phaser/v3/src/components/Animation.js

157 lines
3.2 KiB
JavaScript
Raw Normal View History

2017-04-04 22:59:16 +00:00
/**
* The Animation Component.
* Should be as small as possible, really just playhead info.
*
* @class
*/
var Animation = function (parent)
{
// Sprite / Game Object
this.parent = parent;
this.animationManager = parent.state.sys.anims;
this.isPlaying = false;
2017-04-05 00:15:53 +00:00
// Reference to the Phaser.Animation object
2017-04-04 22:59:16 +00:00
this.currentAnim = null;
2017-04-05 00:15:53 +00:00
// Reference to the Phaser.AnimationFrame object
2017-04-04 22:59:16 +00:00
this.currentFrame = null;
2017-04-05 01:06:28 +00:00
// Scale the time (make it go faster / slower)
this.timescale = 1;
// Playhead values
// Move the playhead forward (true) or in reverse (false)
this.forward = true;
2017-04-05 00:15:53 +00:00
this.accumulator = 0;
2017-04-05 01:06:28 +00:00
this.prevTick = 0;
2017-04-04 22:59:16 +00:00
this.nextTick = 0;
2017-04-05 01:06:28 +00:00
this.repeatCounter = 0;
this.pendingRepeat = false;
2017-04-04 22:59:16 +00:00
};
Animation.prototype.constructor = Animation;
Animation.prototype = {
2017-04-05 01:06:28 +00:00
updateAnimation: function (animation)
{
this.currentAnim = animation;
},
updateFrame: function (animationFrame)
{
this.currentFrame = animationFrame;
this.parent.texture = animationFrame.frame.texture;
this.parent.frame = animationFrame.frame;
},
2017-04-04 22:59:16 +00:00
load: function (key, startFrame)
{
if (startFrame === undefined) { startFrame = 0; }
2017-04-05 00:15:53 +00:00
if (this.isPlaying)
{
this.stop();
}
2017-04-04 22:59:16 +00:00
// Load the new animation in
2017-04-05 00:15:53 +00:00
this.animationManager.load(this, key, startFrame);
2017-04-04 22:59:16 +00:00
},
delayedPlay: function (delay, key, startFrame)
{
this.play(key, startFrame);
this.nextTick += (delay * 1000);
return this.parent;
},
2017-04-04 22:59:16 +00:00
play: function (key, startFrame)
{
if (startFrame === undefined) { startFrame = 0; }
this.load(key, startFrame);
2017-04-05 01:06:28 +00:00
// Should give us 9,007,199,254,740,991 safe repeats
this.repeatCounter = (this.currentAnim.repeat === -1) ? Number.MAX_SAFE_INTEGER : this.currentAnim.repeat;
2017-04-05 00:15:53 +00:00
this.currentAnim.getFirstTick(this);
2017-04-04 22:59:16 +00:00
2017-04-05 01:06:28 +00:00
this.forward = true;
2017-04-05 00:15:53 +00:00
this.isPlaying = true;
this.pendingRepeat = false;
return this.parent;
2017-04-04 22:59:16 +00:00
},
2017-04-05 01:06:28 +00:00
// Example data:
// timestamp = 2356.534000020474
// frameDelta = 17.632333353807383 (diff since last timestamp?)
update: function (timestamp)
2017-04-04 22:59:16 +00:00
{
2017-04-05 00:15:53 +00:00
if (this.isPlaying)
2017-04-04 22:59:16 +00:00
{
this.accumulator += (timestamp - this.prevTick) * this.timescale;
this.prevTick = timestamp;
2017-04-05 00:15:53 +00:00
if (this.accumulator >= this.nextTick)
{
this.currentAnim.setFrame(this);
}
2017-04-04 22:59:16 +00:00
}
2017-04-05 01:06:28 +00:00
},
stop: function ()
{
this.isPlaying = false;
return this.parent;
2017-04-05 14:27:26 +00:00
},
// How far through the current animation are we?
// Value between 0 and 1
// I.e. [a,b,c,d,e,f] if on frame c progress would be 0.5
// TODO: Add value argument
progress: function ()
{
var p = this.currentFrame.index / this.currentAnim.frames.length;
if (!this.forward)
{
p = 1 - p;
}
return p;
2017-04-04 22:59:16 +00:00
}
};
2017-04-05 14:27:26 +00:00
Object.defineProperties(Animation.prototype, {
totalFrames: {
enumerable: true,
get: function ()
{
return this.currentAnim.frames.length;
}
}
});
2017-04-04 22:59:16 +00:00
module.exports = Animation;