package org.flixel
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Graphics;
import flash.geom.ColorTransform;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
import org.flixel.system.FlxAnim;
/**
* The main "game object" class, the sprite is a FlxObject
* with a bunch of graphics options and abilities, like animation and stamping.
*
* @author Adam Atomic
*/
public class FlxSprite extends FlxObject
{
[Embed(source="data/default.png")] protected var ImgDefault:Class;
/**
* WARNING: The origin of the sprite will default to its center.
* If you change this, the visuals and the collisions will likely be
* pretty out-of-sync if you do any rotation.
*/
public var origin:FlxPoint;
/**
* If you changed the size of your sprite object after loading or making the graphic,
* you might need to offset the graphic away from the bound box to center it the way you want.
*/
public var offset:FlxPoint;
/**
* Change the size of your sprite's graphic.
* NOTE: Scale doesn't currently affect collisions automatically,
* you will need to adjust the width, height and offset manually.
* WARNING: scaling sprites decreases rendering performance for this sprite by a factor of 10x!
*/
public var scale:FlxPoint;
/**
* Blending modes, just like Photoshop or whatever.
* E.g. "multiply", "screen", etc.
* @default null
*/
public var blend:String;
/**
* Controls whether the object is smoothed when rotated, affects performance.
* @default false
*/
public var antialiasing:Boolean;
/**
* Whether the current animation has finished its first (or only) loop.
*/
public var finished:Boolean;
/**
* The width of the actual graphic or image being displayed (not necessarily the game object/bounding box).
* NOTE: Edit at your own risk!! This is intended to be read-only.
*/
public var frameWidth:uint;
/**
* The height of the actual graphic or image being displayed (not necessarily the game object/bounding box).
* NOTE: Edit at your own risk!! This is intended to be read-only.
*/
public var frameHeight:uint;
/**
* The total number of frames in this image. WARNING: assumes each row in the sprite sheet is full!
*/
public var frames:uint;
/**
* The actual Flash BitmapData
object representing the current display state of the sprite.
*/
public var framePixels:BitmapData;
/**
* Set this flag to true to force the sprite to update during the draw() call.
* NOTE: Rarely if ever necessary, most sprite operations will flip this flag automatically.
*/
public var dirty:Boolean;
/**
* Internal, stores all the animations that were added to this sprite.
*/
protected var _animations:Array;
/**
* Internal, keeps track of whether the sprite was loaded with support for automatic reverse/mirroring.
*/
protected var _flipped:uint;
/**
* Internal, keeps track of the current animation being played.
*/
protected var _curAnim:FlxAnim;
/**
* Internal, keeps track of the current frame of animation.
* This is NOT an index into the tile sheet, but the frame number in the animation object.
*/
protected var _curFrame:uint;
/**
* Internal, keeps track of the current index into the tile sheet based on animation or rotation.
*/
protected var _curIndex:uint;
/**
* Internal, used to time each frame of animation.
*/
protected var _frameTimer:Number;
/**
* Internal tracker for the animation callback. Default is null.
* If assigned, will be called each time the current frame changes.
* A function that has 3 parameters: a string name, a uint frame number, and a uint frame index.
*/
protected var _callback:Function;
/**
* Internal tracker for what direction the sprite is currently facing, used with Flash getter/setter.
*/
protected var _facing:uint;
/**
* Internal tracker for opacity, used with Flash getter/setter.
*/
protected var _alpha:Number;
/**
* Internal tracker for color tint, used with Flash getter/setter.
*/
protected var _color:uint;
/**
* Internal tracker for how many frames of "baked" rotation there are (if any).
*/
protected var _bakedRotation:Number;
/**
* Internal, stores the entire source graphic (not the current displayed animation frame), used with Flash getter/setter.
*/
protected var _pixels:BitmapData;
/**
* Internal, reused frequently during drawing and animating.
*/
protected var _flashPoint:Point;
/**
* Internal, reused frequently during drawing and animating.
*/
protected var _flashRect:Rectangle;
/**
* Internal, reused frequently during drawing and animating.
*/
protected var _flashRect2:Rectangle;
/**
* Internal, reused frequently during drawing and animating. Always contains (0,0).
*/
protected var _flashPointZero:Point;
/**
* Internal, helps with animation, caching and drawing.
*/
protected var _colorTransform:ColorTransform;
/**
* Internal, helps with animation, caching and drawing.
*/
protected var _matrix:Matrix;
/**
* Creates a white 8x8 square FlxSprite
at the specified position.
* Optionally can load a simple, one-frame graphic instead.
*
* @param X The initial X position of the sprite.
* @param Y The initial Y position of the sprite.
* @param SimpleGraphic The graphic you want to display (OPTIONAL - for simple stuff only, do NOT use for animated images!).
*/
public function FlxSprite(X:Number=0,Y:Number=0,SimpleGraphic:Class=null)
{
super(X,Y);
health = 1;
_flashPoint = new Point();
_flashRect = new Rectangle();
_flashRect2 = new Rectangle();
_flashPointZero = new Point();
offset = new FlxPoint();
origin = new FlxPoint();
scale = new FlxPoint(1.0,1.0);
_alpha = 1;
_color = 0x00ffffff;
blend = null;
antialiasing = false;
cameras = null;
finished = false;
_facing = RIGHT;
_animations = new Array();
_flipped = 0;
_curAnim = null;
_curFrame = 0;
_curIndex = 0;
_frameTimer = 0;
_matrix = new Matrix();
_callback = null;
if(SimpleGraphic == null)
SimpleGraphic = ImgDefault;
loadGraphic(SimpleGraphic);
}
/**
* Clean up memory.
*/
override public function destroy():void
{
if(_animations != null)
{
var a:FlxAnim;
var i:uint = 0;
var l:uint = _animations.length;
while(i < l)
{
a = _animations[i++];
if(a != null)
a.destroy();
}
_animations = null;
}
_flashPoint = null;
_flashRect = null;
_flashRect2 = null;
_flashPointZero = null;
offset = null;
origin = null;
scale = null;
_curAnim = null;
_matrix = null;
_callback = null;
framePixels = null;
}
/**
* Load an image from an embedded graphic file.
*
* @param Graphic The image you want to use.
* @param Animated Whether the Graphic parameter is a single sprite or a row of sprites.
* @param Reverse Whether you need this class to generate horizontally flipped versions of the animation frames.
* @param Width Optional, specify the width of your sprite (helps FlxSprite figure out what to do with non-square sprites or sprite sheets).
* @param Height Optional, specify the height of your sprite (helps FlxSprite figure out what to do with non-square sprites or sprite sheets).
* @param Unique Optional, whether the graphic should be a unique instance in the graphics cache. Default is false.
*
* @return This FlxSprite instance (nice for chaining stuff together, if you're into that).
*/
public function loadGraphic(Graphic:Class,Animated:Boolean=false,Reverse:Boolean=false,Width:uint=0,Height:uint=0,Unique:Boolean=false):FlxSprite
{
_bakedRotation = 0;
_pixels = FlxG.addBitmap(Graphic,Reverse,Unique);
if(Reverse)
_flipped = _pixels.width>>1;
else
_flipped = 0;
if(Width == 0)
{
if(Animated)
Width = _pixels.height;
else if(_flipped > 0)
Width = _pixels.width*0.5;
else
Width = _pixels.width;
}
width = frameWidth = Width;
if(Height == 0)
{
if(Animated)
Height = width;
else
Height = _pixels.height;
}
height = frameHeight = Height;
resetHelpers();
return this;
}
/**
* Create a pre-rotated sprite sheet from a simple sprite.
* This can make a huge difference in graphical performance!
*
* @param Graphic The image you want to rotate and stamp.
* @param Rotations The number of rotation frames the final sprite should have. For small sprites this can be quite a large number (360 even) without any problems.
* @param Frame If the Graphic has a single row of square animation frames on it, you can specify which of the frames you want to use here. Default is -1, or "use whole graphic."
* @param AntiAliasing Whether to use high quality rotations when creating the graphic. Default is false.
* @param AutoBuffer Whether to automatically increase the image size to accomodate rotated corners. Default is false. Will create frames that are 150% larger on each axis than the original frame or graphic.
*
* @return This FlxSprite instance (nice for chaining stuff together, if you're into that).
*/
public function loadRotatedGraphic(Graphic:Class, Rotations:uint=16, Frame:int=-1, AntiAliasing:Boolean=false, AutoBuffer:Boolean=false):FlxSprite
{
//Create the brush and canvas
var rows:uint = Math.sqrt(Rotations);
var brush:BitmapData = FlxG.addBitmap(Graphic);
if(Frame >= 0)
{
//Using just a segment of the graphic - find the right bit here
var full:BitmapData = brush;
brush = new BitmapData(full.height,full.height);
var rx:uint = Frame*brush.width;
var ry:uint = 0;
var fw:uint = full.width;
if(rx >= fw)
{
ry = uint(rx/fw)*brush.height;
rx %= fw;
}
_flashRect.x = rx;
_flashRect.y = ry;
_flashRect.width = brush.width;
_flashRect.height = brush.height;
brush.copyPixels(full,_flashRect,_flashPointZero);
}
var max:uint = brush.width;
if(brush.height > max)
max = brush.height;
if(AutoBuffer)
max *= 1.5;
var columns:uint = FlxU.ceil(Rotations/rows);
width = max*columns;
height = max*rows;
var key:String = String(Graphic) + ":" + Frame + ":" + width + "x" + height;
var skipGen:Boolean = FlxG.checkBitmapCache(key);
_pixels = FlxG.createBitmap(width, height, 0, true, key);
width = frameWidth = _pixels.width;
height = frameHeight = _pixels.height;
_bakedRotation = 360/Rotations;
//Generate a new sheet if necessary, then fix up the width and height
if(!skipGen)
{
var row:uint = 0;
var column:uint;
var bakedAngle:Number = 0;
var halfBrushWidth:uint = brush.width*0.5;
var halfBrushHeight:uint = brush.height*0.5;
var midpointX:uint = max*0.5;
var midpointY:uint = max*0.5;
while(row < rows)
{
column = 0;
while(column < columns)
{
_matrix.identity();
_matrix.translate(-halfBrushWidth,-halfBrushHeight);
_matrix.rotate(bakedAngle*0.017453293);
_matrix.translate(max*column+midpointX, midpointY);
bakedAngle += _bakedRotation;
_pixels.draw(brush,_matrix,null,null,null,AntiAliasing);
column++;
}
midpointY += max;
row++;
}
}
frameWidth = frameHeight = width = height = max;
resetHelpers();
if(AutoBuffer)
{
width = brush.width;
height = brush.height;
centerOffsets();
}
return this;
}
/**
* This function creates a flat colored square image dynamically.
*
* @param Width The width of the sprite you want to generate.
* @param Height The height of the sprite you want to generate.
* @param Color Specifies the color of the generated block.
* @param Unique Whether the graphic should be a unique instance in the graphics cache. Default is false.
* @param Key Optional parameter - specify a string key to identify this graphic in the cache. Trumps Unique flag.
*
* @return This FlxSprite instance (nice for chaining stuff together, if you're into that).
*/
public function makeGraphic(Width:uint,Height:uint,Color:uint=0xffffffff,Unique:Boolean=false,Key:String=null):FlxSprite
{
_bakedRotation = 0;
_pixels = FlxG.createBitmap(Width,Height,Color,Unique,Key);
width = frameWidth = _pixels.width;
height = frameHeight = _pixels.height;
resetHelpers();
return this;
}
/**
* Resets some important variables for sprite optimization and rendering.
*/
protected function resetHelpers():void
{
_flashRect.x = 0;
_flashRect.y = 0;
_flashRect.width = frameWidth;
_flashRect.height = frameHeight;
_flashRect2.x = 0;
_flashRect2.y = 0;
_flashRect2.width = _pixels.width;
_flashRect2.height = _pixels.height;
if((framePixels == null) || (framePixels.width != width) || (framePixels.height != height))
framePixels = new BitmapData(width,height);
origin.make(frameWidth*0.5,frameHeight*0.5);
framePixels.copyPixels(_pixels,_flashRect,_flashPointZero);
frames = (_flashRect2.width / _flashRect.width) * (_flashRect2.height / _flashRect.height);
if(_colorTransform != null) framePixels.colorTransform(_flashRect,_colorTransform);
_curIndex = 0;
}
/**
* Automatically called after update() by the game loop,
* this function just calls updateAnimation().
*/
override public function postUpdate():void
{
super.postUpdate();
updateAnimation();
}
/**
* Called by game loop, updates then blits or renders current frame of animation to the screen
*/
override public function draw():void
{
if(_flickerTimer != 0)
{
_flicker = !_flicker;
if(_flicker)
return;
}
if(dirty) //rarely
calcFrame();
if(cameras == null)
cameras = FlxG.cameras;
var camera:FlxCamera;
var i:uint = 0;
var l:uint = cameras.length;
while(i < l)
{
camera = cameras[i++];
if(!onScreen(camera))
continue;
_point.x = x - int(camera.scroll.x*scrollFactor.x) - offset.x;
_point.y = y - int(camera.scroll.y*scrollFactor.y) - offset.y;
_point.x += (_point.x > 0)?0.0000001:-0.0000001;
_point.y += (_point.y > 0)?0.0000001:-0.0000001;
if(((angle == 0) || (_bakedRotation > 0)) && (scale.x == 1) && (scale.y == 1) && (blend == null))
{ //Simple render
_flashPoint.x = _point.x;
_flashPoint.y = _point.y;
camera.buffer.copyPixels(framePixels,_flashRect,_flashPoint,null,null,true);
}
else
{ //Advanced render
_matrix.identity();
_matrix.translate(-origin.x,-origin.y);
_matrix.scale(scale.x,scale.y);
if((angle != 0) && (_bakedRotation <= 0))
_matrix.rotate(angle * 0.017453293);
_matrix.translate(_point.x+origin.x,_point.y+origin.y);
camera.buffer.draw(framePixels,_matrix,null,blend,null,antialiasing);
}
_VISIBLECOUNT++;
if(FlxG.visualDebug && !ignoreDrawDebug)
drawDebug(camera);
}
}
/**
* This function draws or stamps one FlxSprite
onto another.
* This function is NOT intended to replace draw()
!
*
* @param Brush The image you want to use as a brush or stamp or pen or whatever.
* @param X The X coordinate of the brush's top left corner on this sprite.
* @param Y They Y coordinate of the brush's top left corner on this sprite.
*/
public function stamp(Brush:FlxSprite,X:int=0,Y:int=0):void
{
Brush.drawFrame();
var bitmapData:BitmapData = Brush.framePixels;
//Simple draw
if(((Brush.angle == 0) || (Brush._bakedRotation > 0)) && (Brush.scale.x == 1) && (Brush.scale.y == 1) && (Brush.blend == null))
{
_flashPoint.x = X;
_flashPoint.y = Y;
_flashRect2.width = bitmapData.width;
_flashRect2.height = bitmapData.height;
_pixels.copyPixels(bitmapData,_flashRect2,_flashPoint,null,null,true);
_flashRect2.width = _pixels.width;
_flashRect2.height = _pixels.height;
calcFrame();
return;
}
//Advanced draw
_matrix.identity();
_matrix.translate(-Brush.origin.x,-Brush.origin.y);
_matrix.scale(Brush.scale.x,Brush.scale.y);
if(Brush.angle != 0)
_matrix.rotate(Brush.angle * 0.017453293);
_matrix.translate(X+Brush.origin.x,Y+Brush.origin.y);
_pixels.draw(bitmapData,_matrix,null,Brush.blend,null,Brush.antialiasing);
calcFrame();
}
/**
* This function draws a line on this sprite from position X1,Y1
* to position X2,Y2 with the specified color.
*
* @param StartX X coordinate of the line's start point.
* @param StartY Y coordinate of the line's start point.
* @param EndX X coordinate of the line's end point.
* @param EndY Y coordinate of the line's end point.
* @param Color The line's color.
* @param Thickness How thick the line is in pixels (default value is 1).
*/
public function drawLine(StartX:Number,StartY:Number,EndX:Number,EndY:Number,Color:uint,Thickness:uint=1):void
{
//Draw line
var gfx:Graphics = FlxG.flashGfx;
gfx.clear();
gfx.moveTo(StartX,StartY);
var alphaComponent:Number = Number((Color >> 24) & 0xFF) / 255;
if(alphaComponent <= 0)
alphaComponent = 1;
gfx.lineStyle(Thickness,Color,alphaComponent);
gfx.lineTo(EndX,EndY);
//Cache line to bitmap
_pixels.draw(FlxG.flashGfxSprite);
dirty = true;
}
/**
* Fills this sprite's graphic with a specific color.
*
* @param Color The color with which to fill the graphic, format 0xAARRGGBB.
*/
public function fill(Color:uint):void
{
_pixels.fillRect(_flashRect2,Color);
if(_pixels != framePixels)
dirty = true;
}
/**
* Internal function for updating the sprite's animation.
* Useful for cases when you need to update this but are buried down in too many supers.
* This function is called automatically by FlxSprite.postUpdate()
.
*/
protected function updateAnimation():void
{
if(_bakedRotation > 0)
{
var oldIndex:uint = _curIndex;
var angleHelper:int = angle%360;
if(angleHelper < 0)
angleHelper += 360;
_curIndex = angleHelper/_bakedRotation + 0.5;
if(oldIndex != _curIndex)
dirty = true;
}
else if((_curAnim != null) && (_curAnim.delay > 0) && (_curAnim.looped || !finished))
{
_frameTimer += FlxG.elapsed;
while(_frameTimer > _curAnim.delay)
{
_frameTimer = _frameTimer - _curAnim.delay;
if(_curFrame == _curAnim.frames.length-1)
{
if(_curAnim.looped)
_curFrame = 0;
finished = true;
}
else
_curFrame++;
_curIndex = _curAnim.frames[_curFrame];
dirty = true;
}
}
if(dirty)
calcFrame();
}
/**
* Request (or force) that the sprite update the frame before rendering.
* Useful if you are doing procedural generation or other weirdness!
*
* @param Force Force the frame to redraw, even if its not flagged as necessary.
*/
public function drawFrame(Force:Boolean=false):void
{
if(Force || dirty)
calcFrame();
}
/**
* Adds a new animation to the sprite.
*
* @param Name What this animation should be called (e.g. "run").
* @param Frames An array of numbers indicating what frames to play in what order (e.g. 1, 2, 3).
* @param FrameRate The speed in frames per second that the animation should play at (e.g. 40 fps).
* @param Looped Whether or not the animation is looped or just plays once.
*/
public function addAnimation(Name:String, Frames:Array, FrameRate:Number=0, Looped:Boolean=true):void
{
_animations.push(new FlxAnim(Name,Frames,FrameRate,Looped));
}
/**
* Pass in a function to be called whenever this sprite's animation changes.
*
* @param AnimationCallback A function that has 3 parameters: a string name, a uint frame number, and a uint frame index.
*/
public function addAnimationCallback(AnimationCallback:Function):void
{
_callback = AnimationCallback;
}
/**
* Plays an existing animation (e.g. "run").
* If you call an animation that is already playing it will be ignored.
*
* @param AnimName The string name of the animation you want to play.
* @param Force Whether to force the animation to restart.
*/
public function play(AnimName:String,Force:Boolean=false):void
{
if(!Force && (_curAnim != null) && (AnimName == _curAnim.name) && (_curAnim.looped || !finished)) return;
_curFrame = 0;
_curIndex = 0;
_frameTimer = 0;
var i:uint = 0;
var l:uint = _animations.length;
while(i < l)
{
if(_animations[i].name == AnimName)
{
_curAnim = _animations[i];
if(_curAnim.delay <= 0)
finished = true;
else
finished = false;
_curIndex = _curAnim.frames[_curFrame];
dirty = true;
return;
}
i++;
}
FlxG.log("WARNING: No animation called \""+AnimName+"\"");
}
/**
* Tell the sprite to change to a random frame of animation
* Useful for instantiating particles or other weird things.
*/
public function randomFrame():void
{
_curAnim = null;
_curIndex = int(FlxG.random()*(_pixels.width/frameWidth));
dirty = true;
}
/**
* Helper function that just sets origin to (0,0)
*/
public function setOriginToCorner():void
{
origin.x = origin.y = 0;
}
/**
* Helper function that adjusts the offset automatically to center the bounding box within the graphic.
*
* @param AdjustPosition Adjusts the actual X and Y position just once to match the offset change. Default is false.
*/
public function centerOffsets(AdjustPosition:Boolean=false):void
{
offset.x = (frameWidth-width)*0.5;
offset.y = (frameHeight-height)*0.5;
if(AdjustPosition)
{
x += offset.x;
y += offset.y;
}
}
/**
* Set pixels
to any BitmapData
object.
* Automatically adjust graphic size and render helpers.
*/
public function get pixels():BitmapData
{
return _pixels;
}
/**
* @private
*/
public function set pixels(Pixels:BitmapData):void
{
_pixels = Pixels;
width = frameWidth = _pixels.width;
height = frameHeight = _pixels.height;
resetHelpers();
}
/**
* Set facing
using FlxSprite.LEFT
,RIGHT
,
* UP
, and DOWN
to take advantage of
* flipped sprites and/or just track player orientation more easily.
*/
public function get facing():uint
{
return _facing;
}
/**
* @private
*/
public function set facing(Direction:uint):void
{
if(_facing != Direction)
dirty = true;
_facing = Direction;
}
/**
* Set alpha
to a number between 0 and 1 to change the opacity of the sprite.
*/
public function get alpha():Number
{
return _alpha;
}
/**
* @private
*/
public function set alpha(Alpha:Number):void
{
if(Alpha > 1)
Alpha = 1;
if(Alpha < 0)
Alpha = 0;
if(Alpha == _alpha)
return;
_alpha = Alpha;
if((_alpha != 1) || (_color != 0x00ffffff))
_colorTransform = new ColorTransform((_color>>16)*0.00392,(_color>>8&0xff)*0.00392,(_color&0xff)*0.00392,_alpha);
else
_colorTransform = null;
dirty = true;
}
/**
* Set color
to a number in this format: 0xRRGGBB.
* color
IGNORES ALPHA. To change the opacity use alpha
.
* Tints the whole sprite to be this color (similar to OpenGL vertex colors).
*/
public function get color():uint
{
return _color;
}
/**
* @private
*/
public function set color(Color:uint):void
{
Color &= 0x00ffffff;
if(_color == Color)
return;
_color = Color;
if((_alpha != 1) || (_color != 0x00ffffff))
_colorTransform = new ColorTransform((_color>>16)*0.00392,(_color>>8&0xff)*0.00392,(_color&0xff)*0.00392,_alpha);
else
_colorTransform = null;
dirty = true;
}
/**
* Tell the sprite to change to a specific frame of animation.
*
* @param Frame The frame you want to display.
*/
public function get frame():uint
{
return _curIndex;
}
/**
* @private
*/
public function set frame(Frame:uint):void
{
_curAnim = null;
_curIndex = Frame;
dirty = true;
}
/**
* Check and see if this object is currently on screen.
* Differs from FlxObject
's implementation
* in that it takes the actual graphic into account,
* not just the hitbox or bounding box or whatever.
*
* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
*
* @return Whether the object is on screen or not.
*/
override public function onScreen(Camera:FlxCamera=null):Boolean
{
if(Camera == null)
Camera = FlxG.camera;
getScreenXY(_point,Camera);
_point.x = _point.x - offset.x;
_point.y = _point.y - offset.y;
if(((angle == 0) || (_bakedRotation > 0)) && (scale.x == 1) && (scale.y == 1))
return ((_point.x + frameWidth > 0) && (_point.x < Camera.width) && (_point.y + frameHeight > 0) && (_point.y < Camera.height));
var halfWidth:Number = frameWidth/2;
var halfHeight:Number = frameHeight/2;
var absScaleX:Number = (scale.x>0)?scale.x:-scale.x;
var absScaleY:Number = (scale.y>0)?scale.y:-scale.y;
var radius:Number = Math.sqrt(halfWidth*halfWidth+halfHeight*halfHeight)*((absScaleX >= absScaleY)?absScaleX:absScaleY);
_point.x += halfWidth;
_point.y += halfHeight;
return ((_point.x + radius > 0) && (_point.x - radius < Camera.width) && (_point.y + radius > 0) && (_point.y - radius < Camera.height));
}
/**
* Checks to see if a point in 2D world space overlaps this FlxSprite
object's current displayed pixels.
* This check is ALWAYS made in screen space, and always takes scroll factors into account.
*
* @param Point The point in world space you want to check.
* @param Mask Used in the pixel hit test to determine what counts as solid.
* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
*
* @return Whether or not the point overlaps this object.
*/
public function pixelsOverlapPoint(Point:FlxPoint,Mask:uint=0xFF,Camera:FlxCamera=null):Boolean
{
if(Camera == null)
Camera = FlxG.camera;
getScreenXY(_point,Camera);
_point.x = _point.x - offset.x;
_point.y = _point.y - offset.y;
_flashPoint.x = (Point.x - Camera.scroll.x) - _point.x;
_flashPoint.y = (Point.y - Camera.scroll.y) - _point.y;
return framePixels.hitTest(_flashPointZero,Mask,_flashPoint);
}
/**
* Internal function to update the current animation frame.
*/
protected function calcFrame():void
{
var indexX:uint = _curIndex*frameWidth;
var indexY:uint = 0;
//Handle sprite sheets
var widthHelper:uint = _flipped?_flipped:_pixels.width;
if(indexX >= widthHelper)
{
indexY = uint(indexX/widthHelper)*frameHeight;
indexX %= widthHelper;
}
//handle reversed sprites
if(_flipped && (_facing == LEFT))
indexX = (_flipped<<1)-indexX-frameWidth;
//Update display bitmap
_flashRect.x = indexX;
_flashRect.y = indexY;
framePixels.copyPixels(_pixels,_flashRect,_flashPointZero);
_flashRect.x = _flashRect.y = 0;
if(_colorTransform != null)
framePixels.colorTransform(_flashRect,_colorTransform);
if(_callback != null)
_callback(((_curAnim != null)?(_curAnim.name):null),_curFrame,_curIndex);
dirty = false;
}
}
}