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author | Daniel Weipert <git@mail.dweipert.de> | 2024-12-13 14:53:38 +0100 |
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committer | Daniel Weipert <git@mail.dweipert.de> | 2024-12-13 14:53:38 +0100 |
commit | ca4d1945598863d0ce297f4272317e5dd5797f88 (patch) | |
tree | c2675b394140a71c7eee04034f087c107dcd7c9c /sprite.gd | |
parent | a22381eff3bf2286ee27f4d15ddf4c431ea063be (diff) |
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Diffstat (limited to 'sprite.gd')
-rw-r--r-- | sprite.gd | 92 |
1 files changed, 0 insertions, 92 deletions
diff --git a/sprite.gd b/sprite.gd deleted file mode 100644 index 745a86d..0000000 --- a/sprite.gd +++ /dev/null @@ -1,92 +0,0 @@ -class_name Sprite -extends Node2D - - -@export var sprite_data: SpriteResource -var action_data: ActionFormat - -var current_action_idx := 0 -var current_frame := 0 -var current_start_time := 0.0 -var accumulator := 0.0 - -var cache: Dictionary - - -func _ready() -> void: - if not sprite_data or not action_data: - set_process(false) - - -func load_file(path: String): - var basename = path.get_basename() - - sprite_data = load("%s/sprite.tres" % basename) - - var act = FileAccess.open("%s.act" % basename, FileAccess.READ) - action_data = ActionFormat.from_bytes(ByteStream.from_bytes( - act.get_buffer(act.get_length()) - )) - - set_process(true) - set_current_action(0) - - -func set_current_action(idx: int): - current_action_idx = idx - current_frame = 0 - current_start_time = 0 - accumulator = 0 - - update(action_data.actions[current_action_idx].motions[current_frame].sprite_layers) - - -func _process(delta: float) -> void: - var action = action_data.actions[current_action_idx] - var frame_time = ((action_data.frame_times[current_action_idx] * 24) / 1000) - - accumulator += delta - if accumulator > current_start_time + frame_time: - var motion: ActionFormat.Motion = action.motions[current_frame] - update(motion.sprite_layers) - - current_start_time = accumulator - current_frame += 1 - if current_frame >= action.motions.size(): - set_current_action(current_action_idx) # reset current action - - -func update(sprite_layers: Array[ActionFormat.SpriteLayer]): - if not is_processing(): - return - - var has_different_layer_count = %SpriteLayers.get_child_count() != sprite_layers.size() - - if has_different_layer_count: - for node in %SpriteLayers.get_children(): - node.queue_free() - - for idx in sprite_layers.size(): - var sprite_layer = sprite_layers[idx] - var image = sprite_data.images[sprite_layer.sprite_index] - - var sprite: Sprite2D - if has_different_layer_count: - sprite = Sprite2D.new() - sprite.centered = false # 必要!! - sprite.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST - else: - sprite = %SpriteLayers.get_child(idx) - - sprite.texture = image - sprite.position = sprite_layer.get_position() - ceil(sprite_layer.get_size() / 2) # for fixing half pixel drawing - sprite.self_modulate = sprite_layer.get_color() - sprite.scale = sprite_layer.get_scale() - sprite.rotation_degrees = sprite_layer.rotation_degrees - sprite.flip_h = sprite_layer.flip_h - - # TODO: use sprite and action together to generate AnimatedSprite2D with SpriteFrame Resources? - # TODO: no. needs AnimationPlayer with config for different sprite positions in the animation - - if has_different_layer_count: - %SpriteLayers.add_child(sprite) |