phaser/src/gameobjects/components/Animation.js

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