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/// <reference path="../../Game.ts" />
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/**
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* Phaser - Animation
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*
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* An Animation is a single animation. It is created by the AnimationManager and belongs to Sprite objects.
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*/
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2013-04-18 13:16:18 +00:00
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module Phaser {
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export class Animation {
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constructor(game: Game, parent: Sprite, frameData: FrameData, name: string, frames, delay: number, looped: bool) {
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this._game = game;
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this._parent = parent;
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this._frames = frames;
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this._frameData = frameData;
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this.name = name;
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this.delay = 1000 / delay;
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this.looped = looped;
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this.isFinished = false;
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this.isPlaying = false;
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}
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private _game: Game;
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private _parent: Sprite;
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private _frames: number[];
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private _frameData: FrameData;
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private _frameIndex: number;
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private _timeLastFrame: number;
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private _timeNextFrame: number;
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public name: string;
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public currentFrame: Frame;
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public isFinished: bool;
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public isPlaying: bool;
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public looped: bool;
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public delay: number;
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public get frameTotal(): number {
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return this._frames.length;
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}
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public get frame(): number {
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return this._frameIndex;
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}
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public set frame(value: number) {
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this.currentFrame = this._frameData.getFrame(value);
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if (this.currentFrame !== null)
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{
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this._parent.bounds.width = this.currentFrame.width;
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this._parent.bounds.height = this.currentFrame.height;
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this._frameIndex = value;
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}
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}
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public play(frameRate?: number = null, loop?: bool) {
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if (frameRate !== null)
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{
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this.delay = 1000 / frameRate;
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}
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if (loop !== undefined)
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{
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this.looped = loop;
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}
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this.isPlaying = true;
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this.isFinished = false;
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this._timeLastFrame = this._game.time.now;
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this._timeNextFrame = this._game.time.now + this.delay;
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this._frameIndex = 0;
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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}
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private onComplete() {
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this.isPlaying = false;
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this.isFinished = true;
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// callback
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}
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public stop() {
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this.isPlaying = false;
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this.isFinished = true;
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}
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public update(): bool {
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if (this.isPlaying == true && this._game.time.now >= this._timeNextFrame)
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{
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this._frameIndex++;
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if (this._frameIndex == this._frames.length)
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{
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if (this.looped)
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{
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this._frameIndex = 0;
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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}
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else
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{
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this.onComplete();
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}
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}
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else
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{
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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}
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this._timeLastFrame = this._game.time.now;
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this._timeNextFrame = this._game.time.now + this.delay;
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return true;
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}
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return false;
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}
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public destroy() {
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this._game = null;
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this._parent = null;
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this._frames = null;
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this._frameData = null;
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this.currentFrame = null;
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this.isPlaying = false;
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}
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}
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}
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