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117
leenkx/Sources/iron/object/Tilesheet.hx
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117
leenkx/Sources/iron/object/Tilesheet.hx
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package iron.object;
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import iron.Scene;
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import iron.data.Data;
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import iron.data.SceneFormat;
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import iron.system.Time;
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@:allow(iron.Scene)
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class Tilesheet {
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public var tileX = 0.0; // Tile offset on tilesheet texture 0-1
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public var tileY = 0.0;
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public var raw: TTilesheetData;
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public var action: TTilesheetAction = null;
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var ready: Bool;
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public var paused = false;
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public var frame = 0;
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var time = 0.0;
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var onActionComplete: Void->Void = null;
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public function new(sceneName: String, tilesheet_ref: String, tilesheet_action_ref: String) {
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ready = false;
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Data.getSceneRaw(sceneName, function(format: TSceneFormat) {
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for (ts in format.tilesheet_datas) {
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if (ts.name == tilesheet_ref) {
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raw = ts;
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Scene.active.tilesheets.push(this);
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play(tilesheet_action_ref);
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ready = true;
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break;
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}
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}
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});
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}
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public function play(action_ref: String, onActionComplete: Void->Void = null) {
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this.onActionComplete = onActionComplete;
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for (a in raw.actions) {
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if (a.name == action_ref) {
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action = a;
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break;
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}
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}
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setFrame(action.start);
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paused = false;
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time = 0.0;
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}
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public function pause() {
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paused = true;
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}
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public function resume() {
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paused = false;
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}
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public function remove() {
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Scene.active.tilesheets.remove(this);
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}
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/**
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* Set the frame of the current active tilesheet action. Automatically un-pauses action.
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* @param frame Frame offset with 0 as the first frame of the active action.
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**/
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public function setFrameOffset(frame: Int) {
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setFrame(action.start + frame);
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paused = false;
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}
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/**
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* Returns the current frame.
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* @return Frame offset with 0 as the first frame of the active action.
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*/
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public function getFrameOffset(): Int {
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return frame - action.start;
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}
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function update() {
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if (!ready || paused || action.start >= action.end) return;
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time += Time.realDelta;
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var frameTime = 1 / raw.framerate;
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var framesToAdvance = 0;
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// Check how many animation frames passed during the last render frame
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// and catch up if required. The remaining `time` that couldn't fit in
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// another animation frame will be used in the next `update()`.
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while (time >= frameTime) {
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time -= frameTime;
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framesToAdvance++;
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}
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if (framesToAdvance != 0) {
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setFrame(frame + framesToAdvance);
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}
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}
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function setFrame(f: Int) {
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frame = f;
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// Action end
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if (frame > action.end && action.start < action.end) {
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if (onActionComplete != null) onActionComplete();
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if (action.loop) setFrame(action.start);
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else paused = true;
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return;
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}
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var tx = frame % raw.tilesx;
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var ty = Std.int(frame / raw.tilesx);
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tileX = tx * (1 / raw.tilesx);
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tileY = ty * (1 / raw.tilesy);
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}
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}
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