2017-04-04 15:32:33 +00:00
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var GetObjectValue = require('../../utils/object/GetObjectValue');
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var GetFrames = require('./GetFrames');
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2017-04-04 15:50:28 +00:00
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var Animation = function (manager, key, config)
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2017-04-04 15:32:33 +00:00
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{
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this.manager = manager;
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2017-04-04 15:50:28 +00:00
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this.key = key;
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// Extract all the frame data into the frames array
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2017-04-04 22:59:37 +00:00
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this.frames = GetFrames(manager.textureManager, GetObjectValue(config, 'frames', []));
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2017-04-04 15:32:33 +00:00
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2017-04-05 00:15:53 +00:00
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// The frame rate of playback in frames per second (default 24 if duration is null)
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2017-04-06 23:07:20 +00:00
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this.frameRate = GetObjectValue(config, 'framerate', null);
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2017-04-04 15:32:33 +00:00
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2017-04-06 23:07:20 +00:00
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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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2017-04-04 15:32:33 +00:00
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this.duration = GetObjectValue(config, 'duration', null);
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2017-04-06 23:07:20 +00:00
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if (this.duration === null && this.frameRate === null)
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{
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this.frameRate = 24;
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this.duration = this.frameRate / this.frames.length;
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}
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2017-04-06 23:07:20 +00:00
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else if (this.duration && this.frameRate === null)
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{
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// Duration given but no frameRate, so set the frameRate based on duration
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// I.e. 12 frames in the animation, duration = 4 (4000 ms)
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// So frameRate is 12 / 4 = 3 fps
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this.frameRate = this.frames.length / this.duration;
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2017-04-04 15:32:33 +00:00
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}
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else
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{
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2017-04-06 23:07:20 +00:00
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// No duration, so derive from the frameRate
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// I.e. 15 frames in the animation, frameRate = 30 fps
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// So duration is 15 / 30 = 0.5 (half a second)
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2017-04-06 23:07:20 +00:00
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this.duration = this.frames.length / this.frameRate;
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2017-04-04 15:32:33 +00:00
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}
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2017-04-05 00:15:53 +00:00
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// ms per frame (without including frame specific modifiers)
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this.msPerFrame = 1000 / this.frameRate;
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// Skip frames if the time lags, or always advanced anyway?
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2017-04-04 15:32:33 +00:00
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this.skipMissedFrames = GetObjectValue(config, 'skipMissedFrames', true);
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// Delay before starting playback (in seconds)
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this.delay = GetObjectValue(config, 'delay', 0);
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// Number of times to repeat the animation (-1 for infinity)
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this.repeat = GetObjectValue(config, 'repeat', 0);
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// Delay before the repeat starts (in seconds)
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this.repeatDelay = GetObjectValue(config, 'repeatDelay', 0);
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// Should the animation yoyo? (reverse back down to the start) before repeating?
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2017-04-04 15:32:33 +00:00
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this.yoyo = GetObjectValue(config, 'yoyo', false);
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2017-04-05 00:15:53 +00:00
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// Callbacks (swap for Events?)
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this.onStart = GetObjectValue(config, 'onStart', false);
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this.onRepeat = GetObjectValue(config, 'onRepeat', false);
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this.onComplete = GetObjectValue(config, 'onComplete', false);
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this.onStop = GetObjectValue(config, 'onStop', false);
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};
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Animation.prototype.constructor = Animation;
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Animation.prototype = {
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load: function (component, startFrame)
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{
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if (startFrame >= this.frames.length)
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{
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startFrame = 0;
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}
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if (component.currentAnim !== this)
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{
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component.currentAnim = this;
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component.timeScale = 1;
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component.frameRate = this.frameRate;
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component.duration = this.duration;
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component.msPerFrame = this.msPerFrame;
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component.skipMissedFrames = this.skipMissedFrames;
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component.delay = this.delay;
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component.repeat = this.repeat;
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component.repeatDelay = this.repeatDelay;
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component.yoyo = this.yoyo;
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}
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2017-04-05 01:06:28 +00:00
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component.updateFrame(this.frames[startFrame]);
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},
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checkFrame: function (index)
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{
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return (index < this.frames.length);
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},
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2017-04-05 23:58:48 +00:00
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getFirstTick: function (component, includeDelay)
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{
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if (includeDelay === undefined) { includeDelay = true; }
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// When is the first update due?
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component.accumulator = 0;
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component.nextTick = component.msPerFrame + component.currentFrame.duration;
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if (includeDelay)
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{
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component.nextTick += (component.delay * 1000);
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}
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},
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getNextTick: function (component)
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{
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// When is the next update due?
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component.accumulator -= component.nextTick;
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component.nextTick = component.msPerFrame + component.currentFrame.duration;
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},
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nextFrame: function (component)
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{
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var frame = component.currentFrame;
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2017-04-05 01:06:28 +00:00
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// TODO: Add frame skip support
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if (frame.isLast)
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{
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// We're at the end of the animation
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// Yoyo? (happens before repeat)
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if (this.yoyo)
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{
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component.forward = false;
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component.updateFrame(frame.prevFrame);
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2017-04-05 02:22:54 +00:00
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// Delay for the current frame
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this.getNextTick(component);
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}
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else if (component.repeatCounter > 0)
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{
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// Repeat (happens before complete)
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this.repeatAnimation(component);
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}
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else
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{
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// OnComplete
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component.stop();
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}
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}
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else
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{
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component.updateFrame(frame.nextFrame);
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this.getNextTick(component);
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}
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},
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previousFrame: function (component)
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{
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var frame = component.currentFrame;
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// TODO: Add frame skip support
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if (frame.isFirst)
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{
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// We're at the start of the animation
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if (component.repeatCounter > 0)
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{
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// Repeat (happens before complete)
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this.repeatAnimation(component);
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}
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else
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{
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// OnComplete
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component.stop();
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}
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}
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else
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{
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component.updateFrame(frame.prevFrame);
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this.getNextTick(component);
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}
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},
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repeatAnimation: function (component)
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{
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if (component.repeatDelay > 0 && component.pendingRepeat === false)
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{
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component.pendingRepeat = true;
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component.accumulator -= component.nextTick;
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component.nextTick += (component.repeatDelay * 1000);
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}
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else
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{
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component.repeatCounter--;
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component.forward = true;
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component.updateFrame(component.currentFrame.nextFrame);
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this.getNextTick(component);
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component.pendingRepeat = false;
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// OnRepeat
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}
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},
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setFrame: function (component)
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{
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// Work out which frame should be set next on the child, and set it
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if (component.forward)
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{
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this.nextFrame(component);
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}
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else
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{
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this.previousFrame(component);
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}
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},
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destroy: function ()
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{
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}
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};
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module.exports = Animation;
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