Enough AS cast implementation to render a basic character sprite from component bundles.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@970 ed5b42cb-e716-0410-a449-f6a68f950b19
This commit is contained in:
@@ -38,7 +38,7 @@ public interface ActionFrames
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* Returns the multi-frame image that comprises the frames for the
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* specified orientation.
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*/
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function getFrames (orient :int) :DisplayObject;
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function getFrames (orient :int, callback :Function) :void;
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/**
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* Returns the x offset from the upper left of the image to the
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@@ -0,0 +1,106 @@
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//
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// Nenya library - tools for developing networked games
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// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/nenya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.cast {
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import flash.geom.Point;
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import com.threerings.media.tile.SwissArmyTileSet;
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import com.threerings.util.DirectionUtil;
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import com.threerings.util.StringUtil;
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/**
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* The action sequence class describes a particular character animation
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* sequence. An animation sequence consists of one or more frames of
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* animation, renders at a particular frame rate, and has an origin point
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* that specifies the location of the base of the character in relation to
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* the bounds of the animation images.
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*/
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public class ActionSequence
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{
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/**
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* Defines the name of the default action sequence. When component
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* tilesets are loaded to build a set of composited images for a
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* particular action sequence, a check is first made for a component
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* tileset specific to the action sequence and then for the
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* component's default tileset if the action specific tileset did not
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* exist.
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*/
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public static const DEFAULT_SEQUENCE :String = "default";
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/** The action sequence name. */
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public var name :String;
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/** The number of frames per second to show when animating. */
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public var framesPerSecond :Number;
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/** The position of the character's base for this sequence. */
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public var origin :Point = new Point();
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public var tileset :SwissArmyTileSet;
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/** Orientation codes for the orientations available for this
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* action. */
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public var orients :Array;
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public static function fromXml (xml :XML) :ActionSequence
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{
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var seq :ActionSequence = new ActionSequence();
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seq.name = xml.@name;
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seq.framesPerSecond = xml.framesPerSecond;
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seq.orients = toOrientArray(xml.orients);
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seq.origin = toPoint(xml.origin);
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seq.tileset = SwissArmyTileSet.fromXml(xml.tileset[0]);
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return seq;
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}
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protected static function toOrientArray (str :String) :Array
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{
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if (str == null || str.length == 0) {
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return null;
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}
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return str.split(",").map(function(element :String, index :int, arr :Array) :int {
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return DirectionUtil.fromShortString(StringUtil.trim(element));
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});
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}
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protected static function toPoint (str :String) :Point
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{
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if (str == null || str.length == 0) {
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return null;
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}
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var coords :Array =
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str.split(",").map(function(element :String, index :int, arr :Array) :int {
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return int(StringUtil.trim(element));
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});
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return new Point(coords[0], coords[1]);
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}
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public function toString () :String
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{
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return "[name=" + name + ", framesPerSecond=" + framesPerSecond +
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", origin=" + origin +
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", orients=" + (orients == null ? 0 : orients.length) + "]";
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}
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}
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}
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@@ -53,6 +53,17 @@ public class CharacterComponent
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_frameProvider = fprov;
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}
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public function setFrameProvider (frameProvider :FrameProvider) :void
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{
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_frameProvider = frameProvider;
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// Notify them all and clear our list.
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for each (var func :Function in _notifyOnLoad) {
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func(this);
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}
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_notifyOnLoad = [];
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}
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/**
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* Returns the render priority appropriate for this component at the specified action and
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* orientation.
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@@ -71,7 +82,7 @@ public class CharacterComponent
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*/
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public function getFrames (action :String, type :String) :ActionFrames
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{
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return _frameProvider.getFrames(this, action, type);
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return isLoaded() ? _frameProvider.getFrames(this, action, type) : null;
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}
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/**
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@@ -104,10 +115,29 @@ public class CharacterComponent
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public function toString () :String
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{
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return StringUtil.toString(this);
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return StringUtil.simpleToString(this);
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}
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public function isLoaded () :Boolean
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{
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return _frameProvider != null;
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}
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public function notifyOnLoad (func :Function) :void
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{
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if (isLoaded()) {
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func(this);
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} else {
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_notifyOnLoad.push(func);
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}
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}
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/** The entity from which we obtain our animation frames. */
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protected var _frameProvider :FrameProvider;
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/** Everyone who cares when we're loaded. */
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protected var _notifyOnLoad :Array = [];
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}
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}
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@@ -0,0 +1,280 @@
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//
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// Nenya library - tools for developing networked games
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// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/nenya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.cast {
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import flash.geom.Point;
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import com.threerings.util.Hashable;
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import com.threerings.util.Log;
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import com.threerings.util.Map;
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import com.threerings.util.StringUtil;
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import com.threerings.util.Maps;
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import com.threerings.util.maps.LRMap;
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/**
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* The character manager provides facilities for constructing sprites that
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* are used to represent characters in a scene. It also handles the
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* compositing and caching of composited character animations.
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*/
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public class CharacterManager
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{
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private static var log :Log = Log.getLog(CharacterManager);
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/**
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* Constructs the character manager.
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*/
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public function CharacterManager (crepo :ComponentRepository)
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{
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// keep this around
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_crepo = crepo;
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for each (var action :ActionSequence in crepo.getActionSequences()) {
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_actions.put(action.name, action);
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}
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}
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/**
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* Returns a {@link CharacterSprite} representing the character
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* described by the given {@link CharacterDescriptor}, or
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* <code>null</code> if an error occurs.
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*
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* @param desc the character descriptor.
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*/
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public function getCharacter (desc :CharacterDescriptor,
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charClass :Class = null) :CharacterSprite
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{
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if (charClass == null) {
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charClass = _charClass;
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}
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try {
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var sprite :CharacterSprite = new charClass();
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sprite.init(desc, this);
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return sprite;
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} catch (e :Error) {
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log.warning("Failed to instantiate character sprite.", e);
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return null;
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}
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return getCharacter(desc, charClass);
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}
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public function getActionSequence (action :String) :ActionSequence
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{
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return _actions.get(action);
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}
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public function getActionFrames (descrip :CharacterDescriptor, action :String) :ActionFrames
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{
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if (!isLoaded(descrip)) {
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return null;
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}
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var key :FrameKey = new FrameKey(descrip, action);
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var frames :ActionFrames = _actionFrames.get(key);
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if (frames == null) {
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// this doesn't actually composite the images, but prepares an
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// object to be able to do so
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frames = createCompositeFrames(descrip, action);
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_actionFrames.put(key, frames);
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}
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return frames;
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}
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/**
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* Returns whether all the components are loaded and ready to go.
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*/
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protected function isLoaded (descrip :CharacterDescriptor) :Boolean
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{
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var cids :Array = descrip.getComponentIds();
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var ccount :int = cids.length;
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for (var ii :int = 0; ii < ccount; ii++) {
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var ccomp :CharacterComponent = _crepo.getComponent(cids[ii]);
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if (!ccomp.isLoaded()) {
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return false;
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}
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}
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return true;
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}
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public function load (descrip :CharacterDescriptor, notify :Function) :void
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{
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_crepo.load(descrip.getComponentIds(), notify);
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}
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protected function createCompositeFrames (descrip :CharacterDescriptor,
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action :String) :ActionFrames
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{
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var cids :Array = descrip.getComponentIds();
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var ccount :int = cids.length;
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var zations :Array = descrip.getColorizations();
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var xlations :Array = descrip.getTranslations();
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log.debug("Compositing action [action=" + action +
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", descrip=" + descrip + "].");
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// this will be used to construct any shadow layers
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var shadows :Map = null; /* of String, Array<TranslatedComponent> */
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// maps components by class name for masks
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var ccomps :Map = Maps.newMapOf(String); /* of String, ArrayList<TranslatedComponent> */
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// create colorized versions of all of the source action frames
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var sources :Array = [];
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for (var ii :int = 0; ii < ccount; ii++) {
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var cframes :ComponentFrames = new ComponentFrames();
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sources.push(cframes);
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var ccomp :CharacterComponent = cframes.ccomp = _crepo.getComponent(cids[ii]);
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// load up the main component images
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var source :ActionFrames = ccomp.getFrames(action, null);
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if (source == null) {
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var errmsg :String = "Cannot composite action frames; no such " +
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"action for component [action=" + action +
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", desc=" + descrip + ", comp=" + ccomp + "]";
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throw new Error(errmsg);
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}
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source = (zations == null || zations[ii] == null) ?
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source : source.cloneColorized(zations[ii]);
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var xlation :Point = (xlations == null) ? null : xlations[ii];
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cframes.frames = (xlation == null) ?
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source : source.cloneTranslated(xlation.x, xlation.y);
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// store the component with its translation under its class for masking
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var tcomp :TranslatedComponent = new TranslatedComponent(ccomp, xlation);
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var tcomps :Array = ccomps.get(ccomp.componentClass.name);
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if (tcomps == null) {
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ccomps.put(ccomp.componentClass.name, tcomps = []);
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}
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tcomps.push(tcomp);
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// if this component has a shadow, make a note of it
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if (ccomp.componentClass.isShadowed()) {
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if (shadows == null) {
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shadows = Maps.newMapOf(String);
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}
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var shadlist :Array = shadows.get(ccomp.componentClass.shadow);
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if (shadlist == null) {
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shadows.put(ccomp.componentClass.shadow, shadlist = []);
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}
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shadlist.push(tcomp);
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}
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}
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/* TODO - Implement shadows & masks - I don't actually know if/where we use these, though.
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// now create any necessary shadow layers
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if (shadows != null) {
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for (Map.Entry<String, ArrayList<TranslatedComponent>> entry : shadows.entrySet()) {
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ComponentFrames scf = compositeShadow(action, entry.getKey(), entry.getValue());
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if (scf != null) {
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sources.add(scf);
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}
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}
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}
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// add any necessary masks
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for (ComponentFrames cframes : sources) {
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ArrayList<TranslatedComponent> mcomps = ccomps.get(cframes.ccomp.componentClass.mask);
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if (mcomps != null) {
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cframes.frames = compositeMask(action, cframes.ccomp, cframes.frames, mcomps);
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}
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}
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*/
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// use those to create an entity that will lazily composite things
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// together as they are needed
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return new CompositedActionFrames(_frameCache, _actions.get(action), sources);
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}
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protected var _crepo :ComponentRepository;
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protected var _actions :Map = Maps.newMapOf(String);
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protected var _actionFrames :Map = Maps.newMapOf(FrameKey);
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protected var _frameCache :LRMap = new LRMap(Maps.newMapOf(CompositedFramesKey), MAX_FRAMES);
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protected var _charClass :Class;
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protected static const MAX_FRAMES :int = 1000;
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}
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}
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import com.threerings.util.Hashable;
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import com.threerings.util.StringUtil;
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import com.threerings.cast.CharacterDescriptor;
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class FrameKey
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implements Hashable
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{
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public var desc :CharacterDescriptor;
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public var action :String;
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public function FrameKey (desc :CharacterDescriptor, action :String)
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{
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this.desc = desc;
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this.action = action;
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}
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public function hashCode () :int
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{
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return desc.hashCode() ^ StringUtil.hashCode(action);
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}
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public function equals (other :Object) :Boolean
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{
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if (other is FrameKey) {
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var okey :FrameKey = FrameKey(other);
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return okey.desc.equals(desc) && okey.action == action;
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} else {
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return false;
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}
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}
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}
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import flash.geom.Point;
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import com.threerings.cast.ActionFrames;
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import com.threerings.cast.CharacterComponent;
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class TranslatedComponent
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{
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public var ccomp :CharacterComponent;
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public var xlation :Point;
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public function TranslatedComponent (ccomp :CharacterComponent, xlation :Point)
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{
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this.ccomp = ccomp;
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this.xlation = xlation;
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}
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public function getFrames (action :String, type :String) :ActionFrames
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{
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var frames :ActionFrames = ccomp.getFrames(action, type);
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return (frames == null || xlation == null) ?
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frames : frames.cloneTranslated(xlation.x, xlation.y);
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}
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||||
|
||||
}
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||||
@@ -0,0 +1,289 @@
|
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//
|
||||
// Nenya library - tools for developing networked games
|
||||
// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
|
||||
// http://www.threerings.net/code/nenya/
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU Lesser General Public License as published
|
||||
// by the Free Software Foundation; either version 2.1 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This library is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
// Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public
|
||||
// License along with this library; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
package com.threerings.cast {
|
||||
|
||||
import flash.display.DisplayObject;
|
||||
import flash.display.Sprite;
|
||||
|
||||
import flash.geom.Point;
|
||||
import flash.geom.Rectangle;
|
||||
|
||||
import com.threerings.display.DisplayUtil;
|
||||
import com.threerings.util.DirectionCodes;
|
||||
import com.threerings.util.Log;
|
||||
|
||||
/**
|
||||
* A character sprite is a sprite that animates itself while walking
|
||||
* about in a scene.
|
||||
*/
|
||||
public class CharacterSprite extends Sprite
|
||||
{
|
||||
private static var log :Log = Log.getLog(CharacterSprite);
|
||||
|
||||
/**
|
||||
* Initializes this character sprite with the specified character
|
||||
* descriptor and character manager. It will obtain animation data
|
||||
* from the supplied character manager.
|
||||
*/
|
||||
public function init (descrip :CharacterDescriptor, charmgr :CharacterManager) :void
|
||||
{
|
||||
// keep track of this stuff
|
||||
_descrip = descrip;
|
||||
_charmgr = charmgr;
|
||||
|
||||
// sanity check our values
|
||||
sanityCheckDescrip();
|
||||
|
||||
// assign an arbitrary starting orientation
|
||||
_orient = DirectionCodes.SOUTHWEST;
|
||||
|
||||
// pass the buck to derived classes
|
||||
didInit();
|
||||
|
||||
halt();
|
||||
|
||||
updateActionFrames();
|
||||
}
|
||||
|
||||
/**
|
||||
* Called after this sprite has been initialized with its character
|
||||
* descriptor and character manager. Derived classes can do post-init
|
||||
* business here.
|
||||
*/
|
||||
protected function didInit () :void
|
||||
{
|
||||
_mainSprite = new Sprite();
|
||||
addChild(_mainSprite);
|
||||
}
|
||||
|
||||
/**
|
||||
* Reconfigures this sprite to use the specified character descriptor.
|
||||
*/
|
||||
public function setCharacterDescriptor (descrip :CharacterDescriptor) :void
|
||||
{
|
||||
// keep the new descriptor
|
||||
_descrip = descrip;
|
||||
|
||||
// sanity check our values
|
||||
sanityCheckDescrip();
|
||||
|
||||
// update our action frames
|
||||
updateActionFrames();
|
||||
}
|
||||
|
||||
/**
|
||||
* Specifies the action to use when the sprite is at rest. The default
|
||||
* is <code>STANDING</code>.
|
||||
*/
|
||||
public function setRestingAction (action :String) :void
|
||||
{
|
||||
_restingAction = action;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the action to be used when the sprite is at rest. Derived
|
||||
* classes may wish to override this method and vary the action based
|
||||
* on external parameters (or randomly).
|
||||
*/
|
||||
public function getRestingAction () :String
|
||||
{
|
||||
return _restingAction;
|
||||
}
|
||||
|
||||
/**
|
||||
* Specifies the action to use when the sprite is following a path.
|
||||
* The default is <code>WALKING</code>.
|
||||
*/
|
||||
public function setFollowingPathAction (action :String) :void
|
||||
{
|
||||
_followingPathAction = action;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the action to be used when the sprite is following a path.
|
||||
* Derived classes may wish to override this method and vary the
|
||||
* action based on external parameters (or randomly).
|
||||
*/
|
||||
public function getFollowingPathAction () :String
|
||||
{
|
||||
return _followingPathAction;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the action sequence used when rendering the character, from
|
||||
* the set of available sequences.
|
||||
*/
|
||||
public function setActionSequence (action :String) :void
|
||||
{
|
||||
// sanity check
|
||||
if (action == null) {
|
||||
log.warning("Refusing to set null action sequence " + this + ".", new Error());
|
||||
return;
|
||||
}
|
||||
|
||||
// no need to noop
|
||||
if (action == _action) {
|
||||
return;
|
||||
}
|
||||
_action = action;
|
||||
updateActionFrames();
|
||||
}
|
||||
|
||||
public function setOrientation (orient :int) :void
|
||||
{
|
||||
_orient = orient;
|
||||
if (orient < 0 || orient >= DirectionCodes.FINE_DIRECTION_COUNT) {
|
||||
log.info("Refusing to set invalid orientation [sprite=" + this +
|
||||
", orient=" + orient + "].", new Error());
|
||||
return;
|
||||
}
|
||||
|
||||
var oorient :int = _orient;
|
||||
if (_orient != oorient) {
|
||||
updateMainSprite();
|
||||
}
|
||||
}
|
||||
|
||||
public function cancelMove () :void
|
||||
{
|
||||
halt();
|
||||
}
|
||||
|
||||
public function pathBeginning () :void
|
||||
{
|
||||
// enable walking animation
|
||||
setActionSequence(getFollowingPathAction());
|
||||
}
|
||||
|
||||
public function pathCompleted () :void
|
||||
{
|
||||
halt();
|
||||
}
|
||||
|
||||
/**
|
||||
* Rebuilds our action frames given our current character descriptor
|
||||
* and action sequence. This is called when either of those two things
|
||||
* changes.
|
||||
*/
|
||||
protected function updateActionFrames () :void
|
||||
{
|
||||
// get a reference to the action sequence so that we can obtain
|
||||
// our animation frames and configure our frames per second
|
||||
var actseq :ActionSequence = _charmgr.getActionSequence(_action);
|
||||
if (actseq == null) {
|
||||
var errmsg :String = "No such action '" + _action + "'.";
|
||||
throw new Error(errmsg);
|
||||
}
|
||||
|
||||
try {
|
||||
// obtain our animation frames for this action sequence
|
||||
_aframes = _charmgr.getActionFrames(_descrip, _action);
|
||||
|
||||
if (_aframes == null) {
|
||||
// Once the frames are really ready to go, we'll do this...
|
||||
_charmgr.load(_descrip, updateActionFrames);
|
||||
}
|
||||
|
||||
updateMainSprite();
|
||||
|
||||
} catch (nsce :NoSuchComponentError) {
|
||||
log.warning("Character sprite references non-existent " +
|
||||
"component [sprite=" + this + ", err=" + nsce + "].");
|
||||
|
||||
} catch (e :Error) {
|
||||
log.warning("Failed to obtain action frames [sprite=" + this +
|
||||
", descrip=" + _descrip + ", action=" + _action + "].", e);
|
||||
}
|
||||
}
|
||||
|
||||
protected function updateMainSprite () :void
|
||||
{
|
||||
DisplayUtil.removeAllChildren(_mainSprite);
|
||||
if (_aframes != null) {
|
||||
_aframes.getFrames(_orient, function(frames :MultiFrameBitmap) :void {
|
||||
_mainSprite.addChild(frames);
|
||||
});
|
||||
} else {
|
||||
updateWithUnloadedSprite();
|
||||
}
|
||||
}
|
||||
|
||||
protected function updateWithUnloadedSprite () :void
|
||||
{
|
||||
// Nothing by default.
|
||||
}
|
||||
|
||||
/**
|
||||
* Makes it easier to track down problems with bogus character descriptors.
|
||||
*/
|
||||
protected function sanityCheckDescrip () :void
|
||||
{
|
||||
if (_descrip.getComponentIds() == null ||
|
||||
_descrip.getComponentIds().length == 0) {
|
||||
log.warning("Invalid character descriptor [sprite=" + this +
|
||||
", descrip=" + _descrip + "].", new Error());
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the sprite animation frame to reflect the cessation of
|
||||
* movement and disables any further animation.
|
||||
*/
|
||||
protected function halt () :void
|
||||
{
|
||||
var rest :String = getRestingAction();
|
||||
if (rest != null) {
|
||||
setActionSequence(rest);
|
||||
}
|
||||
}
|
||||
|
||||
/** The action to use when at rest. */
|
||||
protected var _restingAction :String = StandardActions.STANDING;
|
||||
|
||||
/** The action to use when following a path. */
|
||||
protected var _followingPathAction :String = StandardActions.WALKING;
|
||||
|
||||
/** A reference to the descriptor for the character that we're
|
||||
* visualizing. */
|
||||
protected var _descrip :CharacterDescriptor;
|
||||
|
||||
/** A reference to the character manager that created us. */
|
||||
protected var _charmgr :CharacterManager;
|
||||
|
||||
/** The action we are currently displaying. */
|
||||
protected var _action :String;
|
||||
|
||||
/** The animation frames for the active action sequence in each
|
||||
* orientation. */
|
||||
protected var _aframes :ActionFrames;
|
||||
|
||||
/** The offset from the upper-left of the total sprite bounds to the
|
||||
* upper-left of the image within those bounds. */
|
||||
protected var _ioff :Point = new Point();
|
||||
|
||||
/** The bounds of the current sprite image. */
|
||||
protected var _ibounds :Rectangle = new Rectangle();
|
||||
|
||||
/** The orientation of this sprite. */
|
||||
protected var _orient :int = DirectionCodes.NONE;
|
||||
|
||||
protected var _mainSprite :Sprite;
|
||||
}
|
||||
}
|
||||
@@ -109,9 +109,9 @@ public class ComponentClass
|
||||
{
|
||||
// because we expect there to be relatively few priority overrides, we simply search
|
||||
// linearly through the list for the closest match
|
||||
var ocount :int = (_overrides != null) ? _overrides.size() : 0;
|
||||
var ocount :int = (_overrides != null) ? _overrides.length : 0;
|
||||
for (var ii :int = 0; ii < ocount; ii++) {
|
||||
var over :PriorityOverride = _overrides.get(ii);
|
||||
var over :PriorityOverride = _overrides[ii];
|
||||
// based on the way the overrides are sorted, the first match
|
||||
// is the most specific and the one we want
|
||||
if (over.matches(action, component, orientation)) {
|
||||
|
||||
@@ -0,0 +1,160 @@
|
||||
//
|
||||
// Nenya library - tools for developing networked games
|
||||
// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
|
||||
// http://www.threerings.net/code/nenya/
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU Lesser General Public License as published
|
||||
// by the Free Software Foundation; either version 2.1 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This library is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
// Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public
|
||||
// License along with this library; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
package com.threerings.cast {
|
||||
|
||||
import flash.display.Bitmap;
|
||||
import flash.display.BitmapData;
|
||||
import flash.display.DisplayObject;
|
||||
|
||||
import flash.geom.Point;
|
||||
import flash.geom.Rectangle;
|
||||
|
||||
import flash.events.Event;
|
||||
|
||||
import flash.utils.ByteArray;
|
||||
|
||||
import nochump.util.zip.ZipEntry;
|
||||
import nochump.util.zip.ZipError;
|
||||
import nochump.util.zip.ZipFile;
|
||||
|
||||
import com.threerings.media.image.PngRecolorUtil;
|
||||
import com.threerings.media.tile.TileDataPack;
|
||||
import com.threerings.media.tile.TileSet;
|
||||
import com.threerings.util.DataPack;
|
||||
import com.threerings.util.Log;
|
||||
import com.threerings.util.Map;
|
||||
import com.threerings.util.Maps;
|
||||
import com.threerings.util.MultiLoader;
|
||||
import com.threerings.util.Set;
|
||||
import com.threerings.util.StringUtil;
|
||||
|
||||
/**
|
||||
* Like a normal data pack, but we don't deal with any data, and all our filenames are a direct
|
||||
* translation, so we need no metadata file. We also serve as a tile ImageProvider.
|
||||
*/
|
||||
public class ComponentDataPack extends TileDataPack
|
||||
implements FrameProvider
|
||||
{
|
||||
private static var log :Log = Log.getLog(ComponentDataPack);
|
||||
|
||||
public function ComponentDataPack (source :Object, actions :Map,
|
||||
completeListener :Function = null, errorListener :Function = null)
|
||||
{
|
||||
super(source, completeListener, errorListener);
|
||||
_actions = actions;
|
||||
}
|
||||
|
||||
// Documentation inherited from interface
|
||||
public function getFrames (component :CharacterComponent, action :String,
|
||||
type :String) :ActionFrames
|
||||
{
|
||||
// obtain the action sequence definition for this action
|
||||
var actseq :ActionSequence = _actions.get(action);
|
||||
if (actseq == null) {
|
||||
log.warning("Missing action sequence definition [action=" + action +
|
||||
", component=" + component + "].");
|
||||
return null;
|
||||
}
|
||||
|
||||
// determine our image path name
|
||||
var imgpath :String = action;
|
||||
var dimgpath :String = ActionSequence.DEFAULT_SEQUENCE;
|
||||
if (type != null) {
|
||||
imgpath += "_" + type;
|
||||
dimgpath += "_" + type;
|
||||
}
|
||||
|
||||
var root :String = component.componentClass.name + "/" + component.name + "/";
|
||||
var cpath :String = root + imgpath + ".png";
|
||||
var dpath :String = root + dimgpath + ".png";
|
||||
|
||||
// look to see if this tileset is already cached (as the custom action or the default
|
||||
// action)
|
||||
var aset :TileSet = _setcache.get(cpath);
|
||||
if (aset == null) {
|
||||
aset = _setcache.get(dpath);
|
||||
if (aset != null) {
|
||||
// save ourselves a lookup next time
|
||||
_setcache.put(cpath, aset);
|
||||
}
|
||||
}
|
||||
|
||||
try {
|
||||
// then try loading up a tileset customized for this action
|
||||
if (aset == null) {
|
||||
if (_zip.getEntry(cpath)) {
|
||||
aset = TileSet(actseq.tileset.clone());
|
||||
aset.setImagePath(cpath);
|
||||
} else if (_zip.getEntry(dpath)) {
|
||||
aset = TileSet(TileSet(_actions.get(ActionSequence.DEFAULT_SEQUENCE)).clone());
|
||||
aset.setImagePath(dpath);
|
||||
_setcache.put(dpath, aset);
|
||||
}
|
||||
}
|
||||
|
||||
// if that failed too, we're hosed
|
||||
if (aset == null) {
|
||||
// if this is a shadow or crop image, no need to freak out as they are optional
|
||||
if (!StandardActions.CROP_TYPE == type &&
|
||||
!StandardActions.SHADOW_TYPE == type) {
|
||||
log.warning("Unable to locate tileset for action '" + imgpath + "' " +
|
||||
component + ".");
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
aset.setImageProvider(this);
|
||||
_setcache.put(cpath, aset);
|
||||
return new TileSetFrameImage(aset, actseq);
|
||||
|
||||
} catch (e :Error) {
|
||||
log.warning("Error loading tset for action '" + imgpath + "' " + component + ".", e);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
// Documentation inherited from interface
|
||||
public function getFramePath (
|
||||
component :CharacterComponent, action :String, type :String, existentPaths :Set) :String
|
||||
{
|
||||
var actionPath :String = makePath(component, action, type);
|
||||
if (!existentPaths.contains(actionPath)) {
|
||||
return makePath(component, ActionSequence.DEFAULT_SEQUENCE, type);
|
||||
}
|
||||
return actionPath;
|
||||
}
|
||||
|
||||
protected function makePath (component :CharacterComponent, action :String,
|
||||
type :String) :String
|
||||
{
|
||||
var imgpath :String = action;
|
||||
if (type != null) {
|
||||
imgpath += "_" + type;
|
||||
}
|
||||
var root :String = component.componentClass.name + "/" + component.name + "/";
|
||||
return root + imgpath + ".png";
|
||||
}
|
||||
|
||||
protected var _actions :Map;
|
||||
|
||||
protected var _setcache :Map = Maps.newMapOf(String);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,40 @@
|
||||
//
|
||||
// Nenya library - tools for developing networked games
|
||||
// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
|
||||
// http://www.threerings.net/code/nenya/
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU Lesser General Public License as published
|
||||
// by the Free Software Foundation; either version 2.1 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This library is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
// Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public
|
||||
// License along with this library; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
package com.threerings.cast {
|
||||
|
||||
/** Used to associate a {@link CharacterComponent} with its {@link
|
||||
* ActionFrames} for a particular action. */
|
||||
public class ComponentFrames
|
||||
{
|
||||
public var ccomp :CharacterComponent;
|
||||
|
||||
public var frames :ActionFrames;
|
||||
|
||||
public function ComponentFrames (ccomp :CharacterComponent = null,
|
||||
frames :ActionFrames = null) {
|
||||
this.ccomp = ccomp;
|
||||
this.frames = frames;
|
||||
}
|
||||
|
||||
public function toString () :String {
|
||||
return ccomp + ":" + frames;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,67 @@
|
||||
//
|
||||
// Nenya library - tools for developing networked games
|
||||
// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
|
||||
// http://www.threerings.net/code/nenya/
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU Lesser General Public License as published
|
||||
// by the Free Software Foundation; either version 2.1 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This library is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
// Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public
|
||||
// License along with this library; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
package com.threerings.cast {
|
||||
|
||||
/**
|
||||
* Makes available a collection of character components and associated metadata. Character
|
||||
* components are animated sequences that can be composited together to create a complete
|
||||
* character visualization (imagine interchanging pairs of boots, torsos, hats, etc.).
|
||||
*/
|
||||
public interface ComponentRepository
|
||||
{
|
||||
/**
|
||||
* Returns the {@link CharacterComponent} object for the given component identifier.
|
||||
*/
|
||||
function getComponent (componentId :int) :CharacterComponent;
|
||||
|
||||
/**
|
||||
* Returns the {@link CharacterComponent} object with the given component class and name.
|
||||
*/
|
||||
function getComponentByName (className :String, compName :String) :CharacterComponent;
|
||||
|
||||
/**
|
||||
* Returns the {@link ComponentClass} with the specified name or null if none exists with that
|
||||
* name.
|
||||
*/
|
||||
function getComponentClass (className :String) :ComponentClass;
|
||||
|
||||
/**
|
||||
* Iterates over the {@link ComponentClass} instances representing all available character
|
||||
* component classes.
|
||||
*/
|
||||
function getComponentClasses () :Array;
|
||||
|
||||
/**
|
||||
* Iterates over the {@link ActionSequence} instances representing every available action
|
||||
* sequence.
|
||||
*/
|
||||
function getActionSequences () :Array;
|
||||
|
||||
/**
|
||||
* Iterates over the component ids of all components in the specified class.
|
||||
*/
|
||||
function getComponentIds (compClass :ComponentClass) :Array;
|
||||
|
||||
/**
|
||||
* Loads up all the specified components and calls notify() when done.
|
||||
*/
|
||||
function load (compIds :Array, notify :Function) :void;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,197 @@
|
||||
//
|
||||
// Nenya library - tools for developing networked games
|
||||
// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
|
||||
// http://www.threerings.net/code/nenya/
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU Lesser General Public License as published
|
||||
// by the Free Software Foundation; either version 2.1 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This library is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
// Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public
|
||||
// License along with this library; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
package com.threerings.cast {
|
||||
|
||||
import flash.display.Bitmap;
|
||||
import flash.display.BitmapData;
|
||||
import flash.display.DisplayObject;
|
||||
|
||||
import flash.geom.Point;
|
||||
import flash.geom.Rectangle;
|
||||
|
||||
import com.threerings.util.ArrayUtil;
|
||||
import com.threerings.util.Hashable;
|
||||
import com.threerings.util.Integer;
|
||||
import com.threerings.util.Map;
|
||||
import com.threerings.util.Maps;
|
||||
import com.threerings.util.RandomUtil;
|
||||
import com.threerings.util.StringUtil;
|
||||
|
||||
/**
|
||||
* An implementation of the {@link ActionFrames} interface that is used
|
||||
* to lazily create composited character frames when they are requested.
|
||||
*/
|
||||
public class CompositedActionFrames
|
||||
implements ActionFrames, Hashable
|
||||
{
|
||||
/**
|
||||
* Constructs a set of composited action frames with the supplied
|
||||
* source frames and colorization configuration. The actual component
|
||||
* frame images will not be composited until they are requested.
|
||||
*/
|
||||
public function CompositedActionFrames (frameCache :Map, action :ActionSequence, sources :Array)
|
||||
{
|
||||
// sanity check
|
||||
if (sources == null || sources.length == 0) {
|
||||
var errmsg :String = "Requested to composite invalid set of source " +
|
||||
"frames! [action=" + action +
|
||||
", sources=" + StringUtil.toString(sources) + "].";
|
||||
throw new Error(errmsg);
|
||||
}
|
||||
|
||||
_frameCache = frameCache;
|
||||
_sources = sources;
|
||||
_action = action;
|
||||
|
||||
// the sources must all have the same orientation count, so we
|
||||
// just use the first
|
||||
|
||||
_orientCount = _sources[0].frames.getOrientationCount();
|
||||
}
|
||||
|
||||
// documentation inherited from interface
|
||||
public function getOrientationCount () :int
|
||||
{
|
||||
return _orientCount;
|
||||
}
|
||||
|
||||
// documentation inherited from interface
|
||||
public function getFrames (orient :int, callback :Function) :void
|
||||
{
|
||||
var key :CompositedFramesKey = new CompositedFramesKey(this, orient);
|
||||
var disp :MultiFrameBitmap = _frameCache.get(key);
|
||||
if (disp == null) {
|
||||
var listeners :Array = _pending.get(key);
|
||||
if (listeners != null) {
|
||||
listeners.push(callback);
|
||||
} else {
|
||||
listeners = [callback];
|
||||
_pending.put(key, listeners);
|
||||
|
||||
createFrames(orient, function(disp :MultiFrameBitmap) :void {
|
||||
_frameCache.put(key, disp);
|
||||
for each (var func :Function in listeners) {
|
||||
func(disp);
|
||||
}
|
||||
});
|
||||
}
|
||||
} else {
|
||||
callback(disp);
|
||||
}
|
||||
}
|
||||
|
||||
// documentation inherited from interface
|
||||
public function getXOrigin (orient :int, frameIdx :int) :int
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
// documentation inherited from interface
|
||||
public function getYOrigin (orient :int, frameIdx :int) :int
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
// documentation inherited from interface
|
||||
public function cloneColorized (zations :Array) :ActionFrames
|
||||
{
|
||||
throw new Error("Unsupported: CompositedActionFrames.cloneColorized()");
|
||||
}
|
||||
|
||||
// documentation inherited from interface
|
||||
public function cloneTranslated (dx :int, dy :int) :ActionFrames
|
||||
{
|
||||
var tsources :Array = new Array(_sources.length);
|
||||
for (var ii :int = 0; ii < _sources.length; ii++) {
|
||||
tsources[ii] = new ComponentFrames(
|
||||
_sources[ii].ccomp, _sources[ii].frames.cloneTranslated(dx, dy));
|
||||
}
|
||||
return new CompositedActionFrames(_frameCache, _action, tsources);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates our underlying multi-frame image for a particular orientation.
|
||||
*/
|
||||
protected function createFrames (orient :int, callback :Function) :void
|
||||
{
|
||||
ArrayUtil.stableSort(_sources, function(cf1 :ComponentFrames, cf2 :ComponentFrames) :int {
|
||||
return (cf1.ccomp.getRenderPriority(_action.name, orient) -
|
||||
cf2.ccomp.getRenderPriority(_action.name, orient));
|
||||
});
|
||||
|
||||
var idx :int = ArrayUtil.indexOf(_action.orients, orient);
|
||||
|
||||
var frameCt :int = _action.tileset.getTileCounts()[idx];
|
||||
var width :int = _action.tileset.getWidths()[idx];
|
||||
var height :int = _action.tileset.getHeights()[idx];
|
||||
var frameBitmaps :Array = new Array(frameCt);
|
||||
for (var ff :int = 0; ff < frameCt; ff++) {
|
||||
frameBitmaps[ff] = new Bitmap(new BitmapData(width, height, true, 0x00000000));
|
||||
}
|
||||
|
||||
var region :Rectangle = new Rectangle(0, 0, width, height);
|
||||
var pt :Point = new Point(0, 0);
|
||||
compositeFrames(frameBitmaps, _sources, 0, orient, region, pt, frameCt, callback);
|
||||
}
|
||||
|
||||
protected function compositeFrames (frameBitmaps :Array, sources :Array, idx :int, orient :int,
|
||||
region :Rectangle, pt :Point, frameCt :int, callback :Function) :void
|
||||
{
|
||||
if (idx >= sources.length) {
|
||||
callback(new MultiFrameBitmap(frameBitmaps, _action.framesPerSecond));
|
||||
return;
|
||||
}
|
||||
|
||||
_sources[idx].frames.getFrames(orient, function (compBitmaps :MultiFrameBitmap) :void {
|
||||
for (var ii :int = 0; ii < frameCt; ii++) {
|
||||
frameBitmaps[ii].bitmapData.draw(compBitmaps.getFrame(ii).bitmapData);
|
||||
}
|
||||
compositeFrames(frameBitmaps, sources, idx+1, orient, region, pt, frameCt, callback);
|
||||
});
|
||||
}
|
||||
|
||||
public function equals (other :Object) :Boolean
|
||||
{
|
||||
return this === other;
|
||||
}
|
||||
|
||||
public function hashCode () :int
|
||||
{
|
||||
return _randHashCode;
|
||||
}
|
||||
|
||||
/** Used to cache our composited action frame images. */
|
||||
protected var _frameCache :Map;
|
||||
|
||||
protected static var _pending :Map = Maps.newMapOf(CompositedFramesKey);
|
||||
|
||||
/** The action for which we're compositing frames. */
|
||||
protected var _action :ActionSequence;
|
||||
|
||||
/** The number of orientations. */
|
||||
protected var _orientCount :int;
|
||||
|
||||
/** Our source components and action frames. */
|
||||
protected var _sources :Array;
|
||||
|
||||
/** We keep a hash code to use to identify us nearly-uniquely from the CompositedFramesKey. */
|
||||
protected var _randHashCode :int = int(Math.random() * Integer.MAX_VALUE);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,56 @@
|
||||
//
|
||||
// Nenya library - tools for developing networked games
|
||||
// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
|
||||
// http://www.threerings.net/code/nenya/
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU Lesser General Public License as published
|
||||
// by the Free Software Foundation; either version 2.1 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This library is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
// Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public
|
||||
// License along with this library; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
package com.threerings.cast {
|
||||
|
||||
import com.threerings.util.Hashable;
|
||||
|
||||
/** Used to cache composited frames for a particular action and
|
||||
* orientation. */
|
||||
public class CompositedFramesKey
|
||||
implements Hashable
|
||||
{
|
||||
public function CompositedFramesKey (owner :CompositedActionFrames, orient :int) {
|
||||
_orient = orient;
|
||||
_owner = owner;
|
||||
}
|
||||
|
||||
public function setOrient (orient :int) :void {
|
||||
_orient = orient;
|
||||
}
|
||||
|
||||
public function getOwner () :CompositedActionFrames {
|
||||
return _owner;
|
||||
}
|
||||
|
||||
public function equals (other :Object) :Boolean {
|
||||
var okey :CompositedFramesKey = CompositedFramesKey(other);
|
||||
return ((getOwner() == okey.getOwner()) &&
|
||||
(_orient == okey._orient));
|
||||
}
|
||||
|
||||
public function hashCode () :int {
|
||||
return _owner.hashCode() ^ _orient;
|
||||
}
|
||||
|
||||
protected var _orient :int;
|
||||
|
||||
protected var _owner :CompositedActionFrames;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,309 @@
|
||||
//
|
||||
// Nenya library - tools for developing networked games
|
||||
// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
|
||||
// http://www.threerings.net/code/nenya/
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU Lesser General Public License as published
|
||||
// by the Free Software Foundation; either version 2.1 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This library is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
// Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public
|
||||
// License along with this library; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
package com.threerings.cast {
|
||||
|
||||
import flash.events.Event;
|
||||
|
||||
import com.threerings.cast.ComponentDataPack;
|
||||
import com.threerings.media.tile.TileDataPack;
|
||||
import com.threerings.util.ArrayUtil;
|
||||
import com.threerings.util.DataPack;
|
||||
import com.threerings.util.Log;
|
||||
import com.threerings.util.Map;
|
||||
import com.threerings.util.Maps;
|
||||
import com.threerings.util.StringUtil;
|
||||
|
||||
public class DataPackComponentRepository
|
||||
implements ComponentRepository
|
||||
{
|
||||
private static var log :Log = Log.getLog(DataPackComponentRepository);
|
||||
|
||||
public function DataPackComponentRepository (compUrl :String)
|
||||
{
|
||||
_rootUrl = compUrl;
|
||||
loadComponentMeta(compUrl + "metadata.jar");
|
||||
}
|
||||
|
||||
protected function loadComponentMeta (compMetaUrl :String) :void
|
||||
{
|
||||
_metaPack = new TileDataPack(compMetaUrl, metaLoadingComplete);
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle the successful completion of datapack loading.
|
||||
*
|
||||
* @private
|
||||
*/
|
||||
protected function metaLoadingComplete (event :Event) :void
|
||||
{
|
||||
var actionXml :XML = _metaPack.getFileAsXML("actions.xml");
|
||||
var classesXml :XML = _metaPack.getFileAsXML("classes.xml");
|
||||
|
||||
for each (var aXml :XML in actionXml.action) {
|
||||
var action :ActionSequence = ActionSequence.fromXml(aXml);
|
||||
_actions.put(action.name, action);
|
||||
}
|
||||
|
||||
for each (var cXml :XML in classesXml.elements("class")) {
|
||||
var compClass :ComponentClass = ComponentClass.fromXml(cXml);
|
||||
_classes.put(compClass.name, compClass);
|
||||
}
|
||||
|
||||
parseComponentMap(_metaPack.getFileAsString("compmap.txt"));
|
||||
|
||||
// Notify them all and clear our list.
|
||||
for each (var func :Function in _notifyOnLoad) {
|
||||
func();
|
||||
}
|
||||
_notifyOnLoad = [];
|
||||
}
|
||||
|
||||
protected function parseComponentMap (map :String) :void
|
||||
{
|
||||
var lines :Array = map.split("\n");
|
||||
var tileCount :int = int(lines[0]);
|
||||
for (var ii :int = 1; ii < lines.length; ii++) {
|
||||
var line :String = lines[ii];
|
||||
var toks :Array = line.split(" := ");
|
||||
if (toks.length >= 3) {
|
||||
var id :int = int(toks[2]);
|
||||
var cclass :String = String(toks[0]);
|
||||
var cname :String = String(toks[1]);
|
||||
createComponent(id, cclass, cname);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a component and inserts it into the component table.
|
||||
*/
|
||||
protected function createComponent (componentId :int, cclass :String, cname :String) :void
|
||||
{
|
||||
// look up the component class information
|
||||
var clazz :ComponentClass = _classes.get(cclass);
|
||||
if (clazz == null) {
|
||||
log.warning("Non-existent component class",
|
||||
"class", cclass, "name", cname, "id", componentId);
|
||||
return;
|
||||
}
|
||||
|
||||
// create the component - we'll set the frame provider as soon as we can.
|
||||
var component :CharacterComponent = new CharacterComponent(componentId, cname, clazz, null);
|
||||
|
||||
// stick it into the appropriate tables
|
||||
_components.put(componentId, component);
|
||||
|
||||
// we have a hash of lists for mapping components by class/name
|
||||
var comps :Array = _classComps.get(cclass);
|
||||
if (comps == null) {
|
||||
comps = [];
|
||||
_classComps.put(cclass, comps);
|
||||
}
|
||||
if (!ArrayUtil.contains(comps, component)) {
|
||||
comps.push(component);
|
||||
} else {
|
||||
log.info("Requested to register the same component twice?", "comp", component);
|
||||
}
|
||||
}
|
||||
|
||||
public function notifyOnLoad (func :Function) :void
|
||||
{
|
||||
_notifyOnLoad.push(func);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the {@link CharacterComponent} object for the given component identifier.
|
||||
*/
|
||||
public function getComponent (componentId :int) :CharacterComponent
|
||||
{
|
||||
var component :CharacterComponent = _components.get(componentId);
|
||||
if (component == null) {
|
||||
throw new NoSuchComponentError(componentId);
|
||||
}
|
||||
return component;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the {@link CharacterComponent} object with the given component class and name.
|
||||
*/
|
||||
public function getComponentByName (className :String, compName :String) :CharacterComponent
|
||||
{
|
||||
// look up the list for that class
|
||||
var comps :Array = _classComps.get(className);
|
||||
if (comps != null) {
|
||||
for each (var comp :CharacterComponent in comps) {
|
||||
if (comp.name == compName) {
|
||||
return comp;
|
||||
}
|
||||
}
|
||||
}
|
||||
throw new NoSuchComponentError(className + "/" + compName);
|
||||
}
|
||||
|
||||
public function load (compIds :Array, notify :Function) :void
|
||||
{
|
||||
var complete :Boolean = true;
|
||||
|
||||
var toLoad :Array = [];
|
||||
|
||||
for each (var cid :int in compIds) {
|
||||
var comp :CharacterComponent = getComponent(cid);
|
||||
if (!comp.isLoaded()) {
|
||||
toLoad.push(comp);
|
||||
}
|
||||
}
|
||||
|
||||
var waiting :int = toLoad.length;
|
||||
|
||||
if (waiting == 0) {
|
||||
notify();
|
||||
} else {
|
||||
for each (var load :CharacterComponent in toLoad) {
|
||||
load.notifyOnLoad(function() :void {
|
||||
waiting--;
|
||||
if (waiting == 0) {
|
||||
notify();
|
||||
}
|
||||
});
|
||||
loadComponent(load);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected function loadComponent (comp :CharacterComponent) :void
|
||||
{
|
||||
var packName :String = comp.componentClass.name + "/" + comp.name;
|
||||
var pack :ComponentDataPack = _packs.get(packName);
|
||||
if (pack == null || !pack.isComplete()) {
|
||||
loadPack(packName, comp);
|
||||
} else {
|
||||
comp.setFrameProvider(pack);
|
||||
}
|
||||
}
|
||||
|
||||
protected function loadPack (packName :String, comp :CharacterComponent) :void
|
||||
{
|
||||
var pack :ComponentDataPack = _packs.get(packName);
|
||||
|
||||
if (pack != null && pack.isComplete()) {
|
||||
// Already loaded
|
||||
return;
|
||||
}
|
||||
|
||||
var completeListener :Function = function () :void {
|
||||
comp.setFrameProvider(_packs.get(packName));
|
||||
}
|
||||
|
||||
var listeners :Array = _packListeners.get(packName);
|
||||
if (listeners == null) {
|
||||
listeners = [];
|
||||
_packListeners.put(packName, listeners);
|
||||
|
||||
var packCompleteListener :Function = function () :void {
|
||||
for each (var listener :Function in listeners) {
|
||||
listener();
|
||||
}
|
||||
_packListeners.remove(packName);
|
||||
}
|
||||
|
||||
pack = new ComponentDataPack(getPackUrl(packName), _actions, packCompleteListener);
|
||||
_packs.put(packName, pack);
|
||||
}
|
||||
|
||||
listeners.push(completeListener);
|
||||
}
|
||||
|
||||
protected function getPackUrl (packName :String) :String
|
||||
{
|
||||
return _rootUrl + packName + "/components.jar";
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the {@link ComponentClass} with the specified name or null if none exists with that
|
||||
* name.
|
||||
*/
|
||||
public function getComponentClass (className :String) :ComponentClass
|
||||
{
|
||||
return _classes.get(className);
|
||||
}
|
||||
|
||||
/**
|
||||
* Iterates over the {@link ComponentClass} instances representing all available character
|
||||
* component classes.
|
||||
*/
|
||||
public function getComponentClasses () :Array
|
||||
{
|
||||
return _classes.values();
|
||||
}
|
||||
|
||||
/**
|
||||
* Iterates over the {@link ActionSequence} instances representing every available action
|
||||
* sequence.
|
||||
*/
|
||||
public function getActionSequences () :Array
|
||||
{
|
||||
return _actions.values();
|
||||
}
|
||||
|
||||
/**
|
||||
* Iterates over the component ids of all components in the specified class.
|
||||
*/
|
||||
public function getComponentIds (compClass :ComponentClass) :Array
|
||||
{
|
||||
var result :Array = [];
|
||||
|
||||
_classes.forEach(function (key :int, value :CharacterComponent) :Boolean {
|
||||
if (value.componentClass.equals(compClass)) {
|
||||
result.push(key);
|
||||
}
|
||||
return false;
|
||||
});
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/** Everyone who cares when we're loaded. */
|
||||
protected var _notifyOnLoad :Array = [];
|
||||
|
||||
/** Contains the component meta-data for all components. */
|
||||
protected var _metaPack : DataPack;
|
||||
|
||||
/** The URL for our components. */
|
||||
protected var _rootUrl :String;
|
||||
|
||||
/** Map of pack name to listeners waiting for that pack to resolve. */
|
||||
protected var _packListeners :Map = Maps.newMapOf(String);
|
||||
|
||||
/** The map of packs we've already loaded up and resolved. */
|
||||
protected var _packs :Map = Maps.newMapOf(String);
|
||||
|
||||
/** All our component classes by name. */
|
||||
protected var _classes :Map = Maps.newMapOf(String);
|
||||
|
||||
/** All our action sequences by name. */
|
||||
protected var _actions :Map = Maps.newMapOf(String);
|
||||
|
||||
/** The map of componentId to CharacterComponent */
|
||||
protected var _components :Map = Maps.newMapOf(int);
|
||||
|
||||
/** A table of component lists indexed on classname. */
|
||||
protected var _classComps :Map = Maps.newMapOf(String);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
//
|
||||
// Nenya library - tools for developing networked games
|
||||
// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
|
||||
// http://www.threerings.net/code/nenya/
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU Lesser General Public License as published
|
||||
// by the Free Software Foundation; either version 2.1 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This library is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
// Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public
|
||||
// License along with this library; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
package com.threerings.cast {
|
||||
|
||||
import flash.display.Bitmap;
|
||||
import flash.display.Sprite;
|
||||
|
||||
import flash.events.Event;
|
||||
|
||||
import com.threerings.util.StringUtil;
|
||||
|
||||
public class MultiFrameBitmap extends Sprite
|
||||
{
|
||||
public function MultiFrameBitmap (frames :Array, fps :Number)
|
||||
{
|
||||
_frames = frames;
|
||||
_bitmap = new Bitmap();
|
||||
_frameRate = fps / 1000.0;
|
||||
addChild(_bitmap);
|
||||
setFrame(0);
|
||||
addEventListener(Event.ENTER_FRAME, enterFrame);
|
||||
}
|
||||
|
||||
public function enterFrame (event :Event) :void
|
||||
{
|
||||
if (_start == 0) {
|
||||
_start = (new Date().time);
|
||||
}
|
||||
|
||||
var elapsedTime :int = (new Date().time - _start);
|
||||
var frameIndex :int = Math.floor(elapsedTime * _frameRate);
|
||||
var totalFrames :int = _frames.length;
|
||||
if (frameIndex >= totalFrames) {
|
||||
frameIndex = frameIndex % totalFrames;
|
||||
}
|
||||
|
||||
setFrame(frameIndex);
|
||||
}
|
||||
|
||||
protected function setFrame (index :int) :void
|
||||
{
|
||||
if (_curFrameIndex != index) {
|
||||
_bitmap.bitmapData = Bitmap(_frames[index]).bitmapData;
|
||||
_curFrameIndex = index;
|
||||
}
|
||||
}
|
||||
|
||||
public function getFrame (index :int) :Bitmap
|
||||
{
|
||||
return _frames[index];
|
||||
}
|
||||
|
||||
public function getFrameCount () :int
|
||||
{
|
||||
return _frames.length;
|
||||
}
|
||||
|
||||
protected var _frames :Array;
|
||||
|
||||
protected var _bitmap :Bitmap;
|
||||
|
||||
protected var _start :int;
|
||||
|
||||
protected var _frameRate :Number;
|
||||
|
||||
protected var _curFrameIndex :int = -1;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
//
|
||||
// Nenya library - tools for developing networked games
|
||||
// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
|
||||
// http://www.threerings.net/code/nenya/
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU Lesser General Public License as published
|
||||
// by the Free Software Foundation; either version 2.1 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This library is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
// Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public
|
||||
// License along with this library; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
package com.threerings.cast {
|
||||
|
||||
/**
|
||||
* Thrown when an attempt is made to retrieve a non-existent character
|
||||
* component from the component repository.
|
||||
*/
|
||||
public class NoSuchComponentError extends Error
|
||||
{
|
||||
public function NoSuchComponentError (comp :*)
|
||||
{
|
||||
super((comp is int) ? ("No component with id '" + int(comp) + "'") :
|
||||
("No component named'" + String(comp) + "'"));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
//
|
||||
// Nenya library - tools for developing networked games
|
||||
// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
|
||||
// http://www.threerings.net/code/nenya/
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU Lesser General Public License as published
|
||||
// by the Free Software Foundation; either version 2.1 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This library is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
// Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public
|
||||
// License along with this library; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
package com.threerings.cast {
|
||||
|
||||
/**
|
||||
* Actions are referenced by name and this interface defines constants for
|
||||
* standard actions and action suffixes used by the shadow and cropping
|
||||
* support.
|
||||
*/
|
||||
public class StandardActions
|
||||
{
|
||||
/** The name of the standard standing action. */
|
||||
public static const STANDING :String = "standing";
|
||||
|
||||
/** The name of the standard walking action. */
|
||||
public static const WALKING :String = "walking";
|
||||
|
||||
/** A special action sub-type for shadow imagery. */
|
||||
public static const SHADOW_TYPE :String = "shadow";
|
||||
|
||||
/** A special action sub-type for crop imagery. */
|
||||
public static const CROP_TYPE :String = "crop";
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,129 @@
|
||||
//
|
||||
// Nenya library - tools for developing networked games
|
||||
// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
|
||||
// http://www.threerings.net/code/nenya/
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU Lesser General Public License as published
|
||||
// by the Free Software Foundation; either version 2.1 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This library is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
// Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public
|
||||
// License along with this library; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
package com.threerings.cast {
|
||||
|
||||
import flash.display.Bitmap;
|
||||
|
||||
import flash.geom.Rectangle;
|
||||
|
||||
import com.threerings.media.tile.Tile;
|
||||
import com.threerings.media.tile.TileSet;
|
||||
import com.threerings.util.Map;
|
||||
import com.threerings.util.Maps;
|
||||
|
||||
public class TileSetFrameImage
|
||||
implements ActionFrames
|
||||
{
|
||||
public function TileSetFrameImage (set :TileSet, actseq :ActionSequence,
|
||||
dx :int = 0, dy :int = 0)
|
||||
{
|
||||
_set = set;
|
||||
_actseq = actseq;
|
||||
_dx = dx;
|
||||
_dy = dy;
|
||||
|
||||
// compute these now to avoid pointless recomputation later
|
||||
_ocount = actseq.orients.length;
|
||||
_fcount = set.getTileCount() / _ocount;
|
||||
|
||||
// create our mapping from orientation to animation sequence index
|
||||
for (var ii :int = 0; ii < _ocount; ii++) {
|
||||
_orients.put(actseq.orients[ii], ii);
|
||||
}
|
||||
}
|
||||
|
||||
public function getFrames (orient :int, callback :Function) :void
|
||||
{
|
||||
var frames :Array = new Array(_fcount);
|
||||
getFramesFromTiles(frames, 0, orient, callback);
|
||||
}
|
||||
|
||||
protected function getFramesFromTiles (frames :Array, idx :int, orient :int,
|
||||
callback :Function) :void
|
||||
{
|
||||
if (idx >= frames.length) {
|
||||
callback(new MultiFrameBitmap(frames, _actseq.framesPerSecond));
|
||||
} else {
|
||||
var tile :Tile = getTile(orient, idx);
|
||||
tile.notifyOnLoad(function() :void {
|
||||
frames[idx] = Bitmap(tile.getImage());
|
||||
getFramesFromTiles(frames, idx + 1, orient, callback);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// documentation inherited from interface
|
||||
public function getOrientationCount () :int
|
||||
{
|
||||
return _ocount;
|
||||
}
|
||||
|
||||
protected function getTileIndex (orient :int, index :int) :int
|
||||
{
|
||||
return _orients.get(orient) * _fcount + index;
|
||||
}
|
||||
|
||||
protected function getTile (orient :int, index :int) :Tile
|
||||
{
|
||||
return _set.getTile(getTileIndex(orient, index));
|
||||
}
|
||||
|
||||
// documentation inherited from interface
|
||||
public function getXOrigin (orient :int, index :int) :int
|
||||
{
|
||||
return _actseq.origin.x;
|
||||
}
|
||||
|
||||
// documentation inherited from interface
|
||||
public function getYOrigin (orient :int, index :int) :int
|
||||
{
|
||||
return _actseq.origin.y;
|
||||
}
|
||||
|
||||
// documentation inherited from interface
|
||||
public function cloneColorized (zations :Array) :ActionFrames
|
||||
{
|
||||
return new TileSetFrameImage(_set.cloneWithZations(zations), _actseq);
|
||||
}
|
||||
|
||||
// documentation inherited from interface
|
||||
public function cloneTranslated (dx :int, dy :int) :ActionFrames
|
||||
{
|
||||
return new TileSetFrameImage(_set, _actseq, dx, dy);
|
||||
}
|
||||
|
||||
/** The tileset from which we obtain our frame images. */
|
||||
protected var _set :TileSet;
|
||||
|
||||
/** The action sequence for which we're providing frame images. */
|
||||
protected var _actseq :ActionSequence;
|
||||
|
||||
/** A translation to apply to the images. */
|
||||
protected var _dx :int;
|
||||
protected var _dy :int;
|
||||
|
||||
/** Frame and orientation counts. */
|
||||
protected var _fcount :int;
|
||||
protected var _ocount :int;
|
||||
|
||||
/** A mapping from orientation code to animation sequence index. */
|
||||
protected var _orients :Map = Maps.newMapOf(int);
|
||||
}
|
||||
}
|
||||
@@ -74,7 +74,7 @@ public class DirectionUtil extends DirectionCodes
|
||||
public static function fromShortString (dirstr :String) :int
|
||||
{
|
||||
for (var ii :int = 0; ii < FINE_DIRECTION_COUNT; ii++) {
|
||||
if (SHORT_DIR_STRINGS[ii].equals(dirstr)) {
|
||||
if (SHORT_DIR_STRINGS[ii] == dirstr) {
|
||||
return ii;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user