:Float = 0.0, y:Float = 0.0, key:String):FunkinSprite
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{
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var sprite:FunkinSprite = new FunkinSprite(x, y);
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sprite.loadTexture(key);
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return sprite;
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}
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/**
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* Create a new FunkinSprite with a Sparrow atlas animated texture.
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* @param x The starting X position.
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* @param y The starting Y position.
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* @param key The key of the texture to load.
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* @return The new FunkinSprite.
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*/
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public static function createSparrow(x:Float = 0.0, y:Float = 0.0, key:String):FunkinSprite
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{
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var sprite:FunkinSprite = new FunkinSprite(x, y);
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sprite.loadSparrow(key);
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return sprite;
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}
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/**
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* Create a new FunkinSprite with a Packer atlas animated texture.
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* @param x The starting X position.
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* @param y The starting Y position.
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* @param key The key of the texture to load.
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* @return The new FunkinSprite.
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*/
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public static function createPacker(x:Float = 0.0, y:Float = 0.0, key:String):FunkinSprite
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{
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var sprite:FunkinSprite = new FunkinSprite(x, y);
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sprite.loadPacker(key);
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return sprite;
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}
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/**
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* Create a new FunkinSprite with an Adobe Animate texture atlas.
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* @param x The starting X position.
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* @param y The starting Y position.
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* @param key The key of the texture to load.
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* @return The new FunkinSprite.
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*/
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public static function createTextureAtlas(x:Float = 0.0, y:Float = 0.0, key:String, ?assetLibrary:Null<String>, ?settings:AtlasSpriteSettings):FunkinSprite
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{
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var sprite:FunkinSprite = new FunkinSprite(x, y);
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sprite.loadTextureAtlas(key, assetLibrary ?? "", settings);
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return sprite;
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}
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/**
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* Load a static image as the sprite's texture.
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* @param key The key of the texture to load.
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* @return This sprite, for chaining.
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*/
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public function loadTexture(key:String):FunkinSprite
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{
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var graphicKey:String = Paths.image(key);
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if (!Assets.exists(graphicKey, IMAGE))
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{
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FlxG.log.error('Texture not found, check your path! $graphicKey');
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return this;
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}
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if (!FunkinMemory.isTextureCached(graphicKey))
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{
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FlxG.log.warn('Texture not cached, may experience stuttering! $graphicKey');
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}
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loadGraphic(graphicKey);
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return this;
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}
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public function loadTextureAsync(key:String, fade:Bool = false):Void
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{
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var fadeTween:Null<FlxTween> = null;
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if (fade)
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{
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fadeTween = FlxTween.tween(this, {alpha: 0}, 0.25);
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}
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trace('[ASYNC] Start loading image (${key})');
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graphic.persist = true;
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openfl.Assets.loadBitmapData(key)
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.onComplete(function(bitmapData:openfl.display.BitmapData) {
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trace('[ASYNC] Finished loading image');
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var cache:Bool = false;
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loadBitmapData(bitmapData, cache);
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if (fadeTween != null)
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{
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fadeTween.cancel();
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FlxTween.tween(this, {alpha: 1.0}, 0.25);
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}
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})
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.onError(function(error:Dynamic) {
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trace('[ASYNC] Failed to load image: ${error}');
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if (fadeTween != null)
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{
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fadeTween.cancel();
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this.alpha = 1.0;
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}
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})
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.onProgress(function(progress:Int, total:Int) {
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trace('[ASYNC] Loading image progress: ${progress}/${total}');
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});
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}
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/**
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* Apply an OpenFL `BitmapData` to this sprite.
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* @param input The OpenFL `BitmapData` to apply
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* @return This sprite, for chaining
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*/
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public function loadBitmapData(input:BitmapData, cache:Bool = true):FunkinSprite
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{
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if (cache)
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{
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loadGraphic(input);
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}
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else
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{
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var graphic:FlxGraphic = FlxGraphic.fromBitmapData(input, false, null, false);
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this.graphic = graphic;
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this.frames = this.graphic.imageFrame;
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}
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return this;
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}
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/**
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* Apply an OpenFL `TextureBase` to this sprite.
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* @param input The OpenFL `TextureBase` to apply
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* @return This sprite, for chaining
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*/
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public function loadTextureBase(input:TextureBase):Null<FunkinSprite>
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{
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var inputBitmap:Null<FixedBitmapData> = FixedBitmapData.fromTexture(input);
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if (inputBitmap == null)
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{
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FlxG.log.warn('loadTextureBase - input resulted in null bitmap! $input');
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return null;
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}
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return loadBitmapData(inputBitmap);
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}
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/**
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* Loads an Adobe Animate texture atlas as the sprite's texture.
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* @param key The key of the texture to load.
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* @param settings Additional settings for loading the atlas.
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* @return This sprite, for chaining.
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*/
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public function loadTextureAtlas(key:Null<String>, ?assetLibrary:Null<String>, ?settings:AtlasSpriteSettings):FunkinSprite
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{
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if (key == null)
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{
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throw 'Null path specified for loadTextureAtlas()!';
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}
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var validatedSettings:AtlasSpriteSettings =
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{
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swfMode: settings?.swfMode ?? false,
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cacheOnLoad: settings?.cacheOnLoad ?? false,
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filterQuality: settings?.filterQuality ?? MEDIUM,
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spritemaps: settings?.spritemaps ?? null,
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metadataJson: settings?.metadataJson ?? null,
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cacheKey: settings?.cacheKey ?? null,
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uniqueInCache: settings?.uniqueInCache ?? false,
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onSymbolCreate: settings?.onSymbolCreate ?? null,
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applyStageMatrix: settings?.applyStageMatrix ?? false,
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useRenderTexture: settings?.useRenderTexture ?? false
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};
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var assetLibrary:String = assetLibrary ?? "";
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var graphicKey:String = "";
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if (assetLibrary != "")
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{
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graphicKey = Paths.animateAtlas(key, assetLibrary);
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}
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else
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{
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graphicKey = Paths.animateAtlas(key);
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}
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// Validate asset path.
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if (!Assets.exists('${graphicKey}/Animation.json'))
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{
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throw 'No Animation.json file exists at the specified path (${graphicKey})';
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}
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this.applyStageMatrix = validatedSettings.applyStageMatrix ?? false;
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this.useRenderTexture = validatedSettings.useRenderTexture ?? false;
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frames = FlxAnimateFrames.fromAnimate(graphicKey, validatedSettings.spritemaps, validatedSettings.metadataJson, validatedSettings.cacheKey,
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validatedSettings.uniqueInCache, {
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swfMode: validatedSettings.swfMode,
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cacheOnLoad: validatedSettings.cacheOnLoad,
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filterQuality: validatedSettings.filterQuality,
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onSymbolCreate: validatedSettings.onSymbolCreate
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});
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return this;
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}
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/**
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* Load an animated texture (Sparrow atlas spritesheet) as the sprite's texture.
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* @param key The key of the texture to load.
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* @return This sprite, for chaining.
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*/
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public function loadSparrow(key:String):FunkinSprite
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{
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var graphicKey:String = Paths.image(key);
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if (!FunkinMemory.isTextureCached(graphicKey)) FlxG.log.warn('Texture not cached, may experience stuttering! $graphicKey');
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this.frames = Paths.getSparrowAtlas(key);
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return this;
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}
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/**
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* Load an animated texture (Packer atlas spritesheet) as the sprite's texture.
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* @param key The key of the texture to load.
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* @return This sprite, for chaining.
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*/
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public function loadPacker(key:String):FunkinSprite
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{
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var graphicKey:String = Paths.image(key);
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if (!FunkinMemory.isTextureCached(graphicKey)) FlxG.log.warn('Texture not cached, may experience stuttering! $graphicKey');
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this.frames = Paths.getPackerAtlas(key);
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return this;
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}
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/**
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* @param id The animation ID to check.
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* @return Whether the animation is dynamic (has multiple frames). `false` for static, one-frame animations.
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*/
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public function isAnimationDynamic(id:String):Bool
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{
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var animData = null;
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if (this.animation == null) return false;
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animData = this.animation.getByName(id);
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if (animData == null) return false;
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return animData.numFrames > 1;
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}
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/**
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* Whether or not this sprite has an animation with the given ID.
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* @param id The ID of the animation to check.
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*/
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public function hasAnimation(id:String):Bool
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{
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var animationList:Array<String> = this.animation?.getNameList() ?? [];
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if (animationList.contains(id))
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{
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return true;
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}
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else if (this.isAnimate && !animationList.contains(id))
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{
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return addAnimationIfMissing(id);
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}
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return false;
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}
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/**
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* Adds an animation if it doesn't exist.
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* @param id The animation ID to check.
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*/
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function addAnimationIfMissing(id:String):Bool
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{
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@:privateAccess
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var symbols:Array<String> = this.library.dictionary.keys().array();
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var frameLabels:Array<String> = listAnimations();
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if (frameLabels.contains(id))
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{
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// Animation exists as a frame label but wasn't added, so we add it
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anim.addByFrameLabel(id, id, this.library.frameRate, false);
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return true;
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}
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else if (symbols.contains(id))
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{
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// Animation exists as a symbol but wasn't added, so we add it
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anim.addBySymbol(id, id, this.library.frameRate, false);
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return true;
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}
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return false;
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}
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/**
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* Gets every frame on every symbol that starts with the given keyword.
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* @param keyword The keyword to search for.
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* @return An array of frames.
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*/
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public function getFramesWithKeyword(keyword:String):Array<animate.internal.Frame>
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{
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if (!this.isAnimate)
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{
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trace('WARNING: getFramesWithKeyword() only works texture atlases!');
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return [];
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}
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var symbolItems:Array<animate.internal.SymbolItem> = [];
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var frames:Array<animate.internal.Frame> = [];
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@:privateAccess
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for (symbol in this.library.dictionary.keys())
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{
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var symbolItem:Null<animate.internal.SymbolItem> = this.library.getSymbol(symbol);
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if (symbolItem == null) continue;
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if (symbolItem.name.contains(keyword))
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{
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symbolItems.push(symbolItem);
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}
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}
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for (symbolItem in symbolItems)
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{
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symbolItem.timeline.forEachLayer((layer) -> {
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layer.forEachFrame((frame) -> {
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frames.push(frame);
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});
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});
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}
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return frames;
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}
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/**
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* Gets the current animation ID.
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*/
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public function getCurrentAnimation():String
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{
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return this.animation?.curAnim?.name ?? '';
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}
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/**
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* Whether or not the current animation is finished.
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*/
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public function isAnimationFinished():Bool
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{
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return this.animation?.finished ?? false;
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}
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/**
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* Acts similarly to `makeGraphic`, but with improved memory usage,
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* at the expense of not being able to paint onto the resulting sprite.
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*
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* @param width The target width of the sprite.
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* @param height The target height of the sprite.
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* @param color The color to fill the sprite with.
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* @return This sprite, for chaining.
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*/
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public function makeSolidColor(width:Int, height:Int, color:FlxColor = FlxColor.WHITE):FunkinSprite
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{
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// Create a tiny solid color graphic and scale it up to the desired size.
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var graphic:FlxGraphic = FlxG.bitmap.create(2, 2, color, false, 'solid#${color.toHexString(true, false)}');
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frames = graphic.imageFrame;
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scale.set(width / 2.0, height / 2.0);
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updateHitbox();
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return this;
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}
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/**
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* @return A list of all the animations this sprite has available.
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*/
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public function listAnimations():Array<String>
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{
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var frameLabels:Array<String> = getFrameLabelList();
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var animationList:Array<String> = this.animation?.getNameList() ?? [];
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return frameLabels.concat(animationList);
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}
|
|
|
|
/**
|
|
* TEXTURE ATLAS-EXCLUSIVE FUNCTIONS
|
|
* These functions only work if the sprite's texture is an Adobe Animate texture atlas.
|
|
* Calling these functions on non-texture atlases will do nothing.
|
|
*/
|
|
/**
|
|
* Gets a list of frame labels from the default timeline.
|
|
*/
|
|
public function getFrameLabelList():Array<String>
|
|
{
|
|
if (!this.isAnimate)
|
|
{
|
|
trace('WARNING: getFrameLabelList() only works texture atlases!');
|
|
return [];
|
|
}
|
|
|
|
var foundLabels:Array<String> = [];
|
|
var mainTimeline:Null<animate.internal.Timeline> = this.library.timeline;
|
|
|
|
for (layer in mainTimeline.layers)
|
|
{
|
|
@:nullSafety(Off)
|
|
for (frame in layer.frames)
|
|
{
|
|
if (frame.name.rtrim() != '')
|
|
{
|
|
foundLabels.push(frame.name);
|
|
}
|
|
}
|
|
}
|
|
|
|
return foundLabels;
|
|
}
|
|
|
|
/**
|
|
* Gets a frame label by its name.
|
|
* @param name The name of the frame label to retrieve.
|
|
* @return The frame label, or null if it doesn't exist.
|
|
*/
|
|
public function getFrameLabel(name:String):Null<animate.internal.Frame>
|
|
{
|
|
if (!this.isAnimate)
|
|
{
|
|
trace('WARNING: getFrameLabel() only works texture atlases!');
|
|
return null;
|
|
}
|
|
|
|
for (layer in this.timeline.layers)
|
|
{
|
|
@:nullSafety(Off)
|
|
for (frame in layer.frames)
|
|
{
|
|
if (frame.name == name)
|
|
{
|
|
return frame;
|
|
}
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
* Returns the default symbol in the atlas.
|
|
*/
|
|
public function getDefaultSymbol():String
|
|
{
|
|
if (!this.isAnimate)
|
|
{
|
|
trace('WARNING: getDefaultSymbol() only works texture atlases!');
|
|
return '';
|
|
}
|
|
|
|
return library.timeline.name;
|
|
}
|
|
|
|
/**
|
|
* Replaces the graphic of a symbol in the atlas.
|
|
* @param symbol The symbol to replace.
|
|
* @param graphic The new graphic to use.
|
|
* @param adjustScale Whether to adjust the scale of new frame to match the old one.
|
|
*/
|
|
public function replaceSymbolGraphic(symbol:String, ?graphic:Null<FlxGraphicAsset>, ?adjustScale:Bool = true):Void
|
|
{
|
|
if (!this.isAnimate)
|
|
{
|
|
trace('WARNING: replaceSymbolGraphic() only works texture atlases!');
|
|
return;
|
|
}
|
|
|
|
var elements:Array<Element> = getSymbolElements(symbol);
|
|
|
|
for (element in elements)
|
|
{
|
|
var atlasInstance:AtlasInstance = element.toAtlasInstance();
|
|
var frame:Null<FlxFrame> = graphic != null ? FlxG.bitmap.add(graphic).imageFrame.frame : null;
|
|
|
|
atlasInstance.replaceFrame(frame, adjustScale);
|
|
element = atlasInstance;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns the first element of a symbol in the atlas.
|
|
* @param symbol The symbol to get elements from.
|
|
* @return The first element of the symbol. WARNING: Can be null.
|
|
*/
|
|
public function getFirstElement(symbol:String):Null<Element>
|
|
{
|
|
if (!this.isAnimate)
|
|
{
|
|
trace('WARNING: getFirstElement() only works texture atlases!');
|
|
return null;
|
|
}
|
|
|
|
var symbolElements:Array<Element> = getSymbolElements(symbol);
|
|
return symbolElements.length > 0 ? symbolElements[0] : null;
|
|
}
|
|
|
|
/**
|
|
* Returns the elements of a symbol in the atlas.
|
|
* @param symbol The symbol to get elements from.
|
|
*/
|
|
public function getSymbolElements(symbol:String):Array<Element>
|
|
{
|
|
if (!this.isAnimate)
|
|
{
|
|
trace('WARNING: getSymbolElements() only works texture atlases!');
|
|
return [];
|
|
}
|
|
|
|
var symbolInstance:Null<SymbolItem> = this.library.getSymbol(symbol);
|
|
|
|
if (symbolInstance == null)
|
|
{
|
|
throw 'Symbol not found in atlas: ${symbol}';
|
|
return [];
|
|
}
|
|
|
|
var elements:Array<Element> = symbolInstance.timeline.getElementsAtIndex(0);
|
|
|
|
if (elements?.length == 0)
|
|
{
|
|
trace('WARNING: No Atlas Elements found for "$symbol" symbol.');
|
|
}
|
|
|
|
return elements ?? [];
|
|
}
|
|
|
|
/**
|
|
* Scales an element by a certain multiplier.
|
|
* @param element The element to scale.
|
|
* @param scale The scale multiplier.
|
|
* @param positionOffset The offset to apply to `tx` and `ty` after scaling.
|
|
* (Or in other words, the position of the element.)
|
|
*/
|
|
public function scaleElement(element:Element, scale:Float, positionOffset:Float = 0, scaleEverything:Bool = false):Void
|
|
{
|
|
if (!this.isAnimate)
|
|
{
|
|
trace('WARNING: scaleElement() only works texture atlases!');
|
|
return;
|
|
}
|
|
|
|
var elementMatrix:FlxMatrix = element.matrix;
|
|
|
|
if (scaleEverything)
|
|
{
|
|
elementMatrix.scale(scale, scale);
|
|
return;
|
|
}
|
|
|
|
var symbolInstance:SymbolInstance = element.parentFrame.convertToSymbol(0, 1);
|
|
var transformPoint:FlxPoint = symbolInstance.transformationPoint;
|
|
|
|
elementMatrix.a += scale;
|
|
elementMatrix.d += scale;
|
|
|
|
elementMatrix.tx -= transformPoint.x * scale;
|
|
elementMatrix.ty -= transformPoint.y * scale;
|
|
|
|
elementMatrix.tx -= positionOffset;
|
|
elementMatrix.ty -= positionOffset;
|
|
}
|
|
|
|
/**
|
|
* Ensure scale is applied when cloning a sprite.R
|
|
* The default `clone()` method acts kinda weird TBH.
|
|
* @return A clone of this sprite.
|
|
*/
|
|
public override function clone():FunkinSprite
|
|
{
|
|
var result = new FunkinSprite(this.x, this.y);
|
|
result.frames = this.frames;
|
|
result.scale.set(this.scale.x, this.scale.y);
|
|
result.updateHitbox();
|
|
|
|
return result;
|
|
}
|
|
|
|
@:access(flixel.FlxCamera)
|
|
override function getBoundingBox(camera:FlxCamera):FlxRect
|
|
{
|
|
getScreenPosition(_point, camera);
|
|
|
|
_rect.set(_point.x, _point.y, width, height);
|
|
_rect = camera.transformRect(_rect);
|
|
|
|
if (isPixelPerfectRender(camera))
|
|
{
|
|
_rect.width = _rect.width / this.scale.x;
|
|
_rect.height = _rect.height / this.scale.y;
|
|
_rect.x = _rect.x / this.scale.x;
|
|
_rect.y = _rect.y / this.scale.y;
|
|
_rect.floor();
|
|
_rect.x = _rect.x * this.scale.x;
|
|
_rect.y = _rect.y * this.scale.y;
|
|
_rect.width = _rect.width * this.scale.x;
|
|
_rect.height = _rect.height * this.scale.y;
|
|
}
|
|
|
|
return _rect;
|
|
}
|
|
|
|
override function preparePixelPerfectMatrix(matrix:FlxMatrix)
|
|
{
|
|
matrix.tx = Math.round(matrix.tx / this.scale.x) * this.scale.x;
|
|
matrix.ty = Math.round(matrix.ty / this.scale.y) * this.scale.y;
|
|
}
|
|
|
|
public override function destroy():Void
|
|
{
|
|
@:nullSafety(Off) // TODO: Remove when flixel.FlxSprite is null safed.
|
|
frames = null;
|
|
// Cancel all tweens so they don't continue to run on a destroyed sprite.
|
|
// This prevents crashes.
|
|
FlxTween.cancelTweensOf(this);
|
|
super.destroy();
|
|
}
|
|
}
|