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class_name Sprite
extends Node2D
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.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())
))
if not sprite_data.files_exist():
sprite_data.save_to_file() # generate at "runtime"
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 base_dir = sprite_data.filepath.substr(0, sprite_data.filepath.length() - 4) # cut off .spr
var image = load("%s/%s.png" % [base_dir, str(sprite_layer.sprite_index).pad_zeros(3)])
var sprite: Sprite2D
if has_different_layer_count:
sprite = Sprite2D.new()
sprite.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
else:
sprite = %SpriteLayers.get_child(idx)
sprite.texture = image
sprite.position = sprite_layer.get_position()
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)
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