phaser/src/animation/Animation.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @module Phaser.Animation
*/
/**
* An Animation instance contains a single animation and the controls to play it.
* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
*
* @class Animation
* @constructor
* @param {Phaser.Game} game A reference to the currently running game.
* @param {Phaser.Sprite} parent A reference to the owner of this Animation.
* @param {String} name The unique name for this animation, used in playback commands.
* @param {Phaser.Animation.FrameData} frameData The FrameData object that contains all frames used by this Animation.
* @param {Mixed} frames An array of numbers or strings indicating which frames to play in which order.
* @param {Number} delay The time between each frame of the animation, given in ms.
* @param {Boolean} looped Should this animation loop or play through once.
*/
Phaser.Animation = function (game, parent, name, frameData, frames, delay, looped) {
/**
* A reference to the currently running Game.
* @property game
* @public
* @type {Phaser.Game}
*/
this.game = game;
/**
* A reference to the parent Sprite that owns this Animation.
* @property _parent
* @private
* @type {Phaser.Sprite}
*/
this._parent = parent;
/**
* The FrameData the Animation uses.
* @property _frameData
* @private
* @type {Phaser.FrameData}
*/
this._frameData = frameData;
/**
* The user defined name given to this Animation.
* @property name
* @public
* @type {String}
*/
this.name = name;
/**
* @property _frames
* @private
* @type {Object}
*/
this._frames = frames;
/**
* The delay in ms between each frame of the Animation.
* @property delay
* @public
* @type {Number}
*/
this.delay = 1000 / delay;
/**
* The loop state of the Animation.
* @property looped
* @public
* @type {Boolean}
*/
this.looped = looped;
/**
* The finished state of the Animation. Set to true once playback completes, false during playback.
* @property isFinished
* @public
* @type {Boolean}
* default true
*/
this.isFinished = false;
/**
* The playing state of the Animation. Set to false once playback completes, true during playback.
* @property isPlaying
* @public
* @type {Boolean}
* default false
*/
this.isPlaying = false;
/**
* @property _frameIndex
* @private
* @type {Number}
* default 0
*/
this._frameIndex = 0;
/**
* The currently displayed frame of the Animation.
* @property currentFrame
* @public
* @type {Phaser.Animation.Frame}
*/
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
};
Phaser.Animation.prototype = {
/**
* Plays this animation.
*
* @method play
* @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=null] Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @return {Phaser.Animation} A reference to this Animation instance.
*/
play: function (frameRate, loop) {
frameRate = frameRate || null;
loop = loop || null;
if (frameRate !== null)
{
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// this.delay = 1000 / frameRate;
this.delay = frameRate;
}
if (loop !== null)
{
// If they set a new loop value then use it, otherwise use the default set on creation
this.looped = loop;
}
this.isPlaying = true;
this.isFinished = false;
this._timeLastFrame = this.game.time.now;
this._timeNextFrame = this.game.time.now + this.delay;
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
if (this._parent.events)
{
this._parent.events.onAnimationStart.dispatch(this._parent, this);
}
return this;
},
/**
* Sets this animation back to the first frame and restarts the animation.
*
* @method restart
*/
restart: function () {
this.isPlaying = true;
this.isFinished = false;
this._timeLastFrame = this.game.time.now;
this._timeNextFrame = this.game.time.now + this.delay;
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
},
/**
* Stops playback of this animation and set it to a finished state. If a resetFrame is provided it will stop playback and set frame to the first in the animation.
*
* @method stop
* @param {Boolean} [resetFrame=false] If true after the animation stops the currentFrame value will be set to the first frame in this animation.
*/
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stop: function (resetFrame) {
if (typeof resetFrame === 'undefined') { resetFrame = false; }
this.isPlaying = false;
this.isFinished = true;
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if (resetFrame)
{
this.currentFrame = this._frameData.getFrame(this._frames[0]);
}
},
/**
* Updates this animation. Called automatically by the AnimationManager.
*
* @method update
*/
update: function () {
if (this.isPlaying == true && this.game.time.now >= this._timeNextFrame)
{
this._frameIndex++;
if (this._frameIndex == this._frames.length)
{
if (this.looped)
{
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
this._parent.events.onAnimationLoop.dispatch(this._parent, this);
}
else
{
this.onComplete();
}
}
else
{
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
this._timeLastFrame = this.game.time.now;
this._timeNextFrame = this.game.time.now + this.delay;
return true;
}
return false;
},
/**
* Cleans up this animation ready for deletion. Nulls all values and references.
*
* @method destroy
*/
destroy: function () {
this.game = null;
this._parent = null;
this._frames = null;
this._frameData = null;
this.currentFrame = null;
this.isPlaying = false;
},
/**
* Called internally when the animation finishes playback. Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent.
*
* @method onComplete
*/
onComplete: function () {
this.isPlaying = false;
this.isFinished = true;
if (this._parent.events)
{
this._parent.events.onAnimationComplete.dispatch(this._parent, this);
}
}
};
Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
/**
* @method frameTotal
* @return {Number} The total number of frames in this animation.
*/
get: function () {
return this._frames.length;
}
});
Object.defineProperty(Phaser.Animation.prototype, "frame", {
/**
* @method frame
* @return {Animation.Frame} Returns the current frame, or if not set the index of the most recent frame.
*/
get: function () {
if (this.currentFrame !== null)
{
return this.currentFrame.index;
}
else
{
return this._frameIndex;
}
},
/**
* @method frame
* @return {Number} Sets the current frame to the given frame index and updates the texture cache.
*/
set: function (value) {
this.currentFrame = this._frameData.getFrame(value);
if (this.currentFrame !== null)
{
this._frameIndex = value;
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
}
});