phaser/src/gameobjects/components/Animation.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = require('../../utils/Class');
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/**
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* @classdesc
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* A Game Object Animation Controller.
*
* This controller lives as an instance within a Game Object, accessible as `sprite.anims`.
*
* @class Animation
* @memberOf Phaser.GameObjects.Components
* @constructor
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} parent - The Game Object to which this animation controller belongs.
*/
var Animation = new Class({
initialize:
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function Animation (parent)
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{
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/**
* The Game Object to which this animation controller belongs.
*
* @name Phaser.GameObjects.Components.Animation#parent
* @type {Phaser.GameObjects.GameObject}
* @since 3.0.0
*/
this.parent = parent;
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/**
* A reference to the global Animation Manager.
*
* @name Phaser.GameObjects.Components.Animation#animationManager
* @type {Phaser.Animations.AnimationManager}
* @since 3.0.0
*/
this.animationManager = parent.scene.sys.anims;
this.animationManager.once('remove', this.remove, this);
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/**
* Is an animation currently playing or not?
*
* @name Phaser.GameObjects.Components.Animation#isPlaying
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.isPlaying = false;
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/**
* The current Animation loaded into this Animation Controller.
*
* @name Phaser.GameObjects.Components.Animation#currentAnim
* @type {?Phaser.Animations.Animation}
* @default null
* @since 3.0.0
*/
this.currentAnim = null;
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/**
* The current AnimationFrame being displayed by this Animation Controller.
*
* @name Phaser.GameObjects.Components.Animation#currentFrame
* @type {?Phaser.Animations.AnimationFrame}
* @default null
* @since 3.0.0
*/
this.currentFrame = null;
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/**
* Time scale factor.
*
* @name Phaser.GameObjects.Components.Animation#_timeScale
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
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this._timeScale = 1;
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/**
* The frame rate of playback in frames per second.
* The default is 24 if the `duration` property is `null`.
*
* @name Phaser.GameObjects.Components.Animation#frameRate
* @type {number}
* @default 0
* @since 3.0.0
*/
this.frameRate = 0;
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/**
* How long the animation should play for, in milliseconds.
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* If the `frameRate` property has been set then it overrides this value,
* otherwise the `frameRate` is derived from `duration`.
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*
* @name Phaser.GameObjects.Components.Animation#duration
* @type {number}
* @default 0
* @since 3.0.0
*/
this.duration = 0;
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/**
* ms per frame, not including frame specific modifiers that may be present in the Animation data.
*
* @name Phaser.GameObjects.Components.Animation#msPerFrame
* @type {number}
* @default 0
* @since 3.0.0
*/
this.msPerFrame = 0;
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/**
* Skip frames if the time lags, or always advanced anyway?
*
* @name Phaser.GameObjects.Components.Animation#skipMissedFrames
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.skipMissedFrames = true;
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/**
* A delay before starting playback, in milliseconds.
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*
* @name Phaser.GameObjects.Components.Animation#_delay
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._delay = 0;
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/**
* Number of times to repeat the animation (-1 for infinity)
*
* @name Phaser.GameObjects.Components.Animation#_repeat
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._repeat = 0;
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/**
* Delay before the repeat starts, in milliseconds.
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*
* @name Phaser.GameObjects.Components.Animation#_repeatDelay
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._repeatDelay = 0;
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/**
* Should the animation yoyo? (reverse back down to the start) before repeating?
*
* @name Phaser.GameObjects.Components.Animation#_yoyo
* @type {boolean}
* @private
* @default false
* @since 3.0.0
*/
this._yoyo = false;
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/**
* Will the playhead move forwards (`true`) or in reverse (`false`)
*
* @name Phaser.GameObjects.Components.Animation#forward
* @type {boolean}
* @default true
* @since 3.0.0
*/
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this.forward = true;
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/**
* Internal time overflow accumulator.
*
* @name Phaser.GameObjects.Components.Animation#accumulator
* @type {number}
* @default 0
* @since 3.0.0
*/
this.accumulator = 0;
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/**
* The time point at which the next animation frame will change.
*
* @name Phaser.GameObjects.Components.Animation#nextTick
* @type {number}
* @default 0
* @since 3.0.0
*/
this.nextTick = 0;
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/**
* An internal counter keeping track of how many repeats are left to play.
*
* @name Phaser.GameObjects.Components.Animation#repeatCounter
* @type {number}
* @default 0
* @since 3.0.0
*/
this.repeatCounter = 0;
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/**
* An internal flag keeping track of pending repeats.
*
* @name Phaser.GameObjects.Components.Animation#pendingRepeat
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.pendingRepeat = false;
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/**
* Is the Animation paused?
*
* @name Phaser.GameObjects.Components.Animation#_paused
* @type {boolean}
* @private
* @default false
* @since 3.0.0
*/
this._paused = false;
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/**
* Was the animation previously playing before being paused?
*
* @name Phaser.GameObjects.Components.Animation#_wasPlaying
* @type {boolean}
* @private
* @default false
* @since 3.0.0
*/
this._wasPlaying = false;
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/**
* Container for the callback arguments.
*
* @name Phaser.GameObjects.Components.Animation#_callbackArgs
* @type {array}
* @private
* @since 3.0.0
*/
this._callbackArgs = [ parent, null ];
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/**
* Container for the update arguments.
*
* @name Phaser.GameObjects.Components.Animation#_updateParams
* @type {array}
* @private
* @since 3.0.0
*/
this._updateParams = [];
},
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/**
* Sets the amount of time, in milliseconds, that the animation will be delayed before starting playback.
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*
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* @method Phaser.GameObjects.Components.Animation#delay
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* @since 3.4.0
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*
* @param {integer} [value=0] - The amount of time, in milliseconds, to wait before starting playback.
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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setDelay: function (value)
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{
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if (value === undefined) { value = 0; }
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this._delay = value;
return this.parent;
},
/**
* Gets the amount of time, in milliseconds that the animation will be delayed before starting playback.
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*
* @method Phaser.GameObjects.Components.Animation#delay
* @since 3.4.0
*
* @return {integer} The amount of time, in milliseconds, the Animation will wait before starting playback.
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*/
getDelay: function ()
{
return this._delay;
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},
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/**
* Waits for the specified delay, in milliseconds, then starts playback of the requested animation.
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*
* @method Phaser.GameObjects.Components.Animation#delayedPlay
* @since 3.0.0
*
* @param {integer} delay - The delay, in milliseconds, to wait before starting the animation playing.
* @param {string} key - The key of the animation to play.
* @param {integer} [startFrame=0] - The frame of the animation to start from.
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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delayedPlay: function (delay, key, startFrame)
{
this.play(key, true, startFrame);
this.nextTick += (delay * 1000);
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return this.parent;
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},
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/**
* Returns the key of the animation currently loaded into this component.
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*
* @method Phaser.GameObjects.Components.Animation#getCurrentKey
* @since 3.0.0
*
* @return {string} The key of the Animation loaded into this component.
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*/
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getCurrentKey: function ()
{
if (this.currentAnim)
{
return this.currentAnim.key;
}
},
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/**
* Internal method used to load an animation into this component.
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*
* @method Phaser.GameObjects.Components.Animation#load
* @protected
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* @since 3.0.0
*
* @param {string} key - [description]
* @param {integer} [startFrame=0] - [description]
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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load: function (key, startFrame)
{
if (startFrame === undefined) { startFrame = 0; }
if (this.isPlaying)
{
this.stop();
}
// Load the new animation in
this.animationManager.load(this, key, startFrame);
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return this.parent;
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},
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/**
* Pause the current animation and set the `isPlaying` property to `false`.
* You can optionally pause it at a specific frame.
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*
* @method Phaser.GameObjects.Components.Animation#pause
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationFrame} [atFrame] - An optional frame to set after pausing the animation.
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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pause: function (atFrame)
{
if (!this._paused)
{
this._paused = true;
this._wasPlaying = this.isPlaying;
this.isPlaying = false;
}
if (atFrame !== undefined)
{
this.updateFrame(atFrame);
}
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return this.parent;
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},
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/**
* Resumes playback of a paused animation and sets the `isPlaying` property to `true`.
* You can optionally tell it to start playback from a specific frame.
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*
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* @method Phaser.GameObjects.Components.Animation#resume
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* @since 3.0.0
*
* @param {Phaser.Animations.AnimationFrame} [fromFrame] - An optional frame to set before restarting playback.
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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resume: function (fromFrame)
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{
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if (this._paused)
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{
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this._paused = false;
this.isPlaying = this._wasPlaying;
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}
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if (fromFrame !== undefined)
{
this.updateFrame(fromFrame);
}
return this.parent;
},
/**
* `true` if the current animation is paused, otherwise `false`.
*
* @name Phaser.GameObjects.Components.Animation#isPaused
* @readOnly
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* @type {boolean}
* @since 3.4.0
*/
isPaused: {
get: function ()
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{
return this._paused;
}
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},
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/**
* Plays an Animation on the Game Object that owns this Animation Component.
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*
* @method Phaser.GameObjects.Components.Animation#play
* @since 3.0.0
*
* @param {string} key - The string-based key of the animation to play, as defined previously in the Animation Manager.
* @param {boolean} [ignoreIfPlaying=false] - If an animation is already playing then ignore this call.
* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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play: function (key, ignoreIfPlaying, startFrame)
{
if (ignoreIfPlaying === undefined) { ignoreIfPlaying = false; }
if (startFrame === undefined) { startFrame = 0; }
if (ignoreIfPlaying && this.isPlaying && this.currentAnim.key === key)
{
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return this.parent;
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}
this.load(key, startFrame);
var anim = this.currentAnim;
var gameObject = this.parent;
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// Should give us 9,007,199,254,740,991 safe repeats
this.repeatCounter = (this._repeat === -1) ? Number.MAX_VALUE : this._repeat;
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anim.getFirstTick(this);
this.forward = true;
this.isPlaying = true;
this.pendingRepeat = false;
if (anim.showOnStart)
{
gameObject.visible = true;
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}
if (anim.onStart)
{
anim.onStart.apply(anim.callbackScope, this._callbackArgs.concat(anim.onStartParams));
}
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return gameObject;
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},
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/**
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* Returns a value between 0 and 1 indicating how far this animation is through, ignoring repeats and yoyos.
* If the animation has a non-zero repeat defined, `getProgress` and `getTotalProgress` will be different
* because `getProgress` doesn't include any repeats or repeat delays, whereas `getTotalProgress` does.
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*
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* @method Phaser.GameObjects.Components.Animation#getProgress
* @since 3.4.0
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*
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* @return {float} The progress of the current animation, between 0 and 1.
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*/
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getProgress: function ()
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{
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var p = this.currentFrame.progress;
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if (!this.forward)
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{
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p = 1 - p;
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}
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return p;
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},
/**
* Takes a value between 0 and 1 and uses it to set how far this animation is through playback.
* Does not factor in repeats or yoyos.
*
* @method Phaser.GameObjects.Components.Animation#setProgress
* @todo
* @since 3.4.0
*
* @param {float} [value=0] - [description]
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
setProgress: function (value)
{
return this.parent;
},
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/**
* [description]
*
* @method Phaser.GameObjects.Components.Animation#remove
* @since 3.0.0
*
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* @param {Phaser.Animations.Animation} [event] - [description]
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*/
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remove: function (event)
{
if (event === undefined) { event = this.currentAnim; }
if (this.isPlaying && event.key === this.currentAnim.key)
{
this.stop();
this.setCurrentFrame(this.currentAnim.frames[0]);
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}
},
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/**
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* Gets the number of times that the animation will repeat
* after its first iteration. For example, if returns 1, the animation will
* play a total of twice (the initial play plus 1 repeat).
* A value of -1 means the animation will repeat indefinitely.
*
* @method Phaser.GameObjects.Components.Animation#getRepeat
* @since 3.4.0
*
* @return {integer} The number of times that the animation will repeat.
*/
getRepeat: function ()
{
return this._repeat;
},
/**
* Sets the number of times that the animation should repeat
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* after its first iteration. For example, if repeat is 1, the animation will
* play a total of twice (the initial play plus 1 repeat).
* To repeat indefinitely, use -1. repeat should always be an integer.
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*
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* @method Phaser.GameObjects.Components.Animation#setRepeat
* @since 3.4.0
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*
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* @param {integer} value - [description]
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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setRepeat: function (value)
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{
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this._repeat = value;
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this.repeatCounter = 0;
return this.parent;
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},
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/**
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* Gets the amount of delay between repeats, if any.
*
* @method Phaser.GameObjects.Components.Animation#getRepeatDelay
* @since 3.4.0
*
* @return {number} The delay between repeats.
*/
getRepeatDelay: function ()
{
return this._repeatDelay;
},
/**
* Sets the amount of time in seconds between repeats.
* For example, if `repeat` is 2 and `repeatDelay` is 10, the animation will play initially,
* then wait for 10 seconds before repeating, then play again, then wait another 10 seconds
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* before doing its final repeat.
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*
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* @method Phaser.GameObjects.Components.Animation#setRepeatDelay
* @since 3.4.0
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*
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* @param {number} value - The delay to wait between repeats, in seconds.
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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setRepeatDelay: function (value)
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{
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this._repeatDelay = value;
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return this.parent;
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},
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/**
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* Restarts the current animation from its beginning, optionally including its delay value.
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*
* @method Phaser.GameObjects.Components.Animation#restart
* @since 3.0.0
*
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* @param {boolean} [includeDelay=false] - [description]
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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restart: function (includeDelay)
{
if (includeDelay === undefined) { includeDelay = false; }
this.currentAnim.getFirstTick(this, includeDelay);
this.forward = true;
this.isPlaying = true;
this.pendingRepeat = false;
this._paused = false;
// Set frame
this.updateFrame(this.currentAnim.frames[0]);
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return this.parent;
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},
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/**
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* Stops the current animation from playing and optionally dispatches any onComplete callbacks.
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*
* @method Phaser.GameObjects.Components.Animation#stop
* @since 3.0.0
*
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* @param {boolean} [dispatchCallbacks=false] - [description]
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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stop: function (dispatchCallbacks)
{
if (dispatchCallbacks === undefined) { dispatchCallbacks = false; }
this.isPlaying = false;
var anim = this.currentAnim;
if (dispatchCallbacks && anim.onComplete)
{
anim.onComplete.apply(anim.callbackScope, this._callbackArgs.concat(anim.onCompleteParams));
}
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return this.parent;
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},
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/**
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* Sets the Time Scale factor, allowing you to make the animation go go faster or slower than default.
* Where 1 = normal speed (the default), 0.5 = half speed, 2 = double speed, etc.
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*
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* @method Phaser.GameObjects.Components.Animation#setTimeScale
* @since 3.4.0
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*
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* @param {number} [value=1] - The time scale factor, where 1 is no change, 0.5 is half speed, etc.
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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setTimeScale: function (value)
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{
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if (value === undefined) { value = 1; }
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this._timeScale = value;
return this.parent;
},
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/**
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* Gets the Time Scale factor.
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*
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* @method Phaser.GameObjects.Components.Animation#getTimeScale
* @since 3.4.0
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*
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* @return {number} The Time Scale value.
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*/
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getTimeScale: function ()
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{
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return this._timeScale;
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},
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/**
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* Returns the total number of frames in this animation.
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*
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* @method Phaser.GameObjects.Components.Animation#getTotalFrames
* @since 3.4.0
*
* @return {integer} The total number of frames in this animation.
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*/
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getTotalFrames: function ()
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{
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return this.currentAnim.frames.length;
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},
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/**
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* The internal update loop for the Animation Component.
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*
* @method Phaser.GameObjects.Components.Animation#update
* @since 3.0.0
*
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* @param {number} timestamp - [description]
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* @param {number} delta - The delta time, in ms, elapsed since the last frame.
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*/
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update: function (timestamp, delta)
{
if (!this.isPlaying || this.currentAnim.paused)
{
return;
}
this.accumulator += delta * this._timeScale;
if (this.accumulator >= this.nextTick)
{
this.currentAnim.setFrame(this);
}
},
/**
* Sets the given Animation Frame as being the current frame
* and applies it to the parent Game Object, adjusting its size and origin as needed.
*
* @method Phaser.GameObjects.Components.Animation#setCurrentFrame
* @since 3.4.0
*
* @param {Phaser.Animations.AnimationFrame} animationFrame - The Animation Frame to set as being current.
*
* @return {Phaser.GameObjects.GameObject} The Game Object this Animation Component belongs to.
*/
setCurrentFrame: function (animationFrame)
{
var gameObject = this.parent;
this.currentFrame = animationFrame;
gameObject.texture = animationFrame.frame.texture;
gameObject.frame = animationFrame.frame;
gameObject.setSizeToFrame();
if (animationFrame.frame.customPivot)
{
gameObject.setOrigin(animationFrame.frame.pivotX, animationFrame.frame.pivotY);
}
else
{
gameObject.updateDisplayOrigin();
}
return gameObject;
},
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/**
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* Internal frame change handler.
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*
* @method Phaser.GameObjects.Components.Animation#updateFrame
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* @private
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* @since 3.0.0
*
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* @param {Phaser.Animations.AnimationFrame} animationFrame - [description]
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*/
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updateFrame: function (animationFrame)
{
var gameObject = this.setCurrentFrame(animationFrame);
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if (this.isPlaying)
{
if (animationFrame.setAlpha)
{
gameObject.alpha = animationFrame.alpha;
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}
var anim = this.currentAnim;
if (anim.onUpdate)
{
anim.onUpdate.apply(anim.callbackScope, this._updateParams);
}
if (animationFrame.onUpdate)
{
animationFrame.onUpdate(gameObject, animationFrame);
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}
}
},
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/**
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* Sets if the current Animation will yoyo when it reaches the end.
* A yoyo'ing animation will play through consecutively, and then reverse-play back to the start again.
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*
* @method Phaser.GameObjects.Components.Animation#setYoyo
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* @since 3.4.0
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*
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* @param {boolean} [value=false] - `true` if the animation should yoyo, `false` to not.
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object this Animation Component belongs to.
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*/
setYoyo: function (value)
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{
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if (value === undefined) { value = false; }
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this._yoyo = value;
return this.parent;
},
/**
* Gets if the current Animation will yoyo when it reaches the end.
* A yoyo'ing animation will play through consecutively, and then reverse-play back to the start again.
*
* @method Phaser.GameObjects.Components.Animation#getYoyo
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* @since 3.4.0
*
* @return {boolean} `true` if the animation is set to yoyo, `false` if not.
*/
getYoyo: function ()
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{
return this._yoyo;
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},
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/**
* [description]
*
* @method Phaser.GameObjects.Components.Animation#destroy
* @since 3.0.0
*/
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destroy: function ()
{
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this.animationManager.off('remove', this.remove, this);
this.animationManager = null;
this.parent = null;
this.currentAnim = null;
this.currentFrame = null;
this._callbackArgs = [];
this._updateParams = [];
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}
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});
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module.exports = Animation;