phaser/Phaser/system/animation/Animation.ts

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2013-04-12 16:19:56 +00:00
/// <reference path="../../Game.ts" />
/// <reference path="../../Sprite.ts" />
/// <reference path="AnimationLoader.ts" />
/// <reference path="Frame.ts" />
/// <reference path="FrameData.ts" />
/**
* Animation
*
* @desc Loads Sprite Sheets and Texture Atlas formats into a unified FrameData object
*
* @version 1.0 - 22nd March 2013
* @author Richard Davey
*/
class Animation {
constructor(game: Game, parent: Sprite, frameData: FrameData, name, frames, delay, looped) {
this._game = game;
this._parent = parent;
this._frames = frames;
this._frameData = frameData;
this.name = name;
this.delay = 1000 / delay;
this.looped = looped;
this.isFinished = false;
this.isPlaying = false;
}
private _game: Game;
private _parent: Sprite;
private _frames: number[];
private _frameData: FrameData;
private _frameIndex: number;
private _timeLastFrame: number;
private _timeNextFrame: number;
public name: string;
public currentFrame: Frame;
public isFinished: bool;
public isPlaying: bool;
public looped: bool;
public delay: number;
public get frameTotal(): number {
return this._frames.length;
}
public get frame(): number {
return this._frameIndex;
}
public set frame(value: number) {
this.currentFrame = this._frameData.getFrame(value);
if (this.currentFrame !== null)
{
this._parent.bounds.width = this.currentFrame.width;
this._parent.bounds.height = this.currentFrame.height;
this._frameIndex = value;
}
}
public play(frameRate?: number = null, loop?: bool) {
if (frameRate !== null)
{
this.delay = 1000 / frameRate;
}
if (loop !== undefined)
{
this.looped = loop;
}
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]);
}
private onComplete() {
this.isPlaying = false;
this.isFinished = true;
// callback
}
public stop() {
this.isPlaying = false;
this.isFinished = true;
}
public update():bool {
if (this.isPlaying == true && this._game.time.now >= this._timeNextFrame)
{
this._frameIndex++;
if (this._frameIndex == this._frames.length)
{
if (this.looped)
{
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
}
else
{
this.onComplete();
}
}
else
{
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
}
this._timeLastFrame = this._game.time.now;
this._timeNextFrame = this._game.time.now + this.delay;
return true;
}
return false;
}
public destroy() {
this._game = null;
this._parent = null;
this._frames = null;
this._frameData = null;
this.currentFrame = null;
this.isPlaying = false;
}
}