phaser/v3/src/components/Animation.js

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/**
* The Animation Component.
* Should be as small as possible, really just playhead info.
*
* @class
*/
var Animation = function (parent)
{
// Sprite / Game Object
this.parent = parent;
this.animationManager = parent.state.sys.anims;
this.mainloop = parent.state.game.mainloop;
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this.isPlaying = false;
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// Reference to the Phaser.Animation object
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this.currentAnim = null;
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// Reference to the Phaser.AnimationFrame object
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this.currentFrame = null;
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// Scale the time (make it go faster / slower)
this.timescale = 1;
// Playhead values
// Move the playhead forward (true) or in reverse (false)
this.forward = true;
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this.accumulator = 0;
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this.prevTick = 0;
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this.nextTick = 0;
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this.repeatCounter = 0;
this.pendingRepeat = false;
this._paused = false;
this._wasPlaying = false;
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};
Animation.prototype.constructor = Animation;
Animation.prototype = {
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updateAnimation: function (animation)
{
this.currentAnim = animation;
},
updateFrame: function (animationFrame)
{
var sprite = this.parent;
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this.currentFrame = animationFrame;
sprite.texture = animationFrame.frame.texture;
sprite.frame = animationFrame.frame;
if (animationFrame.setAlpha)
{
sprite.alpha = animationFrame.alpha;
}
if (animationFrame.setVisible)
{
sprite.visible = animationFrame.visible;
}
if (animationFrame.onUpdate)
{
animationFrame.onUpdate(sprite, animationFrame);
}
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},
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load: function (key, startFrame)
{
if (startFrame === undefined) { startFrame = 0; }
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if (this.isPlaying)
{
this.stop();
}
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// Load the new animation in
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this.animationManager.load(this, key, startFrame);
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},
delayedPlay: function (delay, key, startFrame)
{
this.play(key, startFrame);
this.nextTick += (delay * 1000);
return this.parent;
},
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play: function (key, startFrame)
{
if (startFrame === undefined) { startFrame = 0; }
this.load(key, startFrame);
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// Should give us 9,007,199,254,740,991 safe repeats
this.repeatCounter = (this.currentAnim.repeat === -1) ? Number.MAX_SAFE_INTEGER : this.currentAnim.repeat;
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this.currentAnim.getFirstTick(this);
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this.forward = true;
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this.isPlaying = true;
this.pendingRepeat = false;
this.prevTick = this.mainloop.lastFrameTimeMs;
return this.parent;
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},
update: function (timestamp)
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{
if (!this.isPlaying)
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{
return;
}
this.accumulator += (timestamp - this.prevTick) * this.timescale;
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this.prevTick = timestamp;
if (this.accumulator >= this.nextTick)
{
this.currentAnim.setFrame(this);
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}
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},
stop: function ()
{
this.isPlaying = false;
return this.parent;
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},
restart: function (includeDelay)
{
if (includeDelay === undefined) { includeDelay = false; }
this.currentAnim.getFirstTick(this, includeDelay);
this.forward = true;
this.isPlaying = true;
this.pendingRepeat = false;
this.prevTick = this.mainloop.lastFrameTimeMs;
// Set frame
this.updateFrame(this.currentAnim.frames[0]);
return this.parent;
},
paused: function (value)
{
if (value !== undefined)
{
// Setter
if (value)
{
return this.pause();
}
else
{
return this.resume();
}
}
else
{
return this._paused;
}
},
pause: function ()
{
if (!this._paused)
{
this._paused = true;
this._wasPlaying = this.isPlaying;
this.isPlaying = false;
}
return this;
},
resume: function ()
{
if (this._paused)
{
this._paused = false;
this.isPlaying = this._wasPlaying;
if (this.isPlaying)
{
this.prevTick = this.mainloop.lastFrameTimeMs;
}
}
return this;
},
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// How far through the current animation are we?
// Value between 0 and 1
// I.e. [a,b,c,d,e,f] if on frame c progress would be 0.5
// TODO: Add value argument
progress: function ()
{
var p = this.currentFrame.progress;
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if (!this.forward)
{
p = 1 - p;
}
return p;
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}
};
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Object.defineProperties(Animation.prototype, {
totalFrames: {
enumerable: true,
get: function ()
{
return this.currentAnim.frames.length;
}
}
});
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module.exports = Animation;