import 'dart:convert'; import 'flame.dart'; import 'sprite.dart'; /// Represents a single animation frame. class Frame { /// The [Sprite] to be displayed. Sprite sprite; /// The duration to display it, in seconds. double stepTime; /// Create based on the parameters. Frame(this.sprite, this.stepTime); } /// Represents an animation, that is, a list of sprites that change with time. class Animation { /// The frames that compose this animation. List frames = []; /// Index of the current frame that should be displayed. int currentIndex = 0; /// Current clock time (total time) of this animation, in seconds, since last frame. /// /// It's ticked by the update method. It's reset every frame change. double clock = 0.0; /// Total elapsed time of this animation, in seconds, since start or a reset. double elapsed = 0.0; /// Whether the animation loops after the last sprite of the list, going back to the first, or keeps returning the last when done. bool loop = true; /// Creates an empty animation Animation.empty(); /// Creates an animation based on the parameters. /// /// All frames have the same [stepTime]. Animation.spriteList(List sprites, {double stepTime, this.loop}) { this.frames = sprites.map((s) => Frame(s, stepTime)).toList(); } /// Creates an animation given a list of frames. Animation(this.frames, {this.loop}); /// Automatically creates a sequenced animation, that is, an animation based on a sprite sheet. /// /// From a single image source, it creates multiple sprites based on the parameters: /// [amount]: how many sprites this animation is composed of /// [textureX]: x position on the original image to start (defaults to 0) /// [textureY]: y position on the original image to start (defaults to 0) /// [textureWidth]: width of each frame (defaults to null, that is, full width of the sprite sheet) /// [textureHeight]: height of each frame (defaults to null, that is, full height of the sprite sheet) /// /// For example, if you have a spritesheet where each row is an animation, and each frame is 32x32 /// Animation.sequenced('sheet.png', 8, textureY: 32.0 * i, textureWidth: 32.0, textureHeight: 32.0); /// This will create the i-th animation on the 'sheet.png', given it has 8 frames. Animation.sequenced( String imagePath, int amount, { double textureX = 0.0, double textureY = 0.0, double textureWidth, double textureHeight, double stepTime = 0.1, }) { this.frames = List(amount); for (var i = 0; i < amount; i++) { Sprite sprite = Sprite( imagePath, x: textureX + i * textureWidth, y: textureY, width: textureWidth, height: textureHeight, ); this.frames[i] = Frame(sprite, stepTime); } } /// Works just like [Animation.sequenced], but it takes a list of variable [stepTimes], associating each one with one frame in the sequence. Animation.variableSequenced( String imagePath, int amount, List stepTimes, { double textureX = 0.0, double textureY = 0.0, double textureWidth, double textureHeight, }) { this.frames = List(amount); for (var i = 0; i < amount; i++) { Sprite sprite = Sprite( imagePath, x: textureX + i * textureWidth, y: textureY, width: textureWidth, height: textureHeight, ); this.frames[i] = Frame(sprite, stepTimes[i]); } } /// Automatically creates an Animation Object using animation data provided by the json file /// provided by Aseprite /// /// [imagePath]: Source of the spritesheet animation /// [dataPath]: Animation's exported data in json format static Future fromAsepriteData( String imagePath, String dataPath) async { String content = await Flame.assets.readFile(dataPath); Map json = jsonDecode(content); Map jsonFrames = json['frames']; var frames = jsonFrames.values.map((value) { final frameData = value['frame']; final int x = frameData['x']; final int y = frameData['y']; final int width = frameData['w']; final int height = frameData['h']; final stepTime = value['duration'] / 1000; Sprite sprite = Sprite( imagePath, x: x.toDouble(), y: y.toDouble(), width: width.toDouble(), height: height.toDouble(), ); return Frame(sprite, stepTime); }); return Animation(frames.toList(), loop: true); } /// The current frame that should be displayed. Frame get currentFrame => frames[currentIndex]; /// Returns whether the animation is on the last frame. bool get isLastFrame => currentIndex == frames.length - 1; /// Sets a different step time to each frame. The sizes of the arrays must match. set variableStepTimes(List stepTimes) { assert(stepTimes.length == frames.length); for (int i = 0; i < frames.length; i++) { frames[i].stepTime = stepTimes[i]; } } /// Sets a fixed step time to all frames. void set stepTime(double stepTime) { this.frames.forEach((frame) => frame.stepTime = stepTime); } /// Resets the animation, like it'd just been created. void reset() { this.clock = 0.0; this.elapsed = 0.0; this.currentIndex = 0; } /// Gets tha current [Sprite] that should be shown. /// /// In case it reaches the end: /// * If [loop] is true, it will return the last sprite. Otherwise, it will go back to the first. Sprite getSprite() { return currentFrame.sprite; } /// If [loop] is false, returns wether the animation is done (fixed in the last Sprite). /// /// Always returns false otherwise. bool done() { return loop ? false : (isLastFrame && clock >= currentFrame.stepTime); } /// Updates this animation, ticking the lifeTime by an amount [dt] (in seconds). void update(double dt) { clock += dt; elapsed += dt; if (!loop && isLastFrame) { return; } while (clock > currentFrame.stepTime) { if (!isLastFrame) { clock -= currentFrame.stepTime; currentIndex++; } else if (loop) { clock -= currentFrame.stepTime; currentIndex = 0; } else { break; } } } /// Wether all sprites composing this animation are loaded. bool loaded() { return frames.every((frame) => frame.sprite.loaded()); } /// Computes the total duration of this animation (before it's done or repeats). double totalDuration() { return frames.map((f) => f.stepTime).reduce((a, b) => a + b); } }