mirror of
https://github.com/flame-engine/flame.git
synced 2025-11-01 10:38:17 +08:00
213 lines
6.5 KiB
Dart
213 lines
6.5 KiB
Dart
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<Frame> 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<Sprite> 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<Frame>(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<double> stepTimes, {
|
|
double textureX = 0.0,
|
|
double textureY = 0.0,
|
|
double textureWidth,
|
|
double textureHeight,
|
|
}) {
|
|
this.frames = List<Frame>(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<Animation> fromAsepriteData(
|
|
String imagePath, String dataPath) async {
|
|
String content = await Flame.assets.readFile(dataPath);
|
|
Map<String, dynamic> json = jsonDecode(content);
|
|
|
|
Map<String, dynamic> 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<double> 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);
|
|
}
|
|
}
|