phaser/src/animation/AnimationManager.js

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/**
* @author Richard Davey <rich@photonstorm.com>
2015-02-25 03:36:23 +00:00
* @copyright 2015 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* The Animation Manager is used to add, play and update Phaser Animations.
* Any Game Object such as Phaser.Sprite that supports animation contains a single AnimationManager instance.
*
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* @class Phaser.AnimationManager
* @constructor
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* @param {Phaser.Sprite} sprite - A reference to the Game Object that owns this AnimationManager.
*/
Phaser.AnimationManager = function (sprite) {
/**
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* @property {Phaser.Sprite} sprite - A reference to the parent Sprite that owns this AnimationManager.
*/
this.sprite = sprite;
/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = sprite.game;
/**
* The currently displayed Frame of animation, if any.
* This property is only set once an Animation starts playing. Until that point it remains set as `null`.
*
* @property {Phaser.Frame} currentFrame
* @default
*/
this.currentFrame = null;
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/**
* @property {Phaser.Animation} currentAnim - The currently displayed animation, if any.
* @default
*/
this.currentAnim = null;
/**
* @property {boolean} updateIfVisible - Should the animation data continue to update even if the Sprite.visible is set to false.
* @default
*/
this.updateIfVisible = true;
/**
* @property {boolean} isLoaded - Set to true once animation data has been loaded.
* @default
*/
this.isLoaded = false;
/**
* @property {Phaser.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData.
* @private
* @default
*/
this._frameData = null;
/**
* @property {object} _anims - An internal object that stores all of the Animation instances.
* @private
*/
this._anims = {};
/**
* @property {object} _outputFrames - An internal object to help avoid gc.
* @private
*/
this._outputFrames = [];
};
Phaser.AnimationManager.prototype = {
/**
* Loads FrameData into the internal temporary vars and resets the frame index to zero.
* This is called automatically when a new Sprite is created.
*
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* @method Phaser.AnimationManager#loadFrameData
* @private
* @param {Phaser.FrameData} frameData - The FrameData set to load.
* @param {string|number} frame - The frame to default to.
* @return {boolean} Returns `true` if the frame data was loaded successfully, otherwise `false`
*/
loadFrameData: function (frameData, frame) {
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if (typeof frameData === 'undefined')
{
return false;
}
if (this.isLoaded)
{
// We need to update the frameData that the animations are using
for (var anim in this._anims)
{
this._anims[anim].updateFrameData(frameData);
}
}
this._frameData = frameData;
if (typeof frame === 'undefined' || frame === null)
{
this.frame = 0;
}
else
{
if (typeof frame === 'string')
{
this.frameName = frame;
}
else
{
this.frame = frame;
}
}
this.isLoaded = true;
return true;
},
/**
* Loads FrameData into the internal temporary vars and resets the frame index to zero.
* This is called automatically when a new Sprite is created.
*
* @method Phaser.AnimationManager#copyFrameData
* @private
* @param {Phaser.FrameData} frameData - The FrameData set to load.
* @param {string|number} frame - The frame to default to.
* @return {boolean} Returns `true` if the frame data was loaded successfully, otherwise `false`
*/
copyFrameData: function (frameData, frame) {
this._frameData = frameData.clone();
if (this.isLoaded)
{
// We need to update the frameData that the animations are using
for (var anim in this._anims)
{
this._anims[anim].updateFrameData(this._frameData);
}
}
if (typeof frame === 'undefined' || frame === null)
{
this.frame = 0;
}
else
{
if (typeof frame === 'string')
{
this.frameName = frame;
}
else
{
this.frame = frame;
}
}
this.isLoaded = true;
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return true;
},
/**
* Adds a new animation under the given key. Optionally set the frames, frame rate and loop.
* Animations added in this way are played back with the play function.
*
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* @method Phaser.AnimationManager#add
* @param {string} name - The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk".
* @param {Array} [frames=null] - An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used.
* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.
* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.
* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings?
* @return {Phaser.Animation} The Animation object that was created.
*/
add: function (name, frames, frameRate, loop, useNumericIndex) {
frames = frames || [];
frameRate = frameRate || 60;
if (typeof loop === 'undefined') { loop = false; }
// If they didn't set the useNumericIndex then let's at least try and guess it
if (typeof useNumericIndex === 'undefined')
{
if (frames && typeof frames[0] === 'number')
{
useNumericIndex = true;
}
else
{
useNumericIndex = false;
}
}
this._outputFrames = [];
this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames);
this._anims[name] = new Phaser.Animation(this.game, this.sprite, name, this._frameData, this._outputFrames, frameRate, loop);
this.currentAnim = this._anims[name];
// This shouldn't be set until the Animation is played, surely?
// this.currentFrame = this.currentAnim.currentFrame;
if (this.sprite.tilingTexture)
{
this.sprite.refreshTexture = true;
}
return this._anims[name];
},
/**
* Check whether the frames in the given array are valid and exist.
*
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* @method Phaser.AnimationManager#validateFrames
* @param {Array} frames - An array of frames to be validated.
* @param {boolean} [useNumericIndex=true] - Validate the frames based on their numeric index (true) or string index (false)
* @return {boolean} True if all given Frames are valid, otherwise false.
*/
validateFrames: function (frames, useNumericIndex) {
if (typeof useNumericIndex === 'undefined') { useNumericIndex = true; }
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 an animation based on the given key. The animation should previously have been added via `animations.add`
*
* If the requested animation is already playing this request will be ignored.
* If you need to reset an already running animation do so directly on the Animation object itself.
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*
* @method Phaser.AnimationManager#play
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
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* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
* @return {Phaser.Animation} A reference to playing Animation instance.
*/
play: function (name, frameRate, loop, killOnComplete) {
if (this._anims[name])
{
if (this.currentAnim === this._anims[name])
{
if (this.currentAnim.isPlaying === false)
{
this.currentAnim.paused = false;
return this.currentAnim.play(frameRate, loop, killOnComplete);
}
return this.currentAnim;
}
else
{
if (this.currentAnim && this.currentAnim.isPlaying)
{
this.currentAnim.stop();
}
this.currentAnim = this._anims[name];
this.currentAnim.paused = false;
this.currentFrame = this.currentAnim.currentFrame;
return this.currentAnim.play(frameRate, loop, killOnComplete);
}
}
},
/**
* Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped.
* The currentAnim property of the AnimationManager is automatically set to the animation given.
*
* @method Phaser.AnimationManager#stop
* @param {string} [name=null] - The name of the animation to be stopped, e.g. "fire". If none is given the currently running animation is stopped.
* @param {boolean} [resetFrame=false] - When the animation is stopped should the currentFrame be set to the first frame of the animation (true) or paused on the last frame displayed (false)
*/
stop: function (name, resetFrame) {
if (typeof resetFrame === 'undefined') { resetFrame = false; }
if (typeof name === 'string')
{
if (this._anims[name])
{
this.currentAnim = this._anims[name];
this.currentAnim.stop(resetFrame);
}
}
else
{
if (this.currentAnim)
{
this.currentAnim.stop(resetFrame);
}
}
},
/**
* The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events.
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*
* @method Phaser.AnimationManager#update
* @protected
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* @return {boolean} True if a new animation frame has been set, otherwise false.
*/
update: function () {
if (this.updateIfVisible && !this.sprite.visible)
{
return false;
}
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if (this.currentAnim && this.currentAnim.update())
{
this.currentFrame = this.currentAnim.currentFrame;
return true;
}
return false;
},
/**
* Advances by the given number of frames in the current animation, taking the loop value into consideration.
*
* @method Phaser.AnimationManager#next
* @param {number} [quantity=1] - The number of frames to advance.
*/
next: function (quantity) {
if (this.currentAnim)
{
this.currentAnim.next(quantity);
this.currentFrame = this.currentAnim.currentFrame;
}
},
/**
* Moves backwards the given number of frames in the current animation, taking the loop value into consideration.
*
* @method Phaser.AnimationManager#previous
* @param {number} [quantity=1] - The number of frames to move back.
*/
previous: function (quantity) {
if (this.currentAnim)
{
this.currentAnim.previous(quantity);
this.currentFrame = this.currentAnim.currentFrame;
}
},
/**
* Returns an animation that was previously added by name.
*
* @method Phaser.AnimationManager#getAnimation
* @param {string} name - The name of the animation to be returned, e.g. "fire".
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* @return {Phaser.Animation} The Animation instance, if found, otherwise null.
*/
getAnimation: function (name) {
if (typeof name === 'string')
{
if (this._anims[name])
{
return this._anims[name];
}
}
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return null;
},
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/**
* Refreshes the current frame data back to the parent Sprite and also resets the texture data.
*
* @method Phaser.AnimationManager#refreshFrame
*/
refreshFrame: function () {
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// TODO
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
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},
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/**
* Destroys all references this AnimationManager contains.
* Iterates through the list of animations stored in this manager and calls destroy on each of them.
*
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* @method Phaser.AnimationManager#destroy
*/
destroy: function () {
var anim = null;
for (var anim in this._anims)
{
if (this._anims.hasOwnProperty(anim))
{
this._anims[anim].destroy();
}
}
this._anims = {};
this._outputFrames = [];
this._frameData = null;
this.currentAnim = null;
this.currentFrame = null;
this.sprite = null;
this.game = null;
}
};
Phaser.AnimationManager.prototype.constructor = Phaser.AnimationManager;
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/**
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* @name Phaser.AnimationManager#frameData
* @property {Phaser.FrameData} frameData - The current animations FrameData.
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* @readonly
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*/
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameData', {
get: function () {
return this._frameData;
}
});
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/**
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* @name Phaser.AnimationManager#frameTotal
* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
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* @readonly
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*/
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameTotal', {
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get: function () {
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return this._frameData.total;
}
});
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/**
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* @name Phaser.AnimationManager#paused
* @property {boolean} paused - Gets and sets the paused state of the current animation.
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*/
Object.defineProperty(Phaser.AnimationManager.prototype, 'paused', {
get: function () {
return this.currentAnim.isPaused;
},
set: function (value) {
this.currentAnim.paused = value;
}
});
/**
* @name Phaser.AnimationManager#name
* @property {string} name - Gets the current animation name, if set.
*/
Object.defineProperty(Phaser.AnimationManager.prototype, 'name', {
get: function () {
if (this.currentAnim)
{
return this.currentAnim.name;
}
}
});
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/**
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* @name Phaser.AnimationManager#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
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*/
Object.defineProperty(Phaser.AnimationManager.prototype, 'frame', {
get: function () {
if (this.currentFrame)
{
return this.currentFrame.index;
}
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},
set: function (value) {
if (typeof value === 'number' && this._frameData && this._frameData.getFrame(value) !== null)
{
this.currentFrame = this._frameData.getFrame(value);
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if (this.currentFrame)
{
this.sprite.setFrame(this.currentFrame);
}
}
}
});
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/**
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* @name Phaser.AnimationManager#frameName
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
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*/
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameName', {
get: function () {
if (this.currentFrame)
{
return this.currentFrame.name;
}
},
set: function (value) {
if (typeof value === 'string' && this._frameData && this._frameData.getFrameByName(value) !== null)
{
this.currentFrame = this._frameData.getFrameByName(value);
if (this.currentFrame)
{
this._frameIndex = this.currentFrame.index;
this.sprite.setFrame(this.currentFrame);
}
}
else
{
console.warn('Cannot set frameName: ' + value);
}
}
});