phaser/Phaser/animation/Animation.ts

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/// <reference path="../Game.ts" />
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/**
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* Phaser - Animation
*
* 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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module Phaser {
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export class Animation {
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/**
* Animation constructor
* Create a new <code>Animation</code>.
*
* @param parent {Sprite} Owner sprite of this animation.
* @param frameData {FrameData} The FrameData object contains animation data.
* @param name {string} Unique name of this animation.
* @param frames {number[]/string[]} An array of numbers or strings indicating what frames to play in what order.
* @param delay {number} Time between frames in ms.
* @param looped {boolean} Whether or not the animation is looped or just plays once.
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*/
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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;
this._frames = frames;
this._frameData = frameData;
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this.name = name;
this.delay = 1000 / delay;
this.looped = looped;
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this.isFinished = false;
this.isPlaying = false;
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this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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}
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/**
* Local reference to Game.
*/
public game: Game;
/**
* Local private reference to its owner sprite.
* @type {Sprite}
*/
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private _parent: Sprite;
/**
* Animation frame container.
* @type {number[]}
*/
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private _frames: number[];
/**
* Frame data of this animation.(parsed from sprite sheet)
* @type {FrameData}
*/
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private _frameData: FrameData;
/**
* Index of current frame.
* @type {number}
*/
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private _frameIndex: number;
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/**
* Time when switched to last frame (in ms).
* @type number
*/
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private _timeLastFrame: number;
/**
* Time when this will switch to next frame (in ms).
* @type number
*/
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private _timeNextFrame: number;
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/**
* Name of this animation.
* @type {string}
*/
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public name: string;
/**
* Currently played frame instance.
* @type {Frame}
*/
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public currentFrame: Frame;
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/**
* Whether or not this animation finished playing.
* @type {boolean}
*/
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public isFinished: bool;
/**
* Whethor or not this animation is currently playing.
* @type {boolean}
*/
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public isPlaying: bool;
/**
* Whether or not the animation is looped.
* @type {boolean}
*/
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public looped: bool;
/**
* Time between frames in ms.
* @type {number}
*/
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public delay: number;
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public get frameTotal(): number {
return this._frames.length;
}
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public get frame(): number {
if (this.currentFrame !== null)
{
return this.currentFrame.index;
}
else
{
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)
{
this._parent.texture.width = this.currentFrame.width;
this._parent.texture.height = this.currentFrame.height;
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this._frameIndex = value;
}
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}
/**
* Play this animation.
* @param frameRate {number} FrameRate you want to specify instead of using default.
* @param loop {boolean} Whether or not the animation is looped or just plays once.
*/
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public play(frameRate?: number = null, loop?: bool) {
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if (frameRate !== null)
{
this.delay = 1000 / frameRate;
}
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if (loop !== undefined)
{
this.looped = loop;
}
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this.isPlaying = true;
this.isFinished = false;
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this._timeLastFrame = this.game.time.now;
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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this._parent.events.onAnimationStart.dispatch(this._parent, this);
return this;
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}
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/**
* Play this animation from the first frame.
*/
public restart() {
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this.isPlaying = true;
this.isFinished = false;
this._timeLastFrame = this.game.time.now;
this._timeNextFrame = this.game.time.now + this.delay;
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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}
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/**
* Stop playing animation and set it finished.
*/
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public stop() {
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this.isPlaying = false;
this.isFinished = true;
}
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/**
* Update animation frames.
*/
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public update(): bool {
if (this.isPlaying == true && this.game.time.now >= this._timeNextFrame)
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{
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this._frameIndex++;
if (this._frameIndex == this._frames.length)
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{
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if (this.looped)
{
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
this._parent.events.onAnimationLoop.dispatch(this._parent, this);
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}
else
{
this.onComplete();
}
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}
else
{
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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;
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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}
/**
* Clean up animation memory.
*/
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public destroy() {
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this.game = null;
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this._parent = null;
this._frames = null;
this._frameData = null;
this.currentFrame = null;
this.isPlaying = false;
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}
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/**
* Animation complete callback method.
*/
private onComplete() {
this.isPlaying = false;
this.isFinished = true;
this._parent.events.onAnimationComplete.dispatch(this._parent, this);
}
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}
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}