2017-07-04 00:59:31 +00:00
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var Class = require('../../utils/Class');
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2017-04-04 22:59:16 +00:00
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2017-05-02 15:49:48 +00:00
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// Game Object Animation Controller
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2017-10-13 10:56:39 +00:00
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// Phaser.GameObjects.Components.Animation
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2017-04-06 23:07:20 +00:00
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var Animation = new Class({
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initialize:
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2017-04-06 23:07:20 +00:00
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function Animation (parent)
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{
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// Sprite / Game Object
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this.parent = parent;
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this.animationManager = parent.scene.sys.anims;
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2018-01-12 17:09:09 +00:00
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this.animationManager.once('remove', this.remove, this);
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2017-05-02 15:02:49 +00:00
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2017-04-06 23:07:20 +00:00
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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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// Animation specific values
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// -------------------------
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// Scale the time (make it go faster / slower)
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// Factor that's used to scale time where 1 = normal speed (the default), 0.5 = half speed, 2 = double speed, etc.
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this._timeScale = 1;
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// The frame rate of playback in frames per second (default 24 if duration is null)
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this.frameRate = 0;
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// How long the animation should play for. If frameRate is set it overrides this value
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// otherwise frameRate is derived from duration
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this.duration = 0;
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// ms per frame (without including frame specific modifiers)
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this.msPerFrame = 0;
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// Skip frames if the time lags, or always advanced anyway?
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this.skipMissedFrames = true;
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// Delay before starting playback (in seconds)
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this._delay = 0;
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// Number of times to repeat the animation (-1 for infinity)
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this._repeat = 0;
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// Delay before the repeat starts (in seconds)
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this._repeatDelay = 0;
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// Should the animation yoyo? (reverse back down to the start) before repeating?
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this._yoyo = false;
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// Playhead values
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// ---------------
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// Move the playhead forward (true) or in reverse (false)
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this.forward = true;
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this.accumulator = 0;
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this.nextTick = 0;
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this.repeatCounter = 0;
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this.pendingRepeat = false;
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this._paused = false;
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this._wasPlaying = false;
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this._callbackArgs = [ parent, null ];
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this._updateParams = [];
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},
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// Gets or sets the amount of time in seconds between repeats.
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// For example, if repeat is 2 and repeatDelay is 1, the animation will play initially,
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// then wait for 1 second before it repeats, then play again, then wait 1 second again
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// before doing its final repeat.
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2018-01-16 15:39:18 +00:00
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delay: function (value)
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{
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if (value === undefined)
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{
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return this._delay;
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}
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else
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{
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this._delay = value;
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return this;
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}
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},
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delayedPlay: function (delay, key, startFrame)
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{
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this.play(key, true, startFrame);
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this.nextTick += (delay * 1000);
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return this;
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},
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getCurrentKey: function ()
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{
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if (this.currentAnim)
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{
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return this.currentAnim.key;
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}
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},
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load: function (key, startFrame)
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{
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if (startFrame === undefined) { startFrame = 0; }
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if (this.isPlaying)
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{
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this.stop();
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}
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// Load the new animation in
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this.animationManager.load(this, key, startFrame);
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return this;
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},
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pause: function (atFrame)
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{
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if (!this._paused)
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{
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this._paused = true;
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this._wasPlaying = this.isPlaying;
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this.isPlaying = false;
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}
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if (atFrame !== undefined)
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{
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this.updateFrame(atFrame);
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}
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return this;
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},
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paused: function (value)
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{
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if (value !== undefined)
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{
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// Setter
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if (value)
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{
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return this.pause();
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}
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else
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{
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return this.resume();
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}
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}
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else
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{
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return this._paused;
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}
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},
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play: function (key, ignoreIfPlaying, startFrame)
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{
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if (ignoreIfPlaying === undefined) { ignoreIfPlaying = false; }
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if (startFrame === undefined) { startFrame = 0; }
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if (ignoreIfPlaying && this.isPlaying && this.currentAnim.key === key)
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{
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return this;
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}
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this.load(key, startFrame);
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var anim = this.currentAnim;
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// Should give us 9,007,199,254,740,991 safe repeats
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this.repeatCounter = (this._repeat === -1) ? Number.MAX_SAFE_INTEGER : this._repeat;
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anim.getFirstTick(this);
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this.forward = true;
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this.isPlaying = true;
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this.pendingRepeat = false;
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if (anim.showOnStart)
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{
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this.parent.visible = true;
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}
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if (anim.onStart)
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{
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anim.onStart.apply(anim.callbackScope, this._callbackArgs.concat(anim.onStartParams));
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}
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return this;
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},
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// Value between 0 and 1. How far this animation is through, ignoring repeats and yoyos.
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// If the animation has a non-zero repeat defined, progress and totalProgress will be different
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// because progress doesn't include any repeats or repeatDelays whereas totalProgress does.
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progress: function (value)
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{
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if (value === undefined)
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{
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var p = this.currentFrame.progress;
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if (!this.forward)
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{
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p = 1 - p;
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}
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return p;
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}
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else
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{
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// TODO: Set progress
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return this;
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}
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},
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remove: function (event)
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{
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if (event === undefined) { event = this.currentAnim; }
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if (this.isPlaying && event.key === this.currentAnim.key)
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{
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this.stop();
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var sprite = this.parent;
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var frame = this.currentAnim.frames[0];
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this.currentFrame = frame;
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sprite.texture = frame.frame.texture;
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sprite.frame = frame.frame;
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}
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},
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// Gets or sets the number of times that the animation should repeat
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// after its first iteration. For example, if repeat is 1, the animation will
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// play a total of twice (the initial play plus 1 repeat).
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// To repeat indefinitely, use -1. repeat should always be an integer.
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repeat: function (value)
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{
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if (value === undefined)
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{
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return this._repeat;
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}
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else
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{
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this._repeat = value;
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this.repeatCounter = 0;
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return this;
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}
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},
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// Gets or sets the amount of time in seconds between repeats.
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// For example, if repeat is 2 and repeatDelay is 1, the animation will play initially,
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// then wait for 1 second before it repeats, then play again, then wait 1 second again
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// before doing its final repeat.
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repeatDelay: function (value)
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{
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if (value === undefined)
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{
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return this._repeatDelay;
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}
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else
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{
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this._repeatDelay = value;
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return this;
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}
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},
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restart: function (includeDelay)
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{
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if (includeDelay === undefined) { includeDelay = false; }
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this.currentAnim.getFirstTick(this, includeDelay);
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this.forward = true;
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this.isPlaying = true;
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this.pendingRepeat = false;
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this._paused = false;
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// Set frame
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this.updateFrame(this.currentAnim.frames[0]);
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return this;
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},
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resume: function (fromFrame)
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{
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if (this._paused)
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{
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this._paused = false;
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this.isPlaying = this._wasPlaying;
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}
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if (fromFrame !== undefined)
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{
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this.updateFrame(fromFrame);
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}
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return this;
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},
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stop: function (dispatchCallbacks)
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{
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if (dispatchCallbacks === undefined) { dispatchCallbacks = false; }
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this.isPlaying = false;
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var anim = this.currentAnim;
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if (dispatchCallbacks && anim.onComplete)
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{
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anim.onComplete.apply(anim.callbackScope, this._callbackArgs.concat(anim.onCompleteParams));
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}
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return this;
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},
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timeScale: function (value)
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{
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if (value === undefined)
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{
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return this._timeScale;
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}
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else
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{
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this._timeScale = value;
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return this;
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}
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},
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totalFrames: function ()
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{
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return this.currentAnim.frames.length;
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},
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// Value between 0 and 1. How far this animation is through, including things like delays
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// repeats, custom frame durations, etc. If the animation is set to repeat -1 it can never
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// have a duration, therefore this will return -1.
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totalProgres: function ()
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{
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// TODO
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},
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update: function (timestamp, delta)
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{
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if (!this.isPlaying || this.currentAnim.paused)
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{
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return;
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}
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this.accumulator += delta * this._timeScale;
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if (this.accumulator >= this.nextTick)
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{
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this.currentAnim.setFrame(this);
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}
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},
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updateFrame: function (animationFrame)
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{
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var sprite = this.parent;
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this.currentFrame = animationFrame;
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sprite.texture = animationFrame.frame.texture;
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sprite.frame = animationFrame.frame;
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if (this.isPlaying)
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{
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if (animationFrame.setAlpha)
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|
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{
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sprite.alpha = animationFrame.alpha;
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}
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|
|
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|
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var anim = this.currentAnim;
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if (anim.onUpdate)
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|
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{
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anim.onUpdate.apply(anim.callbackScope, this._updateParams);
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|
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|
}
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if (animationFrame.onUpdate)
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|
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|
{
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|
|
animationFrame.onUpdate(sprite, animationFrame);
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|
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|
}
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|
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}
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|
|
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},
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|
|
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|
yoyo: function (value)
|
|
|
|
{
|
|
|
|
if (value === undefined)
|
|
|
|
{
|
|
|
|
return this._yoyo;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
this._yoyo = value;
|
|
|
|
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
|
|
|
destroy: function ()
|
|
|
|
{
|
|
|
|
// TODO
|
|
|
|
}
|
2017-04-05 14:27:26 +00:00
|
|
|
|
|
|
|
});
|
|
|
|
|
2017-04-04 22:59:16 +00:00
|
|
|
module.exports = Animation;
|