phaser/wip/gameobjects/components/Animation.js

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/**
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* @author Richard Davey <rich@photonstorm.com>
2016-04-04 21:15:01 +00:00
* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Animation Component provides a `play` method, which is a proxy to the `AnimationManager.play` method.
*
* @class
*/
Phaser.Component.Animation = function () {};
Phaser.Component.Animation.prototype = {
/**
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* Plays an Animation.
*
* The animation should have previously been created via `animations.add`.
*
* If the animation is already playing calling this again won't do anything.
* If you need to reset an already running animation do so directly on the Animation object itself or via `AnimationManager.stop`.
*
* @method
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* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump". Must have been previously created via 'AnimationManager.add'.
* @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.
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* @return {Phaser.Animation} A reference to playing Animation.
*/
play: function (name, frameRate, loop, killOnComplete) {
if (this.animations)
{
return this.animations.play(name, frameRate, loop, killOnComplete);
}
}
};