2013-08-30 03:20:14 +00:00
|
|
|
/**
|
2013-09-17 15:28:59 +00:00
|
|
|
* @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
|
|
|
|
*/
|
|
|
|
|
|
|
|
/**
|
2013-08-30 03:20:14 +00:00
|
|
|
* An Animation instance contains a single animation and the controls to play it.
|
2013-09-17 15:28:59 +00:00
|
|
|
* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
|
2013-08-30 03:20:14 +00:00
|
|
|
*
|
2013-09-17 15:28:59 +00:00
|
|
|
* @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.
|
2013-08-30 03:20:14 +00:00
|
|
|
*/
|
2013-09-17 15:28:59 +00:00
|
|
|
Phaser.Animation = function (game, parent, name, frameData, frames, delay, looped) {
|
2013-08-30 03:20:14 +00:00
|
|
|
|
2013-09-17 15:28:59 +00:00
|
|
|
/**
|
|
|
|
* A reference to the currently running Game.
|
|
|
|
* @property game
|
|
|
|
* @public
|
|
|
|
* @type {Phaser.Game}
|
|
|
|
*/
|
2013-08-30 03:20:14 +00:00
|
|
|
this.game = game;
|
2013-09-17 15:28:59 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* A reference to the parent Sprite that owns this Animation.
|
|
|
|
* @property _parent
|
|
|
|
* @private
|
|
|
|
* @type {Phaser.Sprite}
|
|
|
|
*/
|
2013-08-30 03:20:14 +00:00
|
|
|
this._parent = parent;
|
2013-09-17 15:28:59 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* 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}
|
|
|
|
*/
|
2013-08-30 03:20:14 +00:00
|
|
|
this._frames = frames;
|
2013-09-17 15:28:59 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* The delay in ms between each frame of the Animation.
|
|
|
|
* @property delay
|
|
|
|
* @public
|
|
|
|
* @type {Number}
|
|
|
|
*/
|
2013-08-30 03:20:14 +00:00
|
|
|
this.delay = 1000 / delay;
|
2013-09-17 15:28:59 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* The loop state of the Animation.
|
|
|
|
* @property looped
|
|
|
|
* @public
|
|
|
|
* @type {Boolean}
|
|
|
|
*/
|
2013-08-30 03:20:14 +00:00
|
|
|
this.looped = looped;
|
2013-09-17 15:28:59 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* The finished state of the Animation. Set to true once playback completes, false during playback.
|
|
|
|
* @property isFinished
|
|
|
|
* @public
|
|
|
|
* @type {Boolean}
|
|
|
|
* default true
|
|
|
|
*/
|
2013-08-30 03:20:14 +00:00
|
|
|
this.isFinished = false;
|
2013-09-17 15:28:59 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* The playing state of the Animation. Set to false once playback completes, true during playback.
|
|
|
|
* @property isPlaying
|
|
|
|
* @public
|
|
|
|
* @type {Boolean}
|
|
|
|
* default false
|
|
|
|
*/
|
2013-08-30 03:20:14 +00:00
|
|
|
this.isPlaying = false;
|
2013-09-17 15:28:59 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* @property _frameIndex
|
|
|
|
* @private
|
|
|
|
* @type {Number}
|
|
|
|
* default 0
|
|
|
|
*/
|
2013-08-30 03:20:14 +00:00
|
|
|
this._frameIndex = 0;
|
2013-09-17 15:28:59 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* The currently displayed frame of the Animation.
|
|
|
|
* @property currentFrame
|
|
|
|
* @public
|
|
|
|
* @type {Phaser.Animation.Frame}
|
|
|
|
*/
|
2013-08-30 03:20:14 +00:00
|
|
|
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
|
2013-08-28 06:02:55 +00:00
|
|
|
|
2013-08-30 03:20:14 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
Phaser.Animation.prototype = {
|
|
|
|
|
2013-09-17 15:28:59 +00:00
|
|
|
/**
|
|
|
|
* 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.
|
2013-08-30 03:20:14 +00:00
|
|
|
*/
|
|
|
|
play: function (frameRate, loop) {
|
|
|
|
|
2013-09-03 14:35:40 +00:00
|
|
|
frameRate = frameRate || null;
|
|
|
|
loop = loop || null;
|
2013-08-30 03:20:14 +00:00
|
|
|
|
|
|
|
if (frameRate !== null)
|
|
|
|
{
|
2013-09-18 05:34:56 +00:00
|
|
|
// this.delay = 1000 / frameRate;
|
|
|
|
this.delay = frameRate;
|
2013-08-30 03:20:14 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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]);
|
2013-09-17 15:28:59 +00:00
|
|
|
|
|
|
|
if (this._parent.events)
|
|
|
|
{
|
|
|
|
this._parent.events.onAnimationStart.dispatch(this._parent, this);
|
|
|
|
}
|
2013-08-30 03:20:14 +00:00
|
|
|
|
|
|
|
return this;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-09-17 15:28:59 +00:00
|
|
|
/**
|
|
|
|
* Sets this animation back to the first frame and restarts the animation.
|
|
|
|
*
|
|
|
|
* @method restart
|
2013-08-30 03:20:14 +00:00
|
|
|
*/
|
|
|
|
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]);
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-09-17 15:28:59 +00:00
|
|
|
/**
|
|
|
|
* 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.
|
2013-08-30 03:20:14 +00:00
|
|
|
*/
|
2013-09-15 19:45:00 +00:00
|
|
|
stop: function (resetFrame) {
|
|
|
|
|
2013-09-17 15:28:59 +00:00
|
|
|
if (typeof resetFrame === 'undefined') { resetFrame = false; }
|
2013-08-30 03:20:14 +00:00
|
|
|
|
|
|
|
this.isPlaying = false;
|
|
|
|
this.isFinished = true;
|
|
|
|
|
2013-09-15 19:45:00 +00:00
|
|
|
if (resetFrame)
|
|
|
|
{
|
|
|
|
this.currentFrame = this._frameData.getFrame(this._frames[0]);
|
|
|
|
}
|
|
|
|
|
2013-08-30 03:20:14 +00:00
|
|
|
},
|
|
|
|
|
2013-09-17 15:28:59 +00:00
|
|
|
/**
|
|
|
|
* Updates this animation. Called automatically by the AnimationManager.
|
|
|
|
*
|
|
|
|
* @method update
|
2013-08-30 03:20:14 +00:00
|
|
|
*/
|
|
|
|
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]);
|
2013-09-03 14:35:40 +00:00
|
|
|
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
2013-09-10 19:40:34 +00:00
|
|
|
this._parent.events.onAnimationLoop.dispatch(this._parent, this);
|
2013-08-30 03:20:14 +00:00
|
|
|
}
|
|
|
|
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;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-09-17 15:28:59 +00:00
|
|
|
/**
|
|
|
|
* Cleans up this animation ready for deletion. Nulls all values and references.
|
|
|
|
*
|
|
|
|
* @method destroy
|
2013-08-30 03:20:14 +00:00
|
|
|
*/
|
|
|
|
destroy: function () {
|
|
|
|
|
|
|
|
this.game = null;
|
|
|
|
this._parent = null;
|
|
|
|
this._frames = null;
|
|
|
|
this._frameData = null;
|
|
|
|
this.currentFrame = null;
|
|
|
|
this.isPlaying = false;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-09-17 15:28:59 +00:00
|
|
|
/**
|
|
|
|
* 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
|
2013-08-30 03:20:14 +00:00
|
|
|
*/
|
|
|
|
onComplete: function () {
|
|
|
|
|
|
|
|
this.isPlaying = false;
|
|
|
|
this.isFinished = true;
|
2013-09-17 15:28:59 +00:00
|
|
|
|
|
|
|
if (this._parent.events)
|
|
|
|
{
|
|
|
|
this._parent.events.onAnimationComplete.dispatch(this._parent, this);
|
|
|
|
}
|
2013-08-30 03:20:14 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
|
|
|
|
|
2013-09-17 15:28:59 +00:00
|
|
|
/**
|
|
|
|
* @method frameTotal
|
|
|
|
* @return {Number} The total number of frames in this animation.
|
|
|
|
*/
|
2013-08-30 03:20:14 +00:00
|
|
|
get: function () {
|
|
|
|
return this._frames.length;
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-08-30 03:20:14 +00:00
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
Object.defineProperty(Phaser.Animation.prototype, "frame", {
|
|
|
|
|
2013-09-17 15:28:59 +00:00
|
|
|
/**
|
|
|
|
* @method frame
|
|
|
|
* @return {Animation.Frame} Returns the current frame, or if not set the index of the most recent frame.
|
|
|
|
*/
|
2013-08-30 03:20:14 +00:00
|
|
|
get: function () {
|
|
|
|
|
|
|
|
if (this.currentFrame !== null)
|
|
|
|
{
|
|
|
|
return this.currentFrame.index;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return this._frameIndex;
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-09-17 15:28:59 +00:00
|
|
|
/**
|
|
|
|
* @method frame
|
|
|
|
* @return {Number} Sets the current frame to the given frame index and updates the texture cache.
|
|
|
|
*/
|
2013-08-30 03:20:14 +00:00
|
|
|
set: function (value) {
|
|
|
|
|
|
|
|
this.currentFrame = this._frameData.getFrame(value);
|
|
|
|
|
|
|
|
if (this.currentFrame !== null)
|
|
|
|
{
|
|
|
|
this._frameIndex = value;
|
|
|
|
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
|
|
|
}
|
|
|
|
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-08-30 03:20:14 +00:00
|
|
|
|
|
|
|
});
|