An AnimateAtlasFreeplayDJ is a Freeplay DJ which is rendered by displaying an animation derived from an Adobe Animate texture atlas spritesheet file.

BaseFreeplayDJ has game logic, AnimateAtlasFreeplayDJ has only rendering logic. KEEP THEM SEPARATE!

Constructor

new(x:Float, y:Float, characterId:String)

Methods

Inherited Variables

Defined by BaseFreeplayDJ

@:value(120.0)IDLE_CARTOON_PERIOD:Float = 120.0

@:value(60.0)IDLE_EGG_PERIOD:Float = 60.0

@:value(new FlxSignal())onIdleEasterEgg:FlxSignal = new FlxSignal()

@:value(new FlxSignal())onIntroDone:FlxSignal = new FlxSignal()

Inherited Methods

Defined by BaseFreeplayDJ

fistPump():Void

onCapsuleSelected(event:CapsuleScriptEvent):Void

Called when a capsule is selected.

onConfirm():Void

onCreate(event:ScriptEvent):Void

onDifficultySwitch(event:CapsuleScriptEvent):Void

Called when the current difficulty is changed.

onFreeplayClose(event:FreeplayScriptEvent):Void

Called when Freeplay is closed.

onFreeplayIntroDone(event:FreeplayScriptEvent):Void

Called when the intro for Freeplay finishes.

onFreeplayOutro(event:FreeplayScriptEvent):Void

Called when the Freeplay outro begins.

onSongSelected(event:CapsuleScriptEvent):Void

Called when a song is selected.

Defined by FunkinSprite

clone():FunkinSprite

Ensure scale is applied when cloning a sprite.R The default clone() method acts kinda weird TBH.

Returns:

A clone of this sprite.

getCurrentAnimation():String

Gets the current animation ID.

getDefaultAtlasSettings():AtlasSpriteSettings

Gets the default settings for a texture atlas sprite.

Returns:

The default settings for a texture atlas sprite.

getDefaultSymbol():String

Returns the default symbol in the atlas.

getFirstElement(symbol:String):Null<Element>

Returns the first element of a symbol in the atlas.

Parameters:

symbol

The symbol to get elements from.

Returns:

The first element of the symbol. WARNING: Can be null.

getFrameLabel(name:String):Null<Frame>

Gets a frame label by its name.

Parameters:

name

The name of the frame label to retrieve.

Returns:

The frame label, or null if it doesn't exist.

getFrameLabelList():Array<String>

Gets a list of frame labels from the default timeline.

getFramesWithKeyword(keyword:String):Array<Frame>

Gets every frame on every symbol that starts with the given keyword.

Parameters:

keyword

The keyword to search for.

Returns:

An array of frames.

getSymbolElements(symbol:String):Array<Element>

Returns the elements of a symbol in the atlas.

Parameters:

symbol

The symbol to get elements from.

hasAnimation(id:String):Bool

Whether or not this sprite has an animation with the given ID.

Parameters:

id

The ID of the animation to check.

isAnimationDynamic(id:String):Bool

Parameters:

id

The animation ID to check.

Returns:

Whether the animation is dynamic (has multiple frames). false for static, one-frame animations.

isAnimationFinished():Bool

Whether or not the current animation is finished.

listAnimations():Array<String>

Returns:

A list of all the animations this sprite has available.

@:value({ cache : true })loadBitmapData(input:BitmapData, cache:Bool = true):FunkinSprite

Apply an OpenFL BitmapData to this sprite.

Parameters:

input

The OpenFL BitmapData to apply

Returns:

This sprite, for chaining

loadPacker(key:String):FunkinSprite

Load an animated texture (Packer atlas spritesheet) as the sprite's texture.

Parameters:

key

The key of the texture to load.

Returns:

This sprite, for chaining.

loadSparrow(key:String):FunkinSprite

Load an animated texture (Sparrow atlas spritesheet) as the sprite's texture.

Parameters:

key

The key of the texture to load.

Returns:

This sprite, for chaining.

loadTexture(key:String):FunkinSprite

Load a static image as the sprite's texture.

Parameters:

key

The key of the texture to load.

Returns:

This sprite, for chaining.

@:value({ fade : false })loadTextureAsync(key:String, fade:Bool = false):Void

loadTextureAtlas(key:Null<String>, ?assetLibrary:String, ?settings:Null<AtlasSpriteSettings>):FunkinSprite

Loads an Adobe Animate texture atlas as the sprite's texture.

Parameters:

key

The key of the texture to load.

settings

Additional settings for loading the atlas.

Returns:

This sprite, for chaining.

loadTextureBase(input:TextureBase):Null<FunkinSprite>

Apply an OpenFL TextureBase to this sprite.

Parameters:

input

The OpenFL TextureBase to apply

Returns:

This sprite, for chaining

@:value({ color : FlxColor.WHITE })makeSolidColor(width:Int, height:Int, color:FlxColor = FlxColor.WHITE):FunkinSprite

Acts similarly to makeGraphic, but with improved memory usage, at the expense of not being able to paint onto the resulting sprite.

Parameters:

width

The target width of the sprite.

height

The target height of the sprite.

color

The color to fill the sprite with.

Returns:

This sprite, for chaining.

@:value({ adjustScale : true })replaceSymbolGraphic(symbol:String, ?graphic:FlxGraphicAsset, adjustScale:Bool = true):Void

Replaces the graphic of a symbol in the atlas.

Parameters:

symbol

The symbol to replace.

graphic

The new graphic to use.

adjustScale

Whether to adjust the scale of new frame to match the old one.

@:value({ scaleEverything : false, positionOffset : 0 })scaleElement(element:Element, scale:Float, positionOffset:Float = 0, scaleEverything:Bool = false):Void

Scales an element by a certain multiplier.

Parameters:

element

The element to scale.

scale

The scale multiplier.

positionOffset

The offset to apply to tx and ty after scaling. (Or in other words, the position of the element.)