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openfl-oasis

Advanced 2D Sprite animation system for flash or openfl

What are the advantages of openfl-oasis?

  • It's interface driven (that means it's meant to be extendable)
  • It's super memory efficient. Only holds one reference to any given bitmap data
  • It's built on top of fair scheduling, which means it plays well with heavy load
  • Because it's built on top of scheduling you could implement your own scheduler and use threading
  • Works with texture packer

Sample setup:

package;


import schedule.FairTaskScheduler;
import schedule.TaskScheduler;
import animation.RunnableAnimation;
import animation.FrameFactoryAnimationClip;
import animation.TexturePackerFrameFactory;
import flash.display.Sprite;
import flash.text.TextField;
import flash.events.Event;
import flash.events.MouseEvent;
import haxe.Timer;
import haxe.Json;
import openfl.Assets;
import flash.display.Bitmap;
import flash.display.BitmapData;

class Main extends Sprite {

    private var _taskScheduler: TaskScheduler;

    public function new() {
        super();

        //create a scheduler to manager the frames
        _taskScheduler = new FairTaskScheduler();
        addEventListener(Event.ENTER_FRAME, onEnterFrame);

        //texture packer data
        var frameData: Dynamic = Json.parse(Assets.getText("assets/Lazlo_Walk_Side.json"));
        //source bitmap data
        var srcBd: BitmapData = Assets.getBitmapData("assets/Lazlo_Walk_Side.png");

        //The frame factory manages the individual frames for maximum memory efficiency
        var frameFactory: TexturePackerFrameFactory = new TexturePackerFrameFactory();
        //define an animation by name. That way you can duplication the animations as much as you want efficiently
        frameFactory.define("lazlo", srcBd, frameData);

        //The visual component of the animation
        var container: Sprite = new Sprite();
        var bitmap: Bitmap = new Bitmap();
        container.addChild(bitmap);
        addChild(container);

        //create the animation clip and assign it the name for the animation to show
        var animationClip: FrameFactoryAnimationClip = new FrameFactoryAnimationClip();
        animationClip.setup(bitmap, frameFactory, "lazlo");

        //configure the animation
        var animation: RunnableAnimation = new RunnableAnimation();
        animation.animationClip = animationClip;
        animation.fps = 18; //define the speed unto which to update the frames
        animation.loop = true; //defaults to true
        animation.pingPong = false; //defaults to false
        animation.reverse = false; //defaults to false

        //add it to the scheduler to have it animate
        _taskScheduler.addJob(animation);
    }

    private function onEnterFrame(e: Event): Void {
        //This is the number of milliseconds to spend animating.
        //This is where you can get creative and have tons of animations happening but keeping the frame rate high
        _taskScheduler.runJobs(10);
    }

}

I have also added a sound manager where you can have different sound layers playing audio and you can have a master volume controller or control the individual sound layers.

Here's a sample usage:

package;
import flash.media.SoundTransform;
import flash.media.SoundChannel;
import flash.media.Sound;
import flash.net.URLRequest;
import audio.SoundHandle;
import audio.SoundLayer;
import audio.LayeredSoundManager;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.display.Sprite;
import openfl.Assets;

class Main extends Sprite {

    private var _soundManager: LayeredSoundManager;

    public function new() {
        super();

        _soundManager = new LayeredSoundManager();
        _soundManager.addSoundLayer("music");
        _soundManager.addSoundLayer("env");
        _soundManager.addSoundLayer("ambient");
        _soundManager.addSoundLayer("sfx");

        var allSounds: Array<String> = ["tali", "rok", "glitter", "win"];
        var layers: Array<String> = ["music", "env", "ambient", "sfx"];

        _soundManager.mapSound(allSounds[0], "assets/05 Talisman.mp3", layers[0]);
        _soundManager.mapSound(allSounds[1], "assets/11 Souk Rok.mp3", layers[1]);
        _soundManager.mapSound(allSounds[2], "assets/Avatar Music-Glitter Love-www.mrtzcmp3.net.mp3", layers[2]);
        _soundManager.mapSound(allSounds[3], "assets/SFX_BonusWin_05.wav", layers[3]);

        var container: Sprite = new Sprite();
        var button0: Sprite = createButton(0, 0, function(me: MouseEvent): Void {
            _soundManager.masterVolume -= 0.1;
        });
        container.addChild(button0);
        var button1: Sprite = createButton(60, 0, function(me: MouseEvent): Void {
            _soundManager.masterVolume += 0.1;
        });
        container.addChild(button1);
        addChild(container);

        var index: Int = 0;
        var allLayers: Array<SoundLayer> = _soundManager.allSoundLayers;
        var yPos: Float = 0;
        for(layer in allLayers) {
            var container: Sprite = new Sprite();
            container.y = yPos;
            var sound: String = allSounds[index];
            var layer: SoundLayer = _soundManager.getSoundLayerByName(layers[index]);
            var button2: Sprite = createButton(0, 25, function(me: MouseEvent): Void {
                var soundHandle: SoundHandle = _soundManager.getSound(sound);
                soundHandle.play();
            });
            container.addChild(button2);
            var button3: Sprite = createButton(0, 50, function(me: MouseEvent): Void {
                layer.volume -= 0.1;
            });
            container.addChild(button3);
            var button4: Sprite = createButton(60, 50, function(me: MouseEvent): Void {
                layer.volume += 0.1;
            });
            container.addChild(button4);

            addChild(container);
            index++;
            yPos += 100;
        }
    }

    private inline function createButton(x: Float, y: Float, handler: MouseEvent->Void): Sprite {
        var sprite: Sprite = new Sprite();
        sprite.graphics.beginFill(0x00AA00);
        sprite.graphics.drawRect(0,0,50,20);
        sprite.graphics.endFill();
        sprite.buttonMode = true;
        sprite.x = x;
        sprite.y = y;
        sprite.addEventListener(MouseEvent.CLICK, handler);
        return sprite;
    }
}

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