phaser/src/animation/AnimationManager.js

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/**
* AnimationManager
*
* Any Game Object that supports animation contains a single AnimationManager instance. It is used to add,
* play and update Phaser.Animation objects.
*
* @package Phaser.Components.AnimationManager
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
*/
Phaser.AnimationManager = function (parent) {
/**
* Data contains animation frames.
* @type {FrameData}
*/
this._frameData = null;
/**
2013-09-01 12:17:44 +00:00
* Keeps track of the current frame of the animation.
*/
this.currentFrame = null;
this._parent = parent;
this.game = parent.game;
this._anims = {};
};
Phaser.AnimationManager.prototype = {
/**
* Load animation frame data.
* @param frameData Data to be loaded.
*/
loadFrameData: function (frameData) {
this._frameData = frameData;
this.frame = 0;
},
/**
* Add a new animation.
* @param name {string} What this animation should be called (e.g. "run").
* @param frames {any[]} An array of numbers/strings indicating what frames to play in what order (e.g. [1, 2, 3] or ['run0', 'run1', run2]).
* @param frameRate {number} The speed in frames per second that the animation should play at (e.g. 60 fps).
* @param loop {bool} Whether or not the animation is looped or just plays once.
* @param useNumericIndex {bool} Use number indexes instead of string indexes?
* @return {Animation} The Animation that was created
*/
add: function (name, frames, frameRate, loop, useNumericIndex) {
if (typeof frames === "undefined") { frames = null; }
if (typeof frameRate === "undefined") { frameRate = 60; }
if (typeof loop === "undefined") { loop = false; }
if (typeof useNumericIndex === "undefined") { useNumericIndex = true; }
if (this._frameData == null)
{
console.warn('No frameData available for Phaser.Animation ' + name);
return;
}
// Create the signals the AnimationManager will emit
// if (this._parent.events.onAnimationStart == null)
// {
// this._parent.events.onAnimationStart = new Phaser.Signal();
// this._parent.events.onAnimationComplete = new Phaser.Signal();
// this._parent.events.onAnimationLoop = new Phaser.Signal();
// }
if (frames == null)
{
frames = this._frameData.getFrameIndexes();
}
else
{
if (this.validateFrames(frames, useNumericIndex) == false)
{
console.warn('Invalid frames given to Phaser.Animation ' + name);
return;
}
}
if (useNumericIndex == false)
{
frames = this._frameData.getFrameIndexesByName(frames);
}
this._anims[name] = new Phaser.Animation(this.game, this._parent, this._frameData, name, frames, frameRate, loop);
this.currentAnim = this._anims[name];
this.currentFrame = this.currentAnim.currentFrame;
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
return this._anims[name];
},
/**
* Check whether the frames is valid.
* @param frames {any[]} Frames to be validated.
* @param useNumericIndex {bool} Does these frames use number indexes or string indexes?
* @return {bool} True if they're valid, otherwise return false.
*/
validateFrames: function (frames, useNumericIndex) {
for (var i = 0; i < frames.length; i++)
{
if (useNumericIndex == true)
{
if (frames[i] > this._frameData.total)
{
return false;
}
}
else
{
if (this._frameData.checkFrameName(frames[i]) == false)
{
return false;
}
}
}
return true;
},
/**
* Play animation with specific name.
* @param name {string} The string name of the animation you want to play.
* @param frameRate {number} FrameRate you want to specify instead of using default.
* @param loop {bool} Whether or not the animation is looped or just plays once.
*/
play: function (name, frameRate, loop) {
if (typeof frameRate === "undefined") { frameRate = null; }
if (typeof loop === "undefined") { loop = null; }
if (this._anims[name])
{
if (this.currentAnim == this._anims[name])
{
if (this.currentAnim.isPlaying == false)
{
return this.currentAnim.play(frameRate, loop);
}
}
else
{
this.currentAnim = this._anims[name];
return this.currentAnim.play(frameRate, loop);
}
}
},
/**
* Stop animation by name.
* Current animation will be automatically set to the stopped one.
*/
stop: function (name) {
if (this._anims[name])
{
this.currentAnim = this._anims[name];
this.currentAnim.stop();
}
},
/**
* Update animation and parent sprite's bounds.
*/
update: function () {
if (this.currentAnim && this.currentAnim.update() == true)
{
this.currentFrame = this.currentAnim.currentFrame;
}
},
/**
* Removes all related references
*/
destroy: function () {
this._anims = {};
this._frameData = null;
this._frameIndex = 0;
this.currentAnim = null;
this.currentFrame = null;
}
};
Object.defineProperty(Phaser.AnimationManager.prototype, "frameData", {
get: function () {
return this._frameData;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.AnimationManager.prototype, "frameTotal", {
get: function () {
if (this._frameData)
{
return this._frameData.total;
}
else
{
return -1;
}
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.AnimationManager.prototype, "frame", {
get: function () {
return this._frameIndex;
},
/**
*
* @param value
*/
set: function (value) {
if (this._frameData && this._frameData.getFrame(value) !== null)
{
this.currentFrame = this._frameData.getFrame(value);
this._frameIndex = value;
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.AnimationManager.prototype, "frameName", {
get: function () {
return this.currentFrame.name;
},
set: function (value) {
if (this._frameData && this._frameData.getFrameByName(value))
{
this.currentFrame = this._frameData.getFrameByName(value);
this._frameIndex = this.currentFrame.index;
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
else
{
console.warn("Cannot set frameName: " + value);
}
},
enumerable: true,
configurable: true
});