phaser/v3/src/animation/frame/Animation.js

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var Class = require('../../utils/Class');
var GetValue = require('../../utils/object/GetValue');
var GetFrames = require('./GetFrames');
// 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
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
this.frames = GetFrames(manager.textureManager, GetValue(config, 'frames', []));
// 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.events.on('PAUSE_ALL_ANIMATION_EVENT', this.pause.bind(this));
this.manager.events.on('RESUME_ALL_ANIMATION_EVENT', this.resume.bind(this));
},
addFrame: require('./AddFrame'),
addFrameAt: require('./AddFrameAt'),
checkFrame: require('./CheckFrame'),
completeAnimation: require('./CompleteAnimation'),
getFirstTick: require('./GetFirstTick'),
getFrameAt: require('./GetFrameAt'),
getNextTick: require('./GetNextTick'),
load: require('./Load'),
nextFrame: require('./NextFrame'),
previousFrame: require('./PreviousFrame'),
removeFrame: require('./RemoveFrame'),
removeFrameAt: require('./RemoveFrameAt'),
repeatAnimation: require('./RepeatAnimation'),
setFrame: require('./SetFrame'),
toJSON: require('./ToJSON'),
updateFrameSequence: require('./UpdateFrameSequence'),
pause: function ()
{
this.paused = true;
},
resume: function ()
{
this.paused = false;
},
destroy: function ()
{
}
});
module.exports = Animation;