diff --git a/.gitignore b/.gitignore index 84f8c3c7a..feeec48cc 100644 --- a/.gitignore +++ b/.gitignore @@ -1,3 +1,5 @@ export/ .vscode/ .idea/ +vscode-project.hxml +*.fla diff --git a/Project.xml b/Project.xml index 62cabfada..571c17678 100644 --- a/Project.xml +++ b/Project.xml @@ -52,7 +52,6 @@ - diff --git a/README.md b/README.md index 427384c3d..c8ea41954 100644 --- a/README.md +++ b/README.md @@ -1,97 +1,18 @@ -# Friday Night Funkin -[![Build Status](https://img.shields.io/endpoint.svg?url=https%3A%2F%2Factions-badge.atrox.dev%2FTheDrawingCoder-Gamer%2FFunkin%2Fbadge%3Fref%3Dmaster&style=for-the-badge)](https://actions-badge.atrox.dev/TheDrawingCoder-Gamer/Funkin/goto?ref=master) -![Azure DevOps builds](https://img.shields.io/azure-devops/build/benharless820/7af207e5-72fd-483f-9a48-6fc65e63abb9/4?label=pipelines&style=for-the-badge) -[![forthebadge](https://forthebadge.com/images/badges/fuck-it-ship-it.svg)](https://forthebadge.com) -[![forthebadge](https://forthebadge.com/images/badges/works-on-my-machine.svg)](https://forthebadge.com) -[![forthebadge](https://forthebadge.com/images/badges/contains-tasty-spaghetti-code.svg)](https://forthebadge.com) -[![forthebadge](https://forthebadge.com/images/badges/it-works-why.svg)](https://forthebadge.com) -[![forthebadge](https://forthebadge.com/images/badges/just-plain-nasty.svg)](https://forthebadge.com) - -This is the repository for Friday Night Funkin Modding Plus, a mod for FNF to add more features for modders and players alike. - -Any mods made with this mod must have express permission from the creator of songs included. -(for example, if you include the Whitty Mod, you should have express permission from Nate Anim8, KadeDev, and SockClip. -I at least would like to see the main author and a majority of secondary offers get express permission) -If an author gives express disapproval, and the mod is up, you should take your mod down. I own the code to this mod so I can (and will) -take down mods that don't follow this rule. - - -- Get the cutting edge build: https://dev.azure.com/benharless820/FNF%20Modding%20Plus/_build -- Play the Original Game: https://github.com/ninjamuffin99/Funkin -- Need Help? FNF Modding Plus Discord: https://discord.gg/xeC748FR -- Trello Page (todo list): https://trello.com/b/cFjJJIjF/fnf-modding-plus -## Credits for the Original Game - -- [ninjamuffin99](https://twitter.com/ninja_muffin99) - Programmer -- [PhantomArcade3K](https://twitter.com/phantomarcade3k) and [Evilsk8r](https://twitter.com/evilsk8r) - Art -- [KawaiSprite](https://twitter.com/kawaisprite) - Musician -## Modding+ Credits - -- [BulbyVR](https://github.com/TheDrawingCoder-Gamer) - Owner/Programmer -- [DJ Popsicle](https://gamebanana.com/members/1780306) - Co-Owner/Additional Programmer -- [Matheus L/Mlops](https://gamebanana.com/members/1767306), [AndreDoodles](https://gamebanana.com/members/1764840), riko, Raf, ElBartSinsoJaJa, and [plum](https://www.youtube.com/channel/UCXbiI4MJD9Y3FpjW61lG8ZQ) - Artist & Animation -- [ThePinkPhantom/JuliettePink](https://gamebanana.com/members/1892442) - Portrait Artist -- [Alex Director](https://gamebanana.com/members/1701629) - Icon Fixer -- [TrafficKid](https://github.com/TrafficKid) - GitHub Wikipedia -- [GwebDev](https://github.com/GrowtopiaFli) - Edited WebM code -- [Axy](https://github.com/AxyGitPoggers) - Poggers help -## Build instructions - -THESE INSTRUCTIONS ARE FOR COMPILING THE GAME'S SOURCE CODE!!! - -IF YOU WANT TO JUST DOWNLOAD AND INSTALL AND PLAY THE GAME NORMALLY, GO TO GAMEBANANA TO DOWNLOAD THE GAME FOR PC!! - -https://gamebanana.com/gamefiles/14264 - -IF YOU WANT TO COMPILE THE GAME YOURSELF, OR PLAY ON MAC OR LINUX, CONTINUE READING!!! - -IF YOU MAKE A MOD AND DISTRIBUTE A MODIFIED / RECOMIPLED VERSION, YOU MUST OPEN SOURCE YOUR MOD AS WELL - -### Installing shit - -First you need to install Haxe and HaxeFlixel. I'm too lazy to write and keep updated with that setup (which is pretty simple). -The link to that is on the [HaxeFlixel website](https://haxeflixel.com/documentation/getting-started/) - -Other installations you'd need is the additional libraries, a fully updated list will be in `Project.xml` in the project root, but here are the one's I'm using as of writing. - -``` -hscript -flixel-ui -tjson -json2object -uniontypes -hxcpp-debug-server -``` - -So for each of those type `haxelib install [library]` so shit like `haxelib install hscript` - -You'll also need to install hscript-ex. Do this with - -``` -haxelib git hscript-ex https://github.com/ianharrigan/hscript-ex -``` - - -### Compiling game - - -To run it from your desktop (Windows, Mac, Linux) it can be a bit more involved. For Linux, you only need to open a terminal in the project directory and run 'lime test linux -debug' and then run the executible file in export/release/linux/bin. For Windows, you need to install Visual Studio Community 2019. While installing VSC, don't click on any of the options to install workloads. Instead, go to the individual components tab and choose the following: -* MSVC v142 - VS 2019 C++ x64/x86 build tools -* Windows SDK (10.0.17763.0) -* C++ Profiling tools -* C++ CMake tools for windows -* C++ ATL for v142 build tools (x86 & x64) -* C++ MFC for v142 build tools (x86 & x64) -* C++/CLI support for v142 build tools (14.21) -* C++ Modules for v142 build tools (x64/x86) -* Clang Compiler for Windows -* Windows 10 SDK (10.0.17134.0) -* Windows 10 SDK (10.0.16299.0) -* MSVC v141 - VS 2017 C++ x64/x86 build tools -* MSVC v140 - VS 2015 C++ build tools (v14.00) - -This will install about 22GB of crap, but once that is done you can open up a command line in the project's directory and run `lime test windows -debug`. Once that command finishes (it takes forever even on a higher end PC), you can run FNF from the .exe file under export\release\windows\bin -As for Mac, 'lime test mac -debug' should work, if not the internet surely has a guide on how to compile Haxe stuff for Mac. -### Additional guides - -- [Command line basics](https://ninjamuffin99.newgrounds.com/news/post/1090480) +im done letting people think drippy is a good person. +she fucked up so hard intentionally and still says that she did nothing wrong and that im in the wrong. +look at the gdrive, full dms leak. +i dont condone leaking dms normally but im tired of letting people get affected by her, SUCK MY ASS DRIPPY. +https://drive.google.com/drive/folders/1jydp46vlIgMIfcvl2Ab8oMyV8nwGPX2H?usp=sharing +https://drive.google.com/drive/folders/1jydp46vlIgMIfcvl2Ab8oMyV8nwGPX2H?usp=sharing +https://drive.google.com/drive/folders/1jydp46vlIgMIfcvl2Ab8oMyV8nwGPX2H?usp=sharing +https://drive.google.com/drive/folders/1jydp46vlIgMIfcvl2Ab8oMyV8nwGPX2H?usp=sharing +https://drive.google.com/drive/folders/1jydp46vlIgMIfcvl2Ab8oMyV8nwGPX2H?usp=sharing +https://drive.google.com/drive/folders/1jydp46vlIgMIfcvl2Ab8oMyV8nwGPX2H?usp=sharing +https://drive.google.com/drive/folders/1jydp46vlIgMIfcvl2Ab8oMyV8nwGPX2H?usp=sharing +https://drive.google.com/drive/folders/1jydp46vlIgMIfcvl2Ab8oMyV8nwGPX2H?usp=sharing +https://drive.google.com/drive/folders/1jydp46vlIgMIfcvl2Ab8oMyV8nwGPX2H?usp=sharing +https://drive.google.com/drive/folders/1jydp46vlIgMIfcvl2Ab8oMyV8nwGPX2H?usp=sharing +https://drive.google.com/drive/folders/1jydp46vlIgMIfcvl2Ab8oMyV8nwGPX2H?usp=sharing +https://drive.google.com/drive/folders/1jydp46vlIgMIfcvl2Ab8oMyV8nwGPX2H?usp=sharing +https://drive.google.com/drive/folders/1jydp46vlIgMIfcvl2Ab8oMyV8nwGPX2H?usp=sharing +SUCK MY FUCKING ASS. \ No newline at end of file diff --git a/animateatlas/AtlasFrameMaker.hx b/animateatlas/AtlasFrameMaker.hx new file mode 100644 index 000000000..f402e9e67 --- /dev/null +++ b/animateatlas/AtlasFrameMaker.hx @@ -0,0 +1,148 @@ +package animateatlas; +import flixel.util.FlxDestroyUtil; +import openfl.geom.Rectangle; +import flixel.math.FlxPoint; +import flixel.math.FlxRect; +import openfl.Assets; +import haxe.Json; +import openfl.display.BitmapData; +import animateatlas.JSONData.AtlasData; +import animateatlas.JSONData.AnimationData; +import animateatlas.displayobject.SpriteAnimationLibrary; +import animateatlas.displayobject.SpriteMovieClip; +import flixel.graphics.FlxGraphic; +import flixel.graphics.frames.FlxFramesCollection; +import flixel.graphics.frames.FlxFrame; +class AtlasFrameMaker extends FlxFramesCollection{ + + + //public static var widthoffset:Int = 0; + //public static var heightoffset:Int = 0; + //public static var excludeArray:Array; + /** + + * Creates Frames from TextureAtlas(very early and broken ok) Originally made for FNF HD by Smokey and Rozebud + * + * @param key The file path. + * @param _excludeArray Use this to only create selected animations. Keep null to create all of them. + * + */ + + public static function construct(key:String,?_excludeArray:Array = null):FlxFramesCollection{ + + // widthoffset = _widthoffset; + // heightoffset = _heightoffset; + + + + var frameCollection:FlxFramesCollection; + var frameArray:Array> = []; + var animationData:AnimationData = Json.parse(Assets.getText(key + "/Animation.json")); + var atlasData:AtlasData = Json.parse(Assets.getText(key + "/spritemap.json")); + var bitmapData:BitmapData = Assets.getBitmapData(key + "/spritemap.png"); + var ss = new SpriteAnimationLibrary(animationData, atlasData, bitmapData); + var t = ss.createAnimation(); + if(_excludeArray == null){ + _excludeArray = t.getFrameLabels(); + } + frameCollection = new FlxFramesCollection(FlxGraphic.fromBitmapData(bitmapData),FlxFrameCollectionType.IMAGE); + + + for(x in t.getFrameLabels()){ + + frameArray.push(getFramesArray(t, x,_excludeArray)); + + + } + + for(x in frameArray){ + for(y in x){ + frameCollection.pushFrame(y); + } + } + + return frameCollection; + + } + + @:noCompletion static function getFramesArray(t:SpriteMovieClip,animation:String,_excludeArray:Array):Array + { + var sizeInfo:Rectangle = new Rectangle(0,0); + t.currentLabel = animation; + var bitMapArray:Array = []; + var daFramez:Array = []; + var firstPass = true; + var frameSize:FlxPoint = new FlxPoint(0,0); + + for (i in t.getFrame(animation)...t.numFrames){ + t.currentFrame = i; + if (t.currentLabel == animation){ + if (_excludeArray.contains(animation)){ + sizeInfo = t.getBounds(t); + + var bitmapShit:BitmapData = new BitmapData( + Std.int(sizeInfo.width + Math.abs(sizeInfo.x)),Std.int(sizeInfo.height +Math.abs(sizeInfo.y)),true,0); + + bitmapShit.draw(t,null,null,null,null,true); + bitMapArray.push(bitmapShit); + + if (firstPass){ + frameSize.set(bitmapShit.width,bitmapShit.height); + firstPass = false; + } + } + } + else break; + } + + for (i in 0...bitMapArray.length){ + var b = FlxGraphic.fromBitmapData(bitMapArray[i]); + var theFrame = new FlxFrame(b); + theFrame.parent = b; + theFrame.name = animation + i; + theFrame.sourceSize.set(frameSize.x,frameSize.y); + theFrame.frame = new FlxRect(0, 0, bitMapArray[i].width, bitMapArray[i].height); + daFramez.push(theFrame); + + //trace(daFramez); + } + return daFramez; + } + + /*public static function renderTest(key:String, animation:String, ?frame:Int = 0):Void + { + var animationData:AnimationData = Json.parse(Assets.getText(key + "/Animation.json")); + var atlasData:AtlasData = Json.parse(Assets.getText(key + "/spritemap.json")); + var bitmapData:BitmapData = Assets.getBitmapData(key + "/spritemap.png"); + var ss = new SpriteAnimationLibrary(animationData, atlasData, bitmapData); + var t = ss.createAnimation(); + var bitMapArray:Array = []; + + for (i in 0...t.numFrames){ + t.currentFrame = i; + if (t.currentLabel == animation){ + //trace(t.currentFrame); + var bitmapShit:BitmapData = new BitmapData(Std.int(t.width),Std.int(t.height),true,0); + //bitmapShit.drawWithQuality(t,null,null,null,null,true); + bitmapShit.draw(t, new Matrix(1, 0, 0, 1, t.width/2, t.height/2), null, null, null, false); + bitMapArray.push(bitmapShit); + } + } + + saveImage(bitMapArray[frame]); + + } + + public static function saveImage(bitmapData:BitmapData) + { + var b:ByteArray = new ByteArray(); + b = bitmapData.encode(bitmapData.rect, new PNGEncoderOptions(true), b); + new FileDialog().save(b, "png", null, "file"); + } + */ + + + + + +} diff --git a/animateatlas/HelperEnums.hx b/animateatlas/HelperEnums.hx new file mode 100644 index 000000000..23f058707 --- /dev/null +++ b/animateatlas/HelperEnums.hx @@ -0,0 +1,21 @@ +package animateatlas; + +enum abstract LoopMode(String) from String to String { + public static inline var LOOP:String = "loop"; + public static inline var PLAY_ONCE:String = "playonce"; + public static inline var SINGLE_FRAME:String = "singleframe"; + + public static function isValid(value:String):Bool { + return value == LOOP || value == PLAY_ONCE || value == SINGLE_FRAME; + } +} + +enum abstract SymbolType(String) from String to String { + public static inline var GRAPHIC:String = "graphic"; + public static inline var MOVIE_CLIP:String = "movieclip"; + public static inline var BUTTON:String = "button"; + + public static function isValid(value:String):Bool { + return value == GRAPHIC || value == MOVIE_CLIP || value == BUTTON; + } +} diff --git a/animateatlas/JSONData.hx b/animateatlas/JSONData.hx new file mode 100644 index 000000000..7b080e650 --- /dev/null +++ b/animateatlas/JSONData.hx @@ -0,0 +1,155 @@ +package animateatlas; + +/** + * All data needed for the json importer + some extra for after parsing. + * Stolen mostly from https://github.com/TomByrne/Starling-Extension-Adobe-Animate-Hx/blob/master/hx/src/starling/extensions/animate/AnimationAtlasData.hx + */ +typedef AnimationData = { + ?ANIMATION:SymbolData, + ?SYMBOL_DICTIONARY:{ + Symbols:Array + }, + ?metadata:{ + ?framerate:Null + } +} + +typedef AtlasData = { + ?ATLAS:{ + SPRITES:Array + }, + ?meta:{ + app:String, + version:String, + image:String, + format:String, + size:{w:Int, h:Int}, + scale:String, + } +} + +typedef SpriteDummy = { + SPRITE:SpriteData +} + +typedef SpriteData = { + name:String, + x:Int, + y:Int, + w:Int, + h:Int, + rotated:Bool +} + +typedef SymbolData = { + ?name:String, + SYMBOL_name:String, + ?TIMELINE:SymbolTimelineData +} + +typedef SymbolTimelineData = { + ?sortedForRender:Bool, + LAYERS:Array +} + +typedef LayerData = { + Layer_name:String, + Frames:Array, + FrameMap:Map +} + +typedef LayerFrameData = { + index:Int, + ?name:String, + duration:Int, + elements:Array +} + +typedef ElementData = { + ?ATLAS_SPRITE_instance:Dynamic, + ?SYMBOL_Instance:SymbolInstanceData +} + +typedef SymbolInstanceData = { + SYMBOL_name:String, + Instance_Name:String, + bitmap:BitmapPosData, + symbolType:String, + transformationPoint:PointData, + Matrix3D:Matrix3DData, + ?DecomposedMatrix:Decomposed3DData, + ?color:ColorData, + + ?loop:String, + firstFrame:Int, + ?filters:FilterData +} + +typedef ColorData = { + mode:String, + + ?RedMultiplier:Float, + ?greenMultiplier:Float, + ?blueMultiplier:Float, + ?alphaMultiplier:Float, + ?redOffset:Float, + ?greenOffset:Float, + ?blueOffset:Float, + ?AlphaOffset:Float +} + +typedef BitmapPosData = { + name:String, + Position:PointData, +} + +typedef PointData = { + x:Int, + y:Int +} + +typedef Matrix3DData = { + m00:Float, + m01:Float, + m02:Float, + m03:Float, + m10:Float, + m11:Float, + m12:Float, + m13:Float, + m20:Float, + m21:Float, + m22:Float, + m23:Float, + m30:Float, + m31:Float, + m32:Float, + m33:Float, +} +//tryna add more support gimme a sec +typedef FilterData = { + ?BlurFilter: { + blurX:Float, + blurY:Float, + quality:Int + }, + + ?GlowFilter: { + blurX: Float, + blurY: Float, + color: Int, + alpha: Int, + quality: Int, + strength: Int, + knockout: Bool, + inner: Bool + } + + +} + +typedef Decomposed3DData = { + Position:{x:Float, y:Float, z:Float}, + Rotation:{x:Float, y:Float, z:Float}, + Scaling:{x:Float, y:Float, z:Float}, +} diff --git a/animateatlas/Main.hx b/animateatlas/Main.hx new file mode 100644 index 000000000..8bbe81056 --- /dev/null +++ b/animateatlas/Main.hx @@ -0,0 +1,109 @@ +package; + +import animateatlas.JSONData.AtlasData; +import openfl.display.BitmapData; +import animateatlas.JSONData.AnimationData; +import openfl.display.FPS; +import openfl.Lib; +import openfl.events.MouseEvent; +import animateatlas.HelperEnums.LoopMode; +import openfl.events.Event; +import openfl.display.Tilemap; +import openfl.display.Tileset; +import openfl.Assets; +import haxe.Json; +import animateatlas.tilecontainer.TileAnimationLibrary; +import animateatlas.tilecontainer.TileContainerMovieClip; +import animateatlas.displayobject.SpriteAnimationLibrary; +import animateatlas.displayobject.SpriteMovieClip; +import openfl.display.Sprite; + +class Main extends Sprite { + var aa:TileAnimationLibrary; + var ss:SpriteAnimationLibrary; + + // + var tileSymbols:Array; + + var spriteSymbols:Array; + + var renderer:Tilemap; + + public function new() { + super(); + graphics.beginFill(0x333333); + graphics.drawRect(0, 0, Lib.current.stage.stageWidth, Lib.current.stage.stageHeight); + + var animationData:AnimationData = Json.parse(Assets.getText("assets/TEST/Animation.json")); + var atlasData:AtlasData = Json.parse(Assets.getText("assets/TEST/spritemap.json")); + var bitmapData:BitmapData = Assets.getBitmapData("assets/TEST/spritemap.png"); + + aa = new TileAnimationLibrary(animationData, atlasData, bitmapData); + ss = new SpriteAnimationLibrary(animationData, atlasData, bitmapData); + + renderer = new Tilemap(Lib.current.stage.stageWidth, Lib.current.stage.stageHeight, null, true); + + renderer.tileAlphaEnabled = false; + renderer.tileBlendModeEnabled = false; + renderer.tileColorTransformEnabled = false; + + addChild(renderer); + addChild(new FPS(10, 10, 0xFFFFFF)); + + tileSymbols = []; + spriteSymbols = []; + + addEventListener(Event.ENTER_FRAME, update); + // addEventListener(MouseEvent.CLICK, addSpriteGirl); + addEventListener(MouseEvent.CLICK, addTileGirl); + } + + var prev:Int = 0; + var dt:Int = 0; + var curr:Int = 0; + + public function update(_) { + // making a dt + curr = Lib.getTimer(); + dt = curr - prev; + prev = curr; + + for (symbol in tileSymbols) { + symbol.update(dt); + } + for (symbol in spriteSymbols) { + symbol.update(dt); + } + } + + public function addSpriteGirl(_) { + for (i in 0...1) { + var t = ss.createAnimation(); + t.x = mouseX + i * 20 * (-1 * i % 2); + t.y = mouseY + i * 20 * (-1 * i % 2); + + addChild(t); + t.loopMode = LoopMode.SINGLE_FRAME; + + t.currentLabel = t.getFrameLabels()[Std.random(t.getFrameLabels().length)]; + spriteSymbols.push(t); + trace(spriteSymbols.length); + } + } + + public function addTileGirl(_) { + for (i in 0...1) { + var t = aa.createAnimation(); + t.x = mouseX + i * 5 * (-1 * i % 2); + t.y = mouseY + i * 5 * (-1 * i % 2); + + renderer.addTile(t); + t.loopMode = LoopMode.SINGLE_FRAME; + + t.currentLabel = t.getFrameLabels()[Std.random(t.getFrameLabels().length)]; + tileSymbols.push(t); + + trace(tileSymbols.length); + } + } +} diff --git a/animateatlas/displayobject/SpriteAnimationLibrary.hx b/animateatlas/displayobject/SpriteAnimationLibrary.hx new file mode 100644 index 000000000..2f835ab4c --- /dev/null +++ b/animateatlas/displayobject/SpriteAnimationLibrary.hx @@ -0,0 +1,225 @@ +package animateatlas.displayobject; + +import openfl.display.BitmapData; +import animateatlas.JSONData.AnimationData; +import animateatlas.JSONData.ElementData; +import animateatlas.JSONData.LayerFrameData; +import animateatlas.JSONData.LayerData; +import animateatlas.JSONData.SymbolTimelineData; +import animateatlas.JSONData.Matrix3DData; +import animateatlas.JSONData.AtlasData; +import animateatlas.JSONData.SymbolData; +import animateatlas.JSONData.SpriteData; +import animateatlas.HelperEnums.LoopMode; +import animateatlas.HelperEnums.SymbolType; +import openfl.errors.ArgumentError; + +/** + * Performance will be REALLY BAD. + * Consider using TileAnimationLibrary whenever possible. + */ +class SpriteAnimationLibrary { + public var frameRate:Float; + + private var _atlas:Map; + private var _symbolData:Map; + private var _symbolPool:Map>; + private var _defaultSymbolName:String; + private var _texture:BitmapData; + + public static inline var BITMAP_SYMBOL_NAME:String = "___atlas_sprite___"; + + private static var STD_MATRIX3D_DATA:Matrix3DData = { + m00: 1, + m01: 0, + m02: 0, + m03: 0, + m10: 0, + m11: 1, + m12: 0, + m13: 0, + m20: 0, + m21: 0, + m22: 1, + m23: 0, + m30: 0, + m31: 0, + m32: 0, + m33: 1 + }; + + public function new(data:AnimationData, atlas:AtlasData, texture:BitmapData) { + parseAnimationData(data); + parseAtlasData(atlas); + _texture = texture; + _symbolPool = new Map(); + } + + public function hasAnimation(name:String):Bool { + return hasSymbol(name); + } + + public function createAnimation(symbol:String = null):SpriteMovieClip { + symbol = (symbol != null) ? symbol : _defaultSymbolName; + if (!hasSymbol(symbol)) { + throw new ArgumentError("Symbol not found: " + symbol); + } + return new SpriteMovieClip(getSymbol(symbol)); + } + + public function getAnimationNames(prefix:String = ""):Array { + var out = new Array(); + + for (name in _symbolData.keys()) { + if (name != BITMAP_SYMBOL_NAME && name.indexOf(prefix) == 0) { + out.push(name); + } + } + + // but... why? + out.sort(function(a1, a2):Int { + a1 = a1.toLowerCase(); + a2 = a2.toLowerCase(); + if (a1 < a2) { + return -1; + } else if (a1 > a2) { + return 1; + } else { + return 0; + } + }); + return out; + } + + private function getSpriteData(name:String):SpriteData { + return _atlas.get(name); + } + + private function hasSymbol(name:String):Bool { + return _symbolData.exists(name); + } + + // # region Pooling + // todo migrate this to lime pool + + @:access(animateatlas) + @:allow(AtlasFrameMaker) + private function getSymbol(name:String):SpriteSymbol { + var pool:Array = getSymbolPool(name); + if (pool.length == 0) { + return new SpriteSymbol(getSymbolData(name), this, _texture); + } else { + return pool.pop(); + } + } + + private function putSymbol(symbol:SpriteSymbol):Void { + symbol.reset(); + var pool:Array = getSymbolPool(symbol.symbolName); + pool.push(symbol); + symbol.currentFrame = 0; + } + + private function getSymbolPool(name:String):Array { + var pool:Array = _symbolPool.get(name); + if (pool == null) { + pool = []; + _symbolPool.set(name, pool); + } + return pool; + } + + // # end region + // # region helpers + private function parseAnimationData(data:AnimationData):Void { + var metaData = data.metadata; + + if (metaData != null && metaData.framerate != null && metaData.framerate > 0) { + frameRate = (metaData.framerate); + } else { + frameRate = 24; + } + + _symbolData = new Map(); + + // the actual symbol dictionary + var symbols = data.SYMBOL_DICTIONARY.Symbols; + for (symbolData in symbols) { + _symbolData[symbolData.SYMBOL_name] = preprocessSymbolData(symbolData); + } + + // the main animation + var defaultSymbolData:SymbolData = preprocessSymbolData(data.ANIMATION); + _defaultSymbolName = defaultSymbolData.SYMBOL_name; + _symbolData.set(_defaultSymbolName, defaultSymbolData); + + // a purely internal symbol for bitmaps - simplifies their handling + _symbolData.set(BITMAP_SYMBOL_NAME, { + SYMBOL_name: BITMAP_SYMBOL_NAME, + TIMELINE: { + LAYERS: [] + } + }); + } + + private function preprocessSymbolData(symbolData:SymbolData):SymbolData { + var timeLineData:SymbolTimelineData = symbolData.TIMELINE; + var layerDates:Array = timeLineData.LAYERS; + + // In Animate CC, layers are sorted front to back. + // In Starling, it's the other way round - so we simply reverse the layer data. + + if (!timeLineData.sortedForRender) { + timeLineData.sortedForRender = true; + layerDates.reverse(); + } + + // We replace all "ATLAS_SPRITE_instance" elements with symbols of the same contents. + // That way, we are always only dealing with symbols. + + for (layerData in layerDates) { + var frames:Array = layerData.Frames; + + for (frame in frames) { + var elements:Array = frame.elements; + for (e in 0...elements.length) { + var element:ElementData = elements[e]; + if (element.ATLAS_SPRITE_instance != null) { + element = elements[e] = { + SYMBOL_Instance: { + SYMBOL_name: BITMAP_SYMBOL_NAME, + Instance_Name: "InstName", + bitmap: element.ATLAS_SPRITE_instance, + symbolType: SymbolType.GRAPHIC, + firstFrame: 0, + loop: LoopMode.LOOP, + transformationPoint: { + x: 0, + y: 0 + }, + Matrix3D: STD_MATRIX3D_DATA + } + }; + } + } + } + } + + return symbolData; + } + + private function parseAtlasData(atlas:AtlasData):Void { + _atlas = new Map(); + if (atlas.ATLAS != null && atlas.ATLAS.SPRITES != null) { + for (s in atlas.ATLAS.SPRITES) { + _atlas.set(s.SPRITE.name, s.SPRITE); + } + } + } + + private function getSymbolData(name:String):SymbolData { + return _symbolData.get(name); + } + + // # end region +} diff --git a/animateatlas/displayobject/SpriteMovieClip.hx b/animateatlas/displayobject/SpriteMovieClip.hx new file mode 100644 index 000000000..2b2b746d2 --- /dev/null +++ b/animateatlas/displayobject/SpriteMovieClip.hx @@ -0,0 +1,117 @@ +package animateatlas.displayobject; + +import openfl.display.Sprite; +import animateatlas.HelperEnums.LoopMode; +import animateatlas.HelperEnums.SymbolType; + +@:access(animateatlas.displayobject.SpriteSymbol) +class SpriteMovieClip extends Sprite { + public var framerate(get, set):Float; + public var currentLabel(get, set):String; + public var currentFrame(get, set):Int; + public var type(get, set):String; + public var loopMode(get, set):String; + public var symbolName(get, never):String; + public var numLayers(get, never):Int; + public var numFrames(get, never):Int; + public var layers(get, never):Array; // ! Dangerous AF. + + private var symbol:SpriteSymbol; + private var _framerate:Null = null; + + private var frameElapsed:Float = 0; + + public function new(symbol:SpriteSymbol) { + super(); + this.symbol = symbol; + addChild(this.symbol); + } + + public function update(dt:Int) { + // + var frameDuration:Float = 1000 / framerate; + frameElapsed += dt; + + while (frameElapsed > frameDuration) { + frameElapsed -= frameDuration; + symbol.nextFrame(); + } + while (frameElapsed < -frameDuration) { + frameElapsed += frameDuration; + symbol.prevFrame(); + } + } + + public function getFrameLabels():Array { + return symbol.getFrameLabels(); + } + + public function getFrame(label:String):Int { + return symbol.getFrame(label); + } + + // # region Property setter and getter + + private function set_currentLabel(value:String):String { + symbol.currentFrame = symbol.getFrame(value); + return value; + } + + private function get_currentLabel():String { + return symbol.currentLabel; + } + + + private function set_currentFrame(value:Int):Int { + symbol.currentFrame = value; + return value; + } + + private function get_currentFrame():Int { + return symbol.currentFrame; + } + + private function set_type(value:SymbolType):SymbolType { + symbol.type = value; + return value; + } + + private function get_type():SymbolType { + return symbol.type; + } + + private function set_loopMode(value:LoopMode):LoopMode { + symbol.loopMode = value; + return value; + } + + private function get_loopMode():LoopMode { + return symbol.loopMode; + } + + private function get_symbolName():String { + return symbol.symbolName; + } + + private function get_numLayers():Int { + return symbol.numLayers; + } + + private function get_numFrames():Int { + return symbol.numFrames; + } + + private function get_layers():Array { + return symbol._layers; + } + + private function set_framerate(value:Float):Float { + return _framerate = value; + } + + private function get_framerate():Float { + return _framerate == null ? symbol._library.frameRate : _framerate; + } + + // # end region +} diff --git a/animateatlas/displayobject/SpriteSymbol.hx b/animateatlas/displayobject/SpriteSymbol.hx new file mode 100644 index 000000000..c1f8fda10 --- /dev/null +++ b/animateatlas/displayobject/SpriteSymbol.hx @@ -0,0 +1,525 @@ +package animateatlas.displayobject; + +import openfl.filters.GlowFilter; +import openfl.filters.BlurFilter; +import openfl.display.PixelSnapping; +import openfl.geom.Point; +import openfl.display.BitmapData; +import openfl.display.Bitmap; +import openfl.display.Sprite; +import openfl.errors.ArgumentError; +import openfl.geom.Rectangle; +import openfl.errors.Error; +import animateatlas.JSONData.ElementData; +import animateatlas.HelperEnums.LoopMode; +import animateatlas.HelperEnums.SymbolType; +import openfl.display.FrameLabel; +import animateatlas.JSONData.SymbolData; +import animateatlas.JSONData.SymbolInstanceData; +import animateatlas.JSONData.LayerData; +import animateatlas.JSONData.BitmapPosData; +import animateatlas.JSONData.Matrix3DData; +import animateatlas.JSONData.LayerFrameData; +import animateatlas.JSONData.ColorData; +import openfl.geom.Matrix; +import openfl.geom.ColorTransform; +import animateatlas.JSONData.FilterData; + +class SpriteSymbol extends Sprite { + public var currentLabel(get, never):String; + public var currentFrame(get, set):Int; + public var type(get, set):String; + public var loopMode(get, set):String; + public var symbolName(get, never):String; + public var numLayers(get, never):Int; + public var numFrames(get, never):Int; + + private var _data:SymbolData; + private var _library:SpriteAnimationLibrary; + private var _symbolName:String; + private var _type:String; + private var _loopMode:String; + + private var _currentFrame:Int; + private var _composedFrame:Int; + private var _bitmap:Bitmap; + private var _numFrames:Int; + private var _numLayers:Int; + private var _frameLabels:Array; + private var _colorTransform:ColorTransform; + private var _layers:Array; + private var _texture:BitmapData; + private var _tempRect = new Rectangle(); + private var _zeroPoint = new Point(0, 0); + private var filterHelper:BitmapData; + public var smoothing:Bool = true; + + private static var sMatrix:Matrix = new Matrix(); + + private function new(data:SymbolData, library:SpriteAnimationLibrary, texture:BitmapData) { + super(); + _data = data; + _library = library; + _composedFrame = -1; + _numLayers = data.TIMELINE.LAYERS.length; + _numFrames = getNumFrames(); + _frameLabels = _getFrameLabels(); + _symbolName = data.SYMBOL_name; + _type = SymbolType.GRAPHIC; + _loopMode = LoopMode.LOOP; + _texture = texture; + + createLayers(); + + // Create FrameMap caches if don't exist + for (layer in data.TIMELINE.LAYERS) { + if (layer.FrameMap != null) + return; + + var map = new Map(); + + for (i in 0...layer.Frames.length) { + var frame = layer.Frames[i]; + for (j in 0...frame.duration) { + map.set(i + j, frame); + } + } + + layer.FrameMap = map; + } + } + + public function reset():Void { + sMatrix.identity(); + transform.matrix = sMatrix.clone(); + alpha = 1.0; + _currentFrame = 0; + _composedFrame = -1; + } + + public function nextFrame():Void { + if (_loopMode != LoopMode.SINGLE_FRAME) { + currentFrame += 1; + } + + moveMovieclip_MovieClips(1); + } + + public function prevFrame():Void { + if (_loopMode != LoopMode.SINGLE_FRAME) { + currentFrame -= 1; + } + + moveMovieclip_MovieClips(-1); + } + + /** Moves all movie clips n frames, recursively. */ + private function moveMovieclip_MovieClips(direction:Int = 1):Void { + if (_type == SymbolType.MOVIE_CLIP) { + currentFrame += direction; + } + + for (l in 0..._numLayers) { + var layer:Sprite = getLayer(l); + var numElements:Int = layer.numChildren; + + for (e in 0...numElements) { + (try cast(layer.getChildAt(e), SpriteSymbol) catch (e:Dynamic) null).moveMovieclip_MovieClips(direction); + } + } + } + + public function update():Void { + for (i in 0..._numLayers) { + updateLayer(i); + } + + _composedFrame = _currentFrame; + } + + @:access(animateatlas) + private function updateLayer(layerIndex:Int):Void { + var layer:Sprite = getLayer(layerIndex); + var frameData:LayerFrameData = getFrameData(layerIndex, _currentFrame); + var elements:Array = (frameData != null) ? frameData.elements : null; + var numElements:Int = (elements != null) ? elements.length : 0; + for (i in 0...numElements) { + var elementData:SymbolInstanceData = elements[i].SYMBOL_Instance; + + if (elementData == null) { + continue; + } + + // this is confusing but needed :( + var oldSymbol:SpriteSymbol = (layer.numChildren > i) ? try + cast(layer.getChildAt(i), SpriteSymbol) + catch (e:Dynamic) + null : null; + + var newSymbol:SpriteSymbol = null; + + var symbolName:String = elementData.SYMBOL_name; + + if (!_library.hasSymbol(symbolName)) { + symbolName = SpriteAnimationLibrary.BITMAP_SYMBOL_NAME; + } + + if (oldSymbol != null && oldSymbol._symbolName == symbolName) { + newSymbol = oldSymbol; + } else { + if (oldSymbol != null) { + if (oldSymbol.parent != null) + oldSymbol.removeChild(oldSymbol); + _library.putSymbol(oldSymbol); + } + + newSymbol = cast(_library.getSymbol(symbolName)); + layer.addChildAt(newSymbol, i); + } + + newSymbol.setTransformationMatrix(elementData.Matrix3D); + newSymbol.setBitmap(elementData.bitmap); + newSymbol.setFilterData(elementData.filters); + newSymbol.setColor(elementData.color); + newSymbol.setLoop(elementData.loop); + newSymbol.setType(elementData.symbolType); + + + + if (newSymbol.type == SymbolType.GRAPHIC) { + var firstFrame:Int = elementData.firstFrame; + var frameAge:Int = Std.int(_currentFrame - frameData.index); + + if (newSymbol.loopMode == LoopMode.SINGLE_FRAME) { + newSymbol.currentFrame = firstFrame; + } else if (newSymbol.loopMode == LoopMode.LOOP) { + newSymbol.currentFrame = (firstFrame + frameAge) % newSymbol._numFrames; + } else { + newSymbol.currentFrame = firstFrame + frameAge; + } + } + + } + + var numObsoleteSymbols:Int = (layer.numChildren - numElements); + + for (i in 0...numObsoleteSymbols) { + try { + var oldSymbol = cast(layer.removeChildAt(numElements), SpriteSymbol); + if (oldSymbol != null) + _library.putSymbol(oldSymbol); + } catch (e:Dynamic) {}; + } + } + + private function createLayers():Void { + // todo safety check for not initialiing twice + if (_layers != null) { + throw new Error("You must not call this twice"); + } + _layers = new Array(); + + if (_numLayers <= 1) { + _layers.push(this); + } else { + for (i in 0..._numLayers) { + var layer:Sprite = new Sprite(); + layer.name = getLayerData(i).Layer_name; + addChild(layer); + _layers.push(layer); + } + } + } + + @:access(animateatlas) + public function setBitmap(data:BitmapPosData):Void { + if (data != null) { + var spriteData = _library.getSpriteData(data.name + ""); + + if (_bitmap == null) { + _bitmap = new Bitmap(new BitmapData(1, 1), PixelSnapping.AUTO, smoothing); + addChild(_bitmap); + } + + if (_tempRect.x != spriteData.x || _tempRect.y != spriteData.y || _tempRect.width != spriteData.w || _tempRect.height != spriteData.h) { + var clippedTexture = new BitmapData(spriteData.w, spriteData.h); + _tempRect.setTo(spriteData.x, spriteData.y, spriteData.w, spriteData.h); + clippedTexture.copyPixels(_texture, _tempRect, _zeroPoint); + _bitmap.bitmapData = clippedTexture; + _bitmap.smoothing = smoothing; + + + } + // aditional checks for rotation + if (spriteData.rotated) { + _bitmap.rotation = -90; + _bitmap.x = data.Position.x; + _bitmap.y = data.Position.y + spriteData.w; + } else { + _bitmap.rotation = 0; + _bitmap.x = data.Position.x; + _bitmap.y = data.Position.y; + } + + addChildAt(_bitmap, 0); + } else if (_bitmap != null) { + if (_bitmap.parent != null) + _bitmap.parent.removeChild(_bitmap); + } + } + @:access(animateatlas) + private function setFilterData(data:FilterData):Void{ + var blur:BlurFilter; + var glow:GlowFilter; + if (data != null){ + if (data.BlurFilter != null){ + blur = new BlurFilter(); + blur.blurX = data.BlurFilter.blurX; + blur.blurY = data.BlurFilter.blurY; + blur.quality = data.BlurFilter.quality; + //_bitmap.bitmapData.applyFilter(_bitmap.bitmapData,new Rectangle(0,0,_bitmap.bitmapData.width,_bitmap.bitmapData.height),new Point(0,0),blur); + //filters.push(blur); + } + if (data.GlowFilter != null){ + //trace('GLOW' + data.GlowFilter); + //glow = new GlowFilter(); + //glow.blurX = data.GlowFilter.blurX; + //glow.blurY = data.GlowFilter.blurY; + //glow.color = data.GlowFilter.color; + //glow.alpha = data.GlowFilter.alpha; + //glow.quality = data.GlowFilter.quality; + //glow.strength = data.GlowFilter.strength; + //glow.knockout = data.GlowFilter.knockout; + //glow.inner = data.GlowFilter.inner; + //filters.push(glow); + + + + + } + + } + + } + + private function setTransformationMatrix(data:Matrix3DData):Void { + sMatrix.setTo(data.m00, data.m01, data.m10, data.m11, data.m30, data.m31); + if (sMatrix.a != transform.matrix.a || sMatrix.b != transform.matrix.b || sMatrix.c != transform.matrix.c || sMatrix.d != transform.matrix.d + || sMatrix.tx != transform.matrix.tx || sMatrix.ty != transform.matrix.ty) + transform.matrix = sMatrix.clone(); // todo stop the cloning :( + } + + private function setColor(data:ColorData):Void { + var newTransform = new ColorTransform(); + if (data != null) { + newTransform.redOffset = (data.redOffset == null ? 0 : data.redOffset); + newTransform.greenOffset = (data.greenOffset == null ? 0 : data.greenOffset); + newTransform.blueOffset = (data.blueOffset == null ? 0 : data.blueOffset); + newTransform.alphaOffset = (data.AlphaOffset == null ? 0 : data.AlphaOffset); + + newTransform.redMultiplier = (data.RedMultiplier == null ? 1 : data.RedMultiplier); + newTransform.greenMultiplier = (data.greenMultiplier == null ? 1 : data.greenMultiplier); + newTransform.blueMultiplier = (data.blueMultiplier == null ? 1 : data.blueMultiplier); + newTransform.alphaMultiplier = (data.alphaMultiplier == null ? 1 : data.alphaMultiplier); + } + transform.colorTransform = newTransform; + + } + + private function setLoop(data:String):Void { + if (data != null) { + _loopMode = data; + } else { + _loopMode = LoopMode.LOOP; + } + } + + private function setType(data:String):Void { + if (data != null) { + _type = data; + } + } + + private function getNumFrames():Int { + var numFrames:Int = 0; + + for (i in 0..._numLayers) { + var layer = getLayerData(i); + var frameDates:Array = (layer == null ? [] : layer.Frames); + var numFrameDates:Int = (frameDates != null) ? frameDates.length : 0; + var layerNumFrames:Int = (numFrameDates != 0) ? frameDates[0].index : 0; + + for (j in 0...numFrameDates) { + layerNumFrames += frameDates[j].duration; + } + + if (layerNumFrames > numFrames) { + numFrames = layerNumFrames; + } + } + + return numFrames == 0 ? 1 : numFrames; + } + + private function _getFrameLabels():Array { + var labels:Array = []; + + for (i in 0..._numLayers) { + var layer = getLayerData(i); + var frameDates:Array = (layer == null ? [] : layer.Frames); + var numFrameDates:Int = (frameDates != null) ? frameDates.length : 0; + + for (j in 0...numFrameDates) { + var frameData:LayerFrameData = frameDates[j]; + if (frameData.name != null) { + labels.push(new FrameLabel(frameData.name, frameData.index)); + } + } + } + labels.sort(sortLabels); + return labels; + } + + public function getFrameLabels():Array { + return _frameLabels.map(f -> f.name); // Inlining. I feel a js + } + + + + function sortLabels(i1:FrameLabel, i2:FrameLabel):Int { + var f1 = i1.frame; + var f2 = i2.frame; + if (f1 < f2) { + return -1; + } else if (f1 > f2) { + return 1; + } else { + return 0; + } + } + + private function getLayer(layerIndex:Int):Sprite { + return _layers[layerIndex]; + } + + public function getTexture():BitmapData{ + //THIS GETS THE ENTIRE THING I'M RETARDED LOL + return _texture; + } + + public function getNextLabel(afterLabel:String = null):String { + var numLabels:Int = _frameLabels.length; + var startFrame:Int = getFrame(afterLabel == null ? currentLabel : afterLabel); + + for (i in 0...numLabels) { + var label:FrameLabel = _frameLabels[i]; + if (label.frame > startFrame) { + return label.name; + } + } + + return (_frameLabels != null) ? _frameLabels[0].name : null; + } + + private function get_currentLabel():String { + var numLabels:Int = _frameLabels.length; + var highestLabel:FrameLabel = (numLabels != 0) ? _frameLabels[0] : null; + + for (i in 1...numLabels) { + var label:FrameLabel = _frameLabels[i]; + + if (label.frame <= _currentFrame) { + highestLabel = label; + } else { + break; + } + } + + return (highestLabel != null) ? highestLabel.name : null; + } + + public function getFrame(label:String):Int { + var numLabels:Int = _frameLabels.length; + for (i in 0...numLabels) { + var frameLabel:FrameLabel = _frameLabels[i]; + if (frameLabel.name == label) { + return frameLabel.frame; + } + } + return -1; + } + + private function get_currentFrame():Int { + return _currentFrame; + } + + private function set_currentFrame(value:Int):Int { + while (value < 0) { + value += _numFrames; + } + + if (_loopMode == LoopMode.PLAY_ONCE) { + _currentFrame = Std.int(Math.min(Math.max(value, 0), _numFrames - 1)); + } else { + _currentFrame = Std.int(Math.abs(value % _numFrames)); + } + + if (_composedFrame != _currentFrame) { + update(); + } + return value; + } + + private function get_type():String { + return _type; + } + + private function set_type(value:String):String { + if (SymbolType.isValid(value)) { + _type = value; + } else { + throw new ArgumentError("Invalid symbol type: " + value); + } + return value; + } + + private function get_loopMode():String { + return _loopMode; + } + + private function set_loopMode(value:String):String { + if (LoopMode.isValid(value)) { + _loopMode = value; + } else { + throw new ArgumentError("Invalid loop mode: " + value); + } + return value; + } + + private function get_symbolName():String { + return _symbolName; + } + + private function get_numLayers():Int { + return _numLayers; + } + + private function get_numFrames():Int { + return _numFrames; + } + + // data access + + private function getLayerData(layerIndex:Int):LayerData { + return _data.TIMELINE.LAYERS[layerIndex]; + } + + private function getFrameData(layerIndex:Int, frameIndex:Int):LayerFrameData { + var layer = getLayerData(layerIndex); + if (layer == null) + return null; + + return layer.FrameMap.get(frameIndex); + } + +} diff --git a/animateatlas/tilecontainer/TileAnimationLibrary.hx b/animateatlas/tilecontainer/TileAnimationLibrary.hx new file mode 100644 index 000000000..008f0e366 --- /dev/null +++ b/animateatlas/tilecontainer/TileAnimationLibrary.hx @@ -0,0 +1,226 @@ +package animateatlas.tilecontainer; + +import openfl.display.Tileset; +import haxe.Constraints.Constructible; +import openfl.display.BitmapData; +import animateatlas.JSONData.AnimationData; +import animateatlas.JSONData.ElementData; +import animateatlas.JSONData.LayerFrameData; +import animateatlas.JSONData.LayerData; +import animateatlas.JSONData.SymbolTimelineData; +import animateatlas.JSONData.Matrix3DData; +import animateatlas.JSONData.AtlasData; +import animateatlas.JSONData.SymbolData; +import animateatlas.JSONData.SpriteData; +import animateatlas.HelperEnums.LoopMode; +import animateatlas.HelperEnums.SymbolType; +import openfl.errors.ArgumentError; + +/** + * Since we can extract symbols from the exported timeline and instance them separatedly, this keeps track of all symbols. + * Also, this is a "more readable" way of understanding the AnimationData + */ +class TileAnimationLibrary { + public var frameRate:Float; + + private var _atlas:Map; + private var _symbolData:Map; + private var _symbolPool:Map>; + private var _defaultSymbolName:String; + private var _texture:Tileset; + + public static inline var BITMAP_SYMBOL_NAME:String = "___atlas_sprite___"; + + private static var STD_MATRIX3D_DATA:Matrix3DData = { + m00: 1, + m01: 0, + m02: 0, + m03: 0, + m10: 0, + m11: 1, + m12: 0, + m13: 0, + m20: 0, + m21: 0, + m22: 1, + m23: 0, + m30: 0, + m31: 0, + m32: 0, + m33: 1 + }; + + public function new(data:AnimationData, atlas:AtlasData, texture:BitmapData) { + parseAnimationData(data); + parseAtlasData(atlas); + _texture = new Tileset(texture); + _symbolPool = new Map(); + } + + public function hasAnimation(name:String):Bool { + return hasSymbol(name); + } + + public function createAnimation(symbol:String = null):TileContainerMovieClip { + symbol = (symbol != null) ? symbol : _defaultSymbolName; + if (!hasSymbol(symbol)) { + throw new ArgumentError("Symbol not found: " + symbol); + } + return new TileContainerMovieClip(getSymbol(symbol)); + } + + public function getAnimationNames(prefix:String = ""):Array { + var out = new Array(); + + for (name in _symbolData.keys()) { + if (name != BITMAP_SYMBOL_NAME && name.indexOf(prefix) == 0) { + out.push(name); + } + } + + // but... why? + out.sort(function(a1, a2):Int { + a1 = a1.toLowerCase(); + a2 = a2.toLowerCase(); + if (a1 < a2) { + return -1; + } else if (a1 > a2) { + return 1; + } else { + return 0; + } + }); + return out; + } + + private function getSpriteData(name:String):SpriteData { + return _atlas.get(name); + } + + private function hasSymbol(name:String):Bool { + return _symbolData.exists(name); + } + + // # region Pooling + // todo migrate this to lime pool + + @:access(animateatlas) + private function getSymbol(name:String):TileContainerSymbol { + var pool:Array = getSymbolPool(name); + if (pool.length == 0) { + return new TileContainerSymbol(getSymbolData(name), this, _texture); + } else { + return pool.pop(); + } + } + + private function putSymbol(symbol:TileContainerSymbol):Void { + symbol.reset(); + var pool:Array = getSymbolPool(symbol.symbolName); + pool.push(symbol); + symbol.currentFrame = 0; + } + + private function getSymbolPool(name:String):Array { + var pool:Array = _symbolPool.get(name); + if (pool == null) { + pool = []; + _symbolPool.set(name, pool); + } + return pool; + } + + // # end region + // # region helpers + private function parseAnimationData(data:AnimationData):Void { + var metaData = data.metadata; + + if (metaData != null && metaData.framerate != null && metaData.framerate > 0) { + frameRate = (metaData.framerate); + } else { + frameRate = 24; + } + + _symbolData = new Map(); + + // the actual symbol dictionary + var symbols = data.SYMBOL_DICTIONARY.Symbols; + for (symbolData in symbols) { + _symbolData[symbolData.SYMBOL_name] = preprocessSymbolData(symbolData); + } + + // the main animation + var defaultSymbolData:SymbolData = preprocessSymbolData(data.ANIMATION); + _defaultSymbolName = defaultSymbolData.SYMBOL_name; + _symbolData.set(_defaultSymbolName, defaultSymbolData); + + // a purely internal symbol for bitmaps - simplifies their handling + _symbolData.set(BITMAP_SYMBOL_NAME, { + SYMBOL_name: BITMAP_SYMBOL_NAME, + TIMELINE: { + LAYERS: [] + } + }); + } + + private function preprocessSymbolData(symbolData:SymbolData):SymbolData { + var timeLineData:SymbolTimelineData = symbolData.TIMELINE; + var layerDates:Array = timeLineData.LAYERS; + + // In Animate CC, layers are sorted front to back. + // In Starling, it's the other way round - so we simply reverse the layer data. + + if (!timeLineData.sortedForRender) { + timeLineData.sortedForRender = true; + layerDates.reverse(); + } + + // We replace all "ATLAS_SPRITE_instance" elements with symbols of the same contents. + // That way, we are always only dealing with symbols. + + for (layerData in layerDates) { + var frames:Array = layerData.Frames; + + for (frame in frames) { + var elements:Array = frame.elements; + for (e in 0...elements.length) { + var element:ElementData = elements[e]; + if (element.ATLAS_SPRITE_instance != null) { + element = elements[e] = { + SYMBOL_Instance: { + SYMBOL_name: BITMAP_SYMBOL_NAME, + Instance_Name: "InstName", + bitmap: element.ATLAS_SPRITE_instance, + symbolType: SymbolType.GRAPHIC, + firstFrame: 0, + loop: LoopMode.LOOP, + transformationPoint: { + x: 0, + y: 0 + }, + Matrix3D: STD_MATRIX3D_DATA + } + }; + } + } + } + } + + return symbolData; + } + + private function parseAtlasData(atlas:AtlasData):Void { + _atlas = new Map(); + if (atlas.ATLAS != null && atlas.ATLAS.SPRITES != null) { + for (s in atlas.ATLAS.SPRITES) { + _atlas.set(s.SPRITE.name, s.SPRITE); + } + } + } + + private function getSymbolData(name:String):SymbolData { + return _symbolData.get(name); + } + + // # end region +} diff --git a/animateatlas/tilecontainer/TileContainerMovieClip.hx b/animateatlas/tilecontainer/TileContainerMovieClip.hx new file mode 100644 index 000000000..66de4ded3 --- /dev/null +++ b/animateatlas/tilecontainer/TileContainerMovieClip.hx @@ -0,0 +1,135 @@ +package animateatlas.tilecontainer; + +import animateatlas.HelperEnums.LoopMode; +import animateatlas.HelperEnums.SymbolType; +import openfl.display.TileContainer; + +@:access(animateatlas.tilecontainer.TileContainerSymbol) +class TileContainerMovieClip extends TileContainer { + public var framerate(get, set):Float; + public var currentLabel(get, set):String; + public var currentFrame(get, set):Int; + public var type(get, set):String; + public var loopMode(get, set):String; + public var symbolName(get, never):String; + public var numLayers(get, never):Int; + public var numFrames(get, never):Int; + public var layers(get, never):Array; // ! Dangerous AF. + + private var symbol:TileContainerSymbol; + private var _framerate:Null = null; + + private var frameElapsed:Float = 0; + + public function new(symbol:TileContainerSymbol) { + super(); + this.symbol = symbol; + addTile(this.symbol); + } + + public function update(dt:Int) { + var frameDuration:Float = 1000 / framerate; + frameElapsed += dt; + + while (frameElapsed > frameDuration) { + frameElapsed -= frameDuration; + symbol.nextFrame(); + } + while (frameElapsed < -frameDuration) { + frameElapsed += frameDuration; + symbol.prevFrame(); + } + } + + public function getFrameLabels():Array { + return symbol.getFrameLabels(); + } + + public function getFrame(label:String):Int { + return symbol.getFrame(label); + } + public function getFramesofAnim(label:String):Int { + var framesArray:Array; + var uncalculatedArray:Array = []; + var uncalculatedFrames:Int = 0; + + for (i in 0...getFrameLabels().length){ + uncalculatedArray.push(getFrame(getFrameLabels()[i])); + } + + + uncalculatedFrames = uncalculatedArray[0]+uncalculatedArray.length; + + return uncalculatedFrames; + } + + // # region Property setter and getter + + private function set_currentLabel(value:String):String { + symbol.currentFrame = symbol.getFrame(value); + return value; + } + + private function get_currentLabel():String { + return symbol.currentLabel; + } + + private function set_currentFrame(value:Int):Int { + symbol.currentFrame = value; + return value; + } + + public function get_animFrames():Int{ + return symbol.get_numFrames(); + } + + + private function get_currentFrame():Int { + return symbol.currentFrame; + } + + private function set_type(value:SymbolType):SymbolType { + symbol.type = value; + return value; + } + + private function get_type():SymbolType { + return symbol.type; + } + + private function set_loopMode(value:LoopMode):LoopMode { + symbol.loopMode = value; + return value; + } + + private function get_loopMode():LoopMode { + return symbol.loopMode; + } + + private function get_symbolName():String { + return symbol.symbolName; + } + + public function get_numLayers():Int { + return symbol.numLayers; + } + + private function get_numFrames():Int { + return symbol.numFrames; + } + + + public function get_layers():Array { + return symbol._layers; + } + + private function set_framerate(value:Float):Float { + return _framerate = value; + } + + private function get_framerate():Float { + return _framerate == null ? symbol._library.frameRate : _framerate; + } + + // # end region +} diff --git a/animateatlas/tilecontainer/TileContainerSymbol.hx b/animateatlas/tilecontainer/TileContainerSymbol.hx new file mode 100644 index 000000000..316dddfa5 --- /dev/null +++ b/animateatlas/tilecontainer/TileContainerSymbol.hx @@ -0,0 +1,475 @@ +package animateatlas.tilecontainer; + +import openfl.display.Tileset; +import animateatlas.JSONData.PointData; +import openfl.errors.ArgumentError; +import openfl.geom.Rectangle; +import openfl.errors.Error; +import animateatlas.JSONData.ElementData; +import animateatlas.HelperEnums.LoopMode; +import animateatlas.HelperEnums.SymbolType; +import openfl.display.FrameLabel; +import animateatlas.JSONData.SymbolData; +import animateatlas.JSONData.SymbolInstanceData; +import animateatlas.JSONData.LayerData; +import animateatlas.JSONData.BitmapPosData; +import animateatlas.JSONData.Matrix3DData; +import animateatlas.JSONData.LayerFrameData; +import animateatlas.JSONData.ColorData; +import openfl.geom.Matrix; +import openfl.geom.ColorTransform; +import openfl.display.DisplayObjectContainer; +import openfl.display.TileContainer; +import openfl.display.Tile; + +class TileContainerSymbol extends TileContainer { + public var currentLabel(get, never):String; + public var currentFrame(get, set):Int; + public var type(get, set):String; + public var loopMode(get, set):String; + public var symbolName(get, never):String; + public var numLayers(get, never):Int; + public var numFrames(get, never):Int; + + private var _data:SymbolData; + private var _library:TileAnimationLibrary; + private var _symbolName:String; + private var _type:String; + private var _loopMode:String; + private var _currentFrame:Int; + private var _composedFrame:Int; + private var _bitmap:Tile; + private var _numFrames:Int; + private var _numLayers:Int; + private var _frameLabels:Array; + private var _colorTransform:ColorTransform; + private var _layers:Array; + + private function new(data:SymbolData, library:TileAnimationLibrary, tileset:Tileset) { + super(); + this.tileset = tileset; + _data = data; + _library = library; + _composedFrame = -1; + _numLayers = data.TIMELINE.LAYERS.length; + _numFrames = getNumFrames(); + _frameLabels = _getFrameLabels(); + _symbolName = data.SYMBOL_name; + _type = SymbolType.GRAPHIC; + _loopMode = LoopMode.LOOP; + + createLayers(); + + // Create FrameMap caches if don't exist + for (layer in data.TIMELINE.LAYERS) { + if (layer.FrameMap != null) + return; + + var map = new Map(); + + for (i in 0...layer.Frames.length) { + var frame = layer.Frames[i]; + for (j in 0...frame.duration) { + map.set(i + j, frame); + } + } + + layer.FrameMap = map; + } + } + + public function reset():Void { + matrix.identity(); + + // copied from the setter for tile so we don't create a new matrix. + __rotation = null; + __scaleX = null; + __scaleY = null; + __setRenderDirty(); + + alpha = 1.0; + _currentFrame = 0; + _composedFrame = -1; + } + + public function nextFrame():Void { + if (_loopMode != LoopMode.SINGLE_FRAME) { + currentFrame += 1; + } + + moveMovieclip_MovieClips(1); + } + + public function prevFrame():Void { + if (_loopMode != LoopMode.SINGLE_FRAME) { + currentFrame -= 1; + } + + moveMovieclip_MovieClips(-1); + } + + /** Moves all movie clips n frames, recursively. */ + private function moveMovieclip_MovieClips(direction:Int = 1):Void { + if (_type == SymbolType.MOVIE_CLIP) { + currentFrame += direction; + } + + for (l in 0..._numLayers) { + var layer:TileContainer = getLayer(l); + var numElements:Int = layer.numTiles; + + for (e in 0...numElements) { + (try cast(layer.getTileAt(e), TileContainerSymbol) catch (e:Dynamic) null).moveMovieclip_MovieClips(direction); + } + } + } + + public function update():Void { + for (i in 0..._numLayers) { + updateLayer(i); + } + + _composedFrame = _currentFrame; + } + + @:access(animateatlas) + private function updateLayer(layerIndex:Int):Void { + var layer:TileContainer = getLayer(layerIndex); + var frameData:LayerFrameData = getFrameData(layerIndex, _currentFrame); + var elements:Array = (frameData != null) ? frameData.elements : null; + var numElements:Int = (elements != null) ? elements.length : 0; + for (i in 0...numElements) { + var elementData:SymbolInstanceData = elements[i].SYMBOL_Instance; + if (elementData == null) { + continue; + } + // this is confusing but needed :( + var oldSymbol:TileContainerSymbol = (layer.numTiles > i) ? try + cast(layer.getTileAt(i), TileContainerSymbol) + catch (e:Dynamic) + null : null; + + var newSymbol:TileContainerSymbol = null; + var symbolName:String = elementData.SYMBOL_name; + + if (!_library.hasSymbol(symbolName)) { + symbolName = TileAnimationLibrary.BITMAP_SYMBOL_NAME; + } + + if (oldSymbol != null && oldSymbol._symbolName == symbolName) { + newSymbol = oldSymbol; + } else { + if (oldSymbol != null) { + if (oldSymbol.parent != null) + oldSymbol.removeTile(oldSymbol); + _library.putSymbol(oldSymbol); + } + + newSymbol = cast(_library.getSymbol(symbolName)); + layer.addTileAt(newSymbol, i); + } + + newSymbol.setTransformationMatrix(elementData.Matrix3D); + newSymbol.setBitmap(elementData.bitmap); + newSymbol.setColor(elementData.color); + newSymbol.setLoop(elementData.loop); + newSymbol.setType(elementData.symbolType); + + if (newSymbol.type == SymbolType.GRAPHIC) { + var firstFrame:Int = elementData.firstFrame; + var frameAge:Int = Std.int(_currentFrame - frameData.index); + + if (newSymbol.loopMode == LoopMode.SINGLE_FRAME) { + newSymbol.currentFrame = firstFrame; + } else if (newSymbol.loopMode == LoopMode.LOOP) { + newSymbol.currentFrame = (firstFrame + frameAge) % newSymbol._numFrames; + } else { + newSymbol.currentFrame = firstFrame + frameAge; + } + } + } + + var numObsoleteSymbols:Int = (layer.numTiles - numElements); + + for (i in 0...numObsoleteSymbols) { + try { + var oldSymbol = cast(layer.removeTileAt(numElements), TileContainerSymbol); + if (oldSymbol != null) + _library.putSymbol(oldSymbol); + } catch (e:Dynamic) {}; + } + } + + private function createLayers():Void { + // todo safety check for not initialiing twice + if (_layers != null) { + throw new Error("You must not call this twice"); + } + _layers = new Array(); + + if (_numLayers <= 1) { + _layers.push(this); + } else { + for (i in 0..._numLayers) { + var layer:TileContainer = new TileContainer(); + if (layer.data == null) { + layer.data = {layerName: getLayerData(i).Layer_name}; + } else { + layer.data.layerName = getLayerData(i).Layer_name; + } + addTile(layer); + _layers.push(layer); + } + } + } + + @:access(animateatlas) + public function setBitmap(data:BitmapPosData):Void { + if (data != null) { + var spriteData = _library.getSpriteData(data.name + ""); + + if (_bitmap == null) { + _bitmap = new Tile(-1); + _bitmap.rect = new Rectangle(); + addTile(_bitmap); + } + + _bitmap.rect.setTo(spriteData.x, spriteData.y, spriteData.w, spriteData.h); + _bitmap.__setRenderDirty(); // setTo() doesn't trigger the renderdirty + + // aditional checks for rotation + if (spriteData.rotated) { + _bitmap.rotation = -90; + _bitmap.x = data.Position.x; + _bitmap.y = data.Position.y + spriteData.w; + } else { + _bitmap.rotation = 0; + _bitmap.x = data.Position.x; + _bitmap.y = data.Position.y; + } + + addTileAt(_bitmap, 0); + } else if (_bitmap != null) { + if (_bitmap.parent != null) + _bitmap.parent.removeTile(_bitmap); + } + } + + private function setTransformationMatrix(data:Matrix3DData):Void { + if (data.m00 != matrix.a || data.m01 != matrix.b || data.m10 != matrix.c || data.m11 != matrix.d || data.m30 != matrix.tx || data.m31 != matrix.ty) { + matrix.setTo(data.m00, data.m01, data.m10, data.m11, data.m30, data.m31); + + // copied from the setter for tile so we don't create a new matrix. + __rotation = null; + __scaleX = null; + __scaleY = null; + __setRenderDirty(); + } + } + + private function setColor(data:ColorData):Void { + var newTransform = new ColorTransform(); + if (data != null) { + newTransform.redOffset = (data.redOffset == null ? 0 : data.redOffset); + newTransform.greenOffset = (data.greenOffset == null ? 0 : data.greenOffset); + newTransform.blueOffset = (data.blueOffset == null ? 0 : data.blueOffset); + newTransform.alphaOffset = (data.AlphaOffset == null ? 0 : data.AlphaOffset); + + newTransform.redMultiplier = (data.RedMultiplier == null ? 1 : data.RedMultiplier); + newTransform.greenMultiplier = (data.greenMultiplier == null ? 1 : data.greenMultiplier); + newTransform.blueMultiplier = (data.blueMultiplier == null ? 1 : data.blueMultiplier); + newTransform.alphaMultiplier = (data.alphaMultiplier == null ? 1 : data.alphaMultiplier); + } + colorTransform = newTransform; + } + + private function setLoop(data:String):Void { + if (data != null) { + _loopMode = data; + } else { + _loopMode = LoopMode.LOOP; + } + } + + private function setType(data:String):Void { + if (data != null) { + _type = data; + } + } + + private function getNumFrames():Int { + var numFrames:Int = 0; + + for (i in 0..._numLayers) { + var layer = getLayerData(i); + var frameDates:Array = (layer == null ? [] : layer.Frames); + var numFrameDates:Int = (frameDates != null) ? frameDates.length : 0; + var layerNumFrames:Int = (numFrameDates != 0) ? frameDates[0].index : 0; + + for (j in 0...numFrameDates) { + layerNumFrames += frameDates[j].duration; + } + + if (layerNumFrames > numFrames) { + numFrames = layerNumFrames; + } + } + + return numFrames == 0 ? 1 : numFrames; + } + + private function _getFrameLabels():Array { + var labels:Array = []; + + for (i in 0..._numLayers) { + var layer = getLayerData(i); + var frameDates:Array = (layer == null ? [] : layer.Frames); + var numFrameDates:Int = (frameDates != null) ? frameDates.length : 0; + + for (j in 0...numFrameDates) { + var frameData:LayerFrameData = frameDates[j]; + if (frameData.name != null) { + labels.push(new FrameLabel(frameData.name, frameData.index)); + } + } + } + labels.sort(sortLabels); + return labels; + } + + public function getFrameLabels():Array { + return _frameLabels.map(f -> f.name); // Inlining. I feel a js + } + + function sortLabels(i1:FrameLabel, i2:FrameLabel):Int { + var f1 = i1.frame; + var f2 = i2.frame; + if (f1 < f2) { + return -1; + } else if (f1 > f2) { + return 1; + } else { + return 0; + } + } + + private function getLayer(layerIndex:Int):TileContainer { + return _layers[layerIndex]; + } + + public function getNextLabel(afterLabel:String = null):String { + var numLabels:Int = _frameLabels.length; + var startFrame:Int = getFrame(afterLabel == null ? currentLabel : afterLabel); + + for (i in 0...numLabels) { + var label:FrameLabel = _frameLabels[i]; + if (label.frame > startFrame) { + return label.name; + } + } + + return (_frameLabels != null) ? _frameLabels[0].name : null; + } + + private function get_currentLabel():String { + var numLabels:Int = _frameLabels.length; + var highestLabel:FrameLabel = (numLabels != 0) ? _frameLabels[0] : null; + + for (i in 1...numLabels) { + var label:FrameLabel = _frameLabels[i]; + + if (label.frame <= _currentFrame) { + highestLabel = label; + } else { + break; + } + } + + return (highestLabel != null) ? highestLabel.name : null; + } + + public function getFrame(label:String):Int { + var numLabels:Int = _frameLabels.length; + for (i in 0...numLabels) { + var frameLabel:FrameLabel = _frameLabels[i]; + if (frameLabel.name == label) { + return frameLabel.frame; + } + } + return -1; + } + + + private function get_currentFrame():Int { + return _currentFrame; + } + + private function set_currentFrame(value:Int):Int { + while (value < 0) { + value += _numFrames; + } + + if (_loopMode == LoopMode.PLAY_ONCE) { + _currentFrame = Std.int(Math.min(Math.max(value, 0), _numFrames - 1)); + } else { + _currentFrame = Std.int(Math.abs(value % _numFrames)); + } + + if (_composedFrame != _currentFrame) { + update(); + } + return value; + } + + private function get_type():String { + return _type; + } + + private function set_type(value:String):String { + if (SymbolType.isValid(value)) { + _type = value; + } else { + throw new ArgumentError("Invalid symbol type: " + value); + } + return value; + } + + private function get_loopMode():String { + return _loopMode; + } + + private function set_loopMode(value:String):String { + if (LoopMode.isValid(value)) { + _loopMode = value; + } else { + throw new ArgumentError("Invalid loop mode: " + value); + } + return value; + } + + private function get_symbolName():String { + return _symbolName; + } + + public function get_numLayers():Int { + return _numLayers; + } + + public function get_numFrames():Int { + return _numFrames; + } + + // data access + + private function getLayerData(layerIndex:Int):LayerData { + return _data.TIMELINE.LAYERS[layerIndex]; + } + + private function getFrameData(layerIndex:Int, frameIndex:Int):LayerFrameData { + var layer = getLayerData(layerIndex); + if (layer == null) + return null; + + return layer.FrameMap.get(frameIndex); + } +} diff --git a/art/flashFiles/BoyFriend_Assets.fla b/art/flashFiles/BoyFriend_Assets.fla index 1bd18b46e..31ad68cd8 100644 Binary files a/art/flashFiles/BoyFriend_Assets.fla and b/art/flashFiles/BoyFriend_Assets.fla differ diff --git a/art/instruction1.PNG b/art/instruction1.PNG new file mode 100644 index 000000000..6d28711c7 Binary files /dev/null and b/art/instruction1.PNG differ diff --git a/art/instruction2.PNG b/art/instruction2.PNG new file mode 100644 index 000000000..f3130eec1 Binary files /dev/null and b/art/instruction2.PNG differ diff --git a/assets/data/bopeebo/modchart.hscript b/assets/data/bopeebo/modchart.hscript index 44ede13f2..fe45d9334 100644 --- a/assets/data/bopeebo/modchart.hscript +++ b/assets/data/bopeebo/modchart.hscript @@ -1,6 +1,13 @@ -function start(song) { - +function start(song) +{ + var sprite = new FlxSprite(0, 0); + sprite.scrollFactor.set(0, 0); + sprite.screenCenter(); + sprite.frames = AtlasFrameMaker.construct('assets/data/bopeebo/textureatlas/char'); + sprite.animation.addByPrefix('idle', 'Idle', 24, true); + addSprite(sprite, BEHIND_NONE); + sprite.animation.play('idle'); } diff --git a/assets/data/bopeebo/textureatlas/char/Animation.json b/assets/data/bopeebo/textureatlas/char/Animation.json new file mode 100644 index 000000000..275321ef4 --- /dev/null +++ b/assets/data/bopeebo/textureatlas/char/Animation.json @@ -0,0 +1,52790 @@ +{ + "ANIMATION": { + "name": "HD_PICO_2 (1)", + "SYMBOL_name": "smokey", + "TIMELINE": { + "LAYERS": [ + { + "Layer_name": "Layer_1", + "Frames": [ + { + "name": "Idle", + "index": 0, + "duration": 1, + "elements": [ + { + "SYMBOL_Instance": { + "SYMBOL_name": "Pico Idle Dance", + "Instance_Name": "InstName", + "symbolType": "graphic", + "firstFrame": 0, + "loop": "loop", + "transformationPoint": { "x": 222.95, "y": 255.95 }, + "Matrix3D": { + "m00": 1, + "m01": 0, + "m02": 0, + "m03": 0, + "m10": 0, + "m11": 1, + "m12": 0, + "m13": 0, + "m20": 0, + "m21": 0, + "m22": 1, + "m23": 0, + "m30": 3.8, + "m31": -4.2, + "m32": 0, + "m33": 1 + }, + "DecomposedMatrix": { + "Position": { "x": 3.8, "y": -4.2, "z": 0 }, + "Rotation": { "x": 0, "y": 0, "z": 0 }, + "Scaling": { "x": 1, "y": 1, "z": 1 } + } + } + } + ] + }, + { + "index": 1, + "duration": 1, + "elements": [ + { + "SYMBOL_Instance": { + "SYMBOL_name": "Pico Idle Dance", + "Instance_Name": "InstName", + "symbolType": "graphic", + "firstFrame": 1, + "loop": "loop", + "transformationPoint": { "x": 222.95, "y": 255.95 }, + "Matrix3D": { + "m00": 1, + "m01": 0, + "m02": 0, + "m03": 0, + "m10": 0, + "m11": 1, + "m12": 0, + "m13": 0, + "m20": 0, + "m21": 0, + "m22": 1, + "m23": 0, + "m30": 3.8, + "m31": -4.2, + "m32": 0, + "m33": 1 + }, + "DecomposedMatrix": { + "Position": { "x": 3.8, "y": -4.2, "z": 0 }, + "Rotation": { "x": 0, "y": 0, "z": 0 }, + "Scaling": { "x": 1, "y": 1, "z": 1 } + } + } + } + ] + }, + { + "index": 2, + "duration": 1, + "elements": [ + { + "SYMBOL_Instance": { + "SYMBOL_name": "Pico Idle Dance", + "Instance_Name": "InstName", + "symbolType": "graphic", + "firstFrame": 2, + "loop": "loop", + "transformationPoint": { "x": 222.95, "y": 255.95 }, + "Matrix3D": { + "m00": 1, + "m01": 0, + "m02": 0, + "m03": 0, + "m10": 0, + "m11": 1, + "m12": 0, + "m13": 0, + "m20": 0, + "m21": 0, + "m22": 1, + "m23": 0, + "m30": 3.8, + "m31": -4.2, + "m32": 0, + "m33": 1 + }, + "DecomposedMatrix": { + "Position": { "x": 3.8, "y": -4.2, "z": 0 }, + "Rotation": { "x": 0, "y": 0, "z": 0 }, + "Scaling": { "x": 1, "y": 1, "z": 1 } + } + } + } + ] + }, + { + "index": 3, + "duration": 1, + "elements": [ + { + "SYMBOL_Instance": { + "SYMBOL_name": "Pico Idle Dance", + "Instance_Name": "InstName", + "symbolType": "graphic", + "firstFrame": 3, + "loop": "loop", + "transformationPoint": { "x": 222.95, "y": 255.95 }, + "Matrix3D": { + "m00": 1, + "m01": 0, + "m02": 0, + "m03": 0, + "m10": 0, + "m11": 1, + "m12": 0, + "m13": 0, + "m20": 0, + "m21": 0, + "m22": 1, + "m23": 0, + "m30": 3.8, + "m31": -4.2, + "m32": 0, + "m33": 1 + }, + "DecomposedMatrix": { + "Position": { "x": 3.8, "y": -4.2, "z": 0 }, + 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Animate","version":"18.0.2.126","image":"spritemap.png","format":"RGBA8888","size":{"w":1024,"h":1011},"scale":"1"}} \ No newline at end of file diff --git a/assets/data/bopeebo/textureatlas/char/spritemap.png b/assets/data/bopeebo/textureatlas/char/spritemap.png new file mode 100644 index 000000000..a764925db Binary files /dev/null and b/assets/data/bopeebo/textureatlas/char/spritemap.png differ diff --git a/assets/discord/presence/discord.json b/assets/discord/presence/discord.json deleted file mode 100644 index 7565cd4e0..000000000 --- a/assets/discord/presence/discord.json +++ /dev/null @@ -1,5 +0,0 @@ -{ - "intro": "On The Title Screen", - "freeplay": "In the Freeplay Menu", - "mainmenu": "In The Menus" -} \ No newline at end of file diff --git a/assets/discord/presence/play.txt b/assets/discord/presence/play.txt deleted file mode 100644 index ed3f34ec3..000000000 --- a/assets/discord/presence/play.txt +++ /dev/null @@ -1 +0,0 @@ -Funkin On \ No newline at end of file diff --git a/assets/discord/presence/playpause.txt b/assets/discord/presence/playpause.txt deleted file mode 100644 index 7e390d8bb..000000000 --- a/assets/discord/presence/playpause.txt +++ /dev/null @@ -1 +0,0 @@ -Paused On \ No newline at end of file diff --git a/source/AnimationDebug.hx b/source/AnimationDebug.hx index 6e79ee0c0..a4bbc84fa 100644 --- a/source/AnimationDebug.hx +++ b/source/AnimationDebug.hx @@ -8,6 +8,10 @@ import flixel.addons.display.FlxGridOverlay; import flixel.group.FlxGroup.FlxTypedGroup; import flixel.text.FlxText; import flixel.util.FlxColor; +import flixel.util.FlxDestroyUtil; +import flixel.FlxSprite; +import flixel.graphics.frames.FlxAtlasFrames; +import animateatlas.AtlasFrameMaker; /** *DEBUG MODE diff --git a/source/Character.hx b/source/Character.hx index 650eb524b..2bdef89ab 100644 --- a/source/Character.hx +++ b/source/Character.hx @@ -7,6 +7,9 @@ import flixel.group.FlxGroup; import flixel.math.FlxAngle; import flixel.math.FlxAngle; import flixel.math.FlxMath; +import flixel.util.FlxDestroyUtil; +import flixel.graphics.frames.FlxAtlasFrames; +import animateatlas.AtlasFrameMaker; import hscript.Interp; import hscript.ParserEx; import haxe.xml.Parser; diff --git a/source/FreeplayState.hx b/source/FreeplayState.hx index 0cb4253d3..0fbc45a8a 100644 --- a/source/FreeplayState.hx +++ b/source/FreeplayState.hx @@ -146,7 +146,7 @@ class FreeplayState extends MusicBeatState } #if windows // Updating Discord Rich Presence - var customPrecence = TitleState.discordStuff.freeplay; + var customPrecence = 'urine'; Discord.DiscordClient.changePresence(customPrecence, null); #end var isDebug:Bool = false; diff --git a/source/MainMenuState.hx b/source/MainMenuState.hx index 3ff4e4031..9aa527ddb 100644 --- a/source/MainMenuState.hx +++ b/source/MainMenuState.hx @@ -57,7 +57,7 @@ class MainMenuState extends MusicBeatState { #if windows // Updating Discord Rich Presence - var customPrecence = TitleState.discordStuff.mainmenu; + var customPrecence = 'urine'; Discord.DiscordClient.changePresence(customPrecence, null); #end menuSoundJson = CoolUtil.parseJson(FNFAssets.getText("assets/sounds/custom_menu_sounds/custom_menu_sounds.json")); diff --git a/source/NewCharacterState.hx b/source/NewCharacterState.hx index 8ca53ff4e..2237eb226 100644 --- a/source/NewCharacterState.hx +++ b/source/NewCharacterState.hx @@ -17,6 +17,10 @@ import flixel.addons.ui.FlxUICheckBox; import flixel.addons.ui.FlxUIDropDownMenu; import flixel.addons.ui.FlxUIInputText; import flixel.addons.ui.FlxUINumericStepper; +import flixel.util.FlxDestroyUtil; +import flixel.FlxSprite; +import flixel.graphics.frames.FlxAtlasFrames; +import animateatlas.AtlasFrameMaker; import flixel.ui.FlxButton; import flixel.ui.FlxSpriteButton; import flixel.addons.ui.FlxUITabMenu; diff --git a/source/PlayState.hx b/source/PlayState.hx index abe765400..1ea9b640a 100644 --- a/source/PlayState.hx +++ b/source/PlayState.hx @@ -24,6 +24,9 @@ import Discord.DiscordClient; #end import DifficultyIcons; import flixel.FlxSprite; +import flixel.util.FlxDestroyUtil; +import flixel.graphics.frames.FlxAtlasFrames; +import animateatlas.AtlasFrameMaker; import flixel.FlxBasic; import flixel.FlxState; import flixel.FlxSubState; @@ -92,7 +95,6 @@ enum abstract DisplayLayer(Int) from Int to Int { } class PlayState extends MusicBeatState { - public static var customPrecence = FNFAssets.getText("assets/discord/presence/play.txt"); public static var curStage:String = ''; public static var SONG:SwagSong; public static var isStoryMode:Bool = false; @@ -343,10 +345,6 @@ class PlayState extends MusicBeatState interp.variables.set("curStep", 0); interp.variables.set("curBeat", 0); interp.variables.set("camHUD", camHUD); - interp.variables.set("setPresence", function (to:String) { - customPrecence = to; - updatePrecence(); - }); interp.variables.set("showOnlyStrums", false); interp.variables.set("playerStrums", playerStrums); interp.variables.set("enemyStrums", enemyStrums); @@ -367,6 +365,7 @@ class PlayState extends MusicBeatState interp.variables.set("iconP2", iconP2); interp.variables.set("currentPlayState", this); interp.variables.set("PlayState", PlayState); + interp.variables.set("AtlasFrameMaker", AtlasFrameMaker); interp.variables.set("window", Lib.application.window); // give them access to save data, everything will be fine ;) interp.variables.set("isInCutscene", function () return inCutscene); @@ -603,7 +602,7 @@ class PlayState extends MusicBeatState detailsPausedText = "Paused - " + detailsText; // Updating Discord Rich Presence. - DiscordClient.changePresence(customPrecence + DiscordClient.changePresence('urine' + " " + SONG.song + " (" @@ -1999,8 +1998,8 @@ class PlayState extends MusicBeatState } controls.setKeyboardScheme(Solo(false)); #if windows - var ae = FNFAssets.getText("assets/discord/presence/playpause.txt"); - DiscordClient.changePresence(ae + var ae = 'urine'; + DiscordClient.changePresence('urine' + SONG.song + " (" + storyDifficultyText @@ -2072,7 +2071,7 @@ class PlayState extends MusicBeatState #if windows if (startTimer.finished) { - DiscordClient.changePresence(customPrecence + DiscordClient.changePresence('urine' + " " + SONG.song + " (" @@ -2090,7 +2089,7 @@ class PlayState extends MusicBeatState } else { - DiscordClient.changePresence(customPrecence, SONG.song + DiscordClient.changePresence('urine', SONG.song + " (" + storyDifficultyText + ") " @@ -4127,7 +4126,7 @@ class PlayState extends MusicBeatState function updatePrecence() { #if windows // Updating Discord Rich Presence. - DiscordClient.changePresence(customPrecence + DiscordClient.changePresence('urine' + " " + SONG.song + " (" diff --git a/source/TitleState.hx b/source/TitleState.hx index b78383ca9..0eb857c74 100644 --- a/source/TitleState.hx +++ b/source/TitleState.hx @@ -77,7 +77,6 @@ class TitleState extends MusicBeatState var gfTitle = CoolUtil.parseJson(FNFAssets.getJson("assets/data/gfTitle")); var logoTitle = CoolUtil.parseJson(FNFAssets.getJson("assets/data/logoTitle")); var bgTitle = CoolUtil.parseJson(FNFAssets.getJson("assets/data/bgTitle")); - public static var discordStuff:DiscordJson = CoolUtil.parseJson(FNFAssets.getJson("assets/discord/presence/discord")); // defining these variables now so i dont gotta do them later (end) var customMenuConfirm: Array>; @@ -93,7 +92,7 @@ class TitleState extends MusicBeatState DiscordClient.shutdown(); }); // Updating Discord Rich Presence - var customPrecence = discordStuff.intro; + var customPrecence = 'urine'; Discord.DiscordClient.changePresence(customPrecence, null); #end diff --git a/source/plugins/tools/CutSprite.hx b/source/plugins/tools/CutSprite.hx new file mode 100644 index 000000000..0670b6822 --- /dev/null +++ b/source/plugins/tools/CutSprite.hx @@ -0,0 +1,28 @@ +package plugins.tools; + +import flixel.FlxSprite; +// utility sprite that handles dancing for you +class CutSprite extends DynamicSprite { + /** + * Create a CutSprite + * @param x X Position + * @param y Y Position + * @param location The Location of the Shit + * @param animName The Animation Name of the Shit + */ + public function new (x:Float, y:Float, location:String, animName:String){ + super(x, y); + var theShit = new FlxSprite(x, y); + var thePng = FNFAssets.getBitmapData(location + '.png'); + var theXml = FNFAssets.getText(location + '.xml'); + + theShit.frames = FlxAtlasFrames.fromSparrow(thePng, theXml); + theShit.animation.addByPrefix('cut', animName, 24, false); + } + public function play():Void { + theShit.animation.play('cut'); + if (theShit.animation.finished){ + theShit.remove(); + } + } + } \ No newline at end of file