phaser/src/animation/Animation.js

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/**
* Animation
*
* An Animation instance contains a single animation and the controls to play it.
* It is created by the AnimationManager and belongs to Game Objects such as Sprite.
*
* @package Phaser.Animation
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
*
* @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 {bool} Whether or not the animation is looped or just plays once.
*/
Phaser.Animation = function (game, parent, 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;
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
};
Phaser.Animation.prototype = {
/**
* Play this animation.
* @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 (frameRate, loop) {
frameRate = frameRate || null;
loop = loop || null;
if (frameRate !== null)
{
this.delay = 1000 / frameRate;
}
if (loop !== null)
{
// If they set a new loop value then use it, otherwise use the default set on creation
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]);
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
this._parent.events.onAnimationStart.dispatch(this._parent, this);
return this;
},
/**
* Play this animation from the first frame.
*/
restart: function () {
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]);
},
/**
* Stop playing animation and set it finished.
*/
stop: function () {
this.isPlaying = false;
this.isFinished = true;
},
/**
* Update animation frames.
*/
update: function () {
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]);
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
this._parent.events.onAnimationLoop.dispatch(this._parent, this);
}
else
{
this.onComplete();
}
}
else
{
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
this._timeLastFrame = this.game.time.now;
this._timeNextFrame = this.game.time.now + this.delay;
return true;
}
return false;
},
/**
* Clean up animation memory.
*/
destroy: function () {
this.game = null;
this._parent = null;
this._frames = null;
this._frameData = null;
this.currentFrame = null;
this.isPlaying = false;
},
/**
* Animation complete callback method.
*/
onComplete: function () {
this.isPlaying = false;
this.isFinished = true;
this._parent.events.onAnimationComplete.dispatch(this._parent, this);
}
};
Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
get: function () {
return this._frames.length;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.Animation.prototype, "frame", {
get: function () {
if (this.currentFrame !== null)
{
return this.currentFrame.index;
}
else
{
return this._frameIndex;
}
},
set: function (value) {
this.currentFrame = this._frameData.getFrame(value);
if (this.currentFrame !== null)
{
this._frameIndex = value;
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
},
enumerable: true,
configurable: true
});