phaser/src/animations/Animation.js

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var Class = require('../utils/Class');
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var Frame = require('./AnimationFrame');
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var GetValue = require('../utils/object/GetValue');
// A Frame based Animation
// This consists of a key, some default values (like the frame rate) and a bunch of Frame objects.
// The Animation Manager creates these
// Game Objects don't own an instance of these directly
// Game Objects have the Animation Component, which are like playheads to global Animations (these objects)
// So multiple Game Objects can have playheads all pointing to this one Animation instance
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// Phaser.Animations.Animation
var Animation = new Class({
initialize:
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function Animation (manager, key, config)
{
this.manager = manager;
this.key = key;
// A frame based animation (as opposed to a bone based animation)
this.type = 'frame';
// Extract all the frame data into the frames array
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this.frames = this.getFrames(
manager.textureManager,
GetValue(config, 'frames', []),
GetValue(config, 'defaultTextureKey', null)
);
// The frame rate of playback in frames per second (default 24 if duration is null)
this.frameRate = GetValue(config, 'frameRate', null);
// How long the animation should play for. If frameRate is set it overrides this value
// otherwise frameRate is derived from duration
this.duration = GetValue(config, 'duration', null);
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if (this.duration === null && this.frameRate === null)
{
// No duration or frameRate given, use default frameRate of 24fps
this.frameRate = 24;
this.duration = this.frameRate / this.frames.length;
}
else if (this.duration && this.frameRate === null)
{
// Duration given but no frameRate, so set the frameRate based on duration
// I.e. 12 frames in the animation, duration = 4 (4000 ms)
// So frameRate is 12 / 4 = 3 fps
this.frameRate = this.frames.length / this.duration;
}
else
{
// frameRate given, derive duration from it (even if duration also specified)
// I.e. 15 frames in the animation, frameRate = 30 fps
// So duration is 15 / 30 = 0.5 (half a second)
this.duration = this.frames.length / this.frameRate;
}
// ms per frame (without including frame specific modifiers)
this.msPerFrame = 1000 / this.frameRate;
// Skip frames if the time lags, or always advanced anyway?
this.skipMissedFrames = GetValue(config, 'skipMissedFrames', true);
// Delay before starting playback (in seconds)
this.delay = GetValue(config, 'delay', 0);
// Number of times to repeat the animation (-1 for infinity)
this.repeat = GetValue(config, 'repeat', 0);
// Delay before the repeat starts (in seconds)
this.repeatDelay = GetValue(config, 'repeatDelay', 0);
// Should the animation yoyo? (reverse back down to the start) before repeating?
this.yoyo = GetValue(config, 'yoyo', false);
// Should sprite.visible = true when the animation starts to play?
this.showOnStart = GetValue(config, 'showOnStart', false);
// Should sprite.visible = false when the animation finishes?
this.hideOnComplete = GetValue(config, 'hideOnComplete', false);
// Callbacks
this.callbackScope = GetValue(config, 'callbackScope', this);
this.onStart = GetValue(config, 'onStart', false);
this.onStartParams = GetValue(config, 'onStartParams', []);
this.onRepeat = GetValue(config, 'onRepeat', false);
this.onRepeatParams = GetValue(config, 'onRepeatParams', []);
// Called for EVERY frame of the animation.
// See AnimationFrame.onUpdate for a frame specific callback.
this.onUpdate = GetValue(config, 'onUpdate', false);
this.onUpdateParams = GetValue(config, 'onUpdateParams', []);
this.onComplete = GetValue(config, 'onComplete', false);
this.onCompleteParams = GetValue(config, 'onCompleteParams', []);
// Global pause, effects all Game Objects using this Animation instance
this.paused = false;
this.manager.on('pauseall', this.pause.bind(this));
this.manager.on('resumeall', this.resume.bind(this));
},
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// config = Array of Animation config objects, like:
// [
// { key: 'gems', frame: 'diamond0001', [duration], [visible], [onUpdate] }
// ]
// Add frames to the end of the animation
/**
* [description]
*
* @method Phaser.Animations.Animation#addFrame
* @since 3.0.0
*
* @param {[type]} config - [description]
*
* @return {Phaser.Animations.Animation} [description]
*/
addFrame: function (config)
{
return this.addFrameAt(this.frames.length, config);
},
// config = Array of Animation config objects, like:
// [
// { key: 'gems', frame: 'diamond0001', [duration], [visible], [onUpdate] }
// ]
// Add frame/s into the animation
/**
* [description]
*
* @method Phaser.Animations.Animation#addFrameAt
* @since 3.0.0
*
* @param {integer} index - [description]
* @param {[type]} config - [description]
*
* @return {Phaser.Animations.Animation} [description]
*/
addFrameAt: function (index, config)
{
var newFrames = this.getFrames(this.manager.textureManager, config);
if (newFrames.length > 0)
{
if (index === 0)
{
this.frames = newFrames.concat(this.frames);
}
else if (index === this.frames.length)
{
this.frames = this.frames.concat(newFrames);
}
else
{
var pre = this.frames.slice(0, index);
var post = this.frames.slice(index);
this.frames = pre.concat(newFrames, post);
}
this.updateFrameSequence();
}
return this;
},
/**
* [description]
*
* @method Phaser.Animations.Animation#checkFrame
* @since 3.0.0
*
* @param {integer} index - [description]
*
* @return {boolean} [description]
*/
checkFrame: function (index)
{
return (index < this.frames.length);
},
/**
* [description]
*
* @method Phaser.Animations.Animation#completeAnimation
* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.Animation} component - [description]
*/
completeAnimation: function (component)
{
if (this.hideOnComplete)
{
component.parent.visible = false;
}
component.stop(true);
},
/**
* [description]
*
* @method Phaser.Animations.Animation#getFirstTick
* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.Animation} component - [description]
* @param {boolean} [includeDelay=true] - [description]
*/
getFirstTick: function (component, includeDelay)
{
if (includeDelay === undefined) { includeDelay = true; }
// When is the first update due?
component.accumulator = 0;
component.nextTick = component.msPerFrame + component.currentFrame.duration;
if (includeDelay)
{
component.nextTick += (component._delay * 1000);
}
},
/**
* [description]
*
* @method Phaser.Animations.Animation#getFrameAt
* @since 3.0.0
*
* @param {integer} index - [description]
*
* @return {Phaser.Animations.AnimationFrame} [description]
*/
getFrameAt: function (index)
{
return this.frames[index];
},
/**
* [description]
*
* @method Phaser.Animations.Animation#getFrames
* @since 3.0.0
*
* @param {[type]} textureManager - [description]
* @param {[type]} frames - [description]
*
* @return {Phaser.Animations.AnimationFrame[]} [description]
*/
getFrames: function (textureManager, frames, defaultTextureKey)
{
// frames: [
// { key: textureKey, frame: textureFrame },
// { key: textureKey, frame: textureFrame, duration: float },
// { key: textureKey, frame: textureFrame, onUpdate: function }
// { key: textureKey, frame: textureFrame, visible: boolean }
// ],
var out = [];
var prev;
var animationFrame;
var index = 1;
var i;
var textureKey;
// if frames is a string, we'll get all the frames from the texture manager as if it's a sprite sheet
if (typeof frames === 'string')
{
textureKey = frames;
var texture = textureManager.get(textureKey);
var frameKeys = texture.getFrameNames();
frames = [];
frameKeys.forEach(function (idx, value)
{
frames.push({ key: textureKey, frame: value });
});
}
// console.table(frames);
if (!Array.isArray(frames) || frames.length === 0)
{
return out;
}
for (i = 0; i < frames.length; i++)
{
var item = frames[i];
var key = GetValue(item, 'key', defaultTextureKey);
if (!key)
{
continue;
}
var frame = GetValue(item, 'frame', 0);
var textureFrame = textureManager.getFrame(key, frame);
animationFrame = new Frame(key, frame, index, textureFrame);
animationFrame.duration = GetValue(item, 'duration', 0);
animationFrame.onUpdate = GetValue(item, 'onUpdate', null);
var visible = GetValue(item, 'visible', null);
if (visible !== null)
{
animationFrame.setVisible = true;
animationFrame.visible = visible;
}
animationFrame.isFirst = (!prev);
// The previously created animationFrame
if (prev)
{
prev.nextFrame = animationFrame;
animationFrame.prevFrame = prev;
}
out.push(animationFrame);
prev = animationFrame;
index++;
}
if (out.length > 0)
{
animationFrame.isLast = true;
// Link them end-to-end, so they loop
animationFrame.nextFrame = out[0];
out[0].prevFrame = animationFrame;
// Generate the progress data
var slice = 1 / (out.length - 1);
for (i = 0; i < out.length; i++)
{
out[i].progress = i * slice;
}
}
return out;
},
/**
* [description]
*
* @method Phaser.Animations.Animation#getNextTick
* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.Animation} component - [description]
*/
getNextTick: function (component)
{
// accumulator += delta * _timeScale
// after a large delta surge (perf issue for example) we need to adjust for it here
// When is the next update due?
component.accumulator -= component.nextTick;
component.nextTick = component.msPerFrame + component.currentFrame.duration;
},
/**
* [description]
*
* @method Phaser.Animations.Animation#load
* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.Animation} component - [description]
* @param {integer} startFrame - [description]
*/
load: function (component, startFrame)
{
if (startFrame >= this.frames.length)
{
startFrame = 0;
}
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if (component.currentAnim !== this)
{
component.currentAnim = this;
component._timeScale = 1;
component.frameRate = this.frameRate;
component.duration = this.duration;
component.msPerFrame = this.msPerFrame;
component.skipMissedFrames = this.skipMissedFrames;
component._delay = this.delay;
component._repeat = this.repeat;
component._repeatDelay = this.repeatDelay;
component._yoyo = this.yoyo;
component._callbackArgs[1] = this;
component._updateParams = component._callbackArgs.concat(this.onUpdateParams);
}
component.updateFrame(this.frames[startFrame]);
},
/**
* [description]
*
* @method Phaser.Animations.Animation#nextFrame
* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.Animation} component - [description]
*/
nextFrame: function (component)
{
var frame = component.currentFrame;
// TODO: Add frame skip support
if (frame.isLast)
{
// We're at the end of the animation
// Yoyo? (happens before repeat)
if (this.yoyo)
{
component.forward = false;
component.updateFrame(frame.prevFrame);
// Delay for the current frame
this.getNextTick(component);
}
else if (component.repeatCounter > 0)
{
// Repeat (happens before complete)
this.repeatAnimation(component);
}
else
{
this.completeAnimation(component);
}
}
else
{
component.updateFrame(frame.nextFrame);
this.getNextTick(component);
}
},
/**
* [description]
*
* @method Phaser.Animations.Animation#previousFrame
* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.Animation} component - [description]
*/
previousFrame: function (component)
{
var frame = component.currentFrame;
// TODO: Add frame skip support
if (frame.isFirst)
{
// We're at the start of the animation
if (component.repeatCounter > 0)
{
// Repeat (happens before complete)
this.repeatAnimation(component);
}
else
{
this.completeAnimation(component);
}
}
else
{
component.updateFrame(frame.prevFrame);
this.getNextTick(component);
}
},
// Remove frame if it matches the given frame
/**
* [description]
*
* @method Phaser.Animations.Animation#removeFrame
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationFrame} frame - [description]
*
* @return {Phaser.Animations.Animation} [description]
*/
removeFrame: function (frame)
{
var index = this.frames.indexOf(frame);
if (index !== -1)
{
this.removeFrameAt(index);
}
return this;
},
/**
* [description]
*
* @method Phaser.Animations.Animation#removeFrameAt
* @since 3.0.0
*
* @param {integer} index - [description]
*
* @return {Phaser.Animations.Animation} [description]
*/
removeFrameAt: function (index)
{
this.frames.splice(index, 1);
this.updateFrameSequence();
return this;
},
/**
* [description]
*
* @method Phaser.Animations.Animation#repeatAnimation
* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.Animation} component - [description]
*/
repeatAnimation: function (component)
{
if (component._repeatDelay > 0 && component.pendingRepeat === false)
{
component.pendingRepeat = true;
component.accumulator -= component.nextTick;
component.nextTick += (component._repeatDelay * 1000);
}
else
{
component.repeatCounter--;
component.forward = true;
component.updateFrame(component.currentFrame.nextFrame);
this.getNextTick(component);
component.pendingRepeat = false;
if (this.onRepeat)
{
this.onRepeat.apply(this.callbackScope, component._callbackArgs.concat(this.onRepeatParams));
}
}
},
/**
* [description]
*
* @method Phaser.Animations.Animation#setFrame
* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.Animation} component - [description]
*/
setFrame: function (component)
{
// Work out which frame should be set next on the child, and set it
if (component.forward)
{
this.nextFrame(component);
}
else
{
this.previousFrame(component);
}
},
/**
* [description]
*
* @method Phaser.Animations.Animation#toJSON
* @since 3.0.0
*
* @return {object} [description]
*/
toJSON: function ()
{
var output = {
key: this.key,
type: this.type,
frames: [],
frameRate: this.frameRate,
duration: this.duration,
skipMissedFrames: this.skipMissedFrames,
delay: this.delay,
repeat: this.repeat,
repeatDelay: this.repeatDelay,
yoyo: this.yoyo,
showOnStart: this.showOnStart,
hideOnComplete: this.hideOnComplete
};
this.frames.forEach(function (frame)
{
output.frames.push(frame.toJSON());
});
return output;
},
/**
* [description]
*
* @method Phaser.Animations.Animation#updateFrameSequence
* @since 3.0.0
*
* @return {Phaser.Animations.Animation} [description]
*/
updateFrameSequence: function ()
{
var len = this.frames.length;
var slice = 1 / (len - 1);
for (var i = 0; i < len; i++)
{
var frame = this.frames[i];
frame.index = i + 1;
frame.isFirst = false;
frame.isLast = false;
frame.progress = i * slice;
if (i === 0)
{
frame.isFirst = true;
frame.isLast = (len === 1);
frame.prevFrame = this.frames[len - 1];
frame.nextFrame = this.frames[i + 1];
}
else if (i === len - 1)
{
frame.isLast = true;
frame.prevFrame = this.frames[len - 2];
frame.nextFrame = this.frames[0];
}
else if (len > 1)
{
frame.prevFrame = this.frames[i - 1];
frame.nextFrame = this.frames[i + 1];
}
}
return this;
},
/**
* [description]
*
* @method Phaser.Animations.Animation#pause
* @since 3.0.0
*
* @return {Phaser.Animations.Animation} [description]
*/
pause: function ()
{
this.paused = true;
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return this;
},
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/**
* [description]
*
* @method Phaser.Animations.Animation#resume
* @since 3.0.0
*
* @return {Phaser.Animations.Animation} [description]
*/
resume: function ()
{
this.paused = false;
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return this;
},
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/**
* [description]
*
* @method Phaser.Animations.Animation#destroy
* @since 3.0.0
*/
destroy: function ()
{
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// TODO
}
});
module.exports = Animation;