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< li class = "class-depth-1" >
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< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.State.html" > State< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
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< a href = "Phaser.Text.html" > Text< / a >
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< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tween.html" > Tween< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.TweenManager.html" > TweenManager< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
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< li class = "class-depth-2" >
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< / li >
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< li class = "class-depth-1" >
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< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AjaxRequest.html" > AjaxRequest< / a >
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< a href = "PIXI.AlphaMaskFilter.html" > AlphaMaskFilter< / a >
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< a href = "PIXI.AsciiFilter.html" > AsciiFilter< / a >
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< a href = "PIXI.AssetLoader.html" > AssetLoader< / a >
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< a href = "PIXI.AtlasLoader.html" > AtlasLoader< / a >
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< a href = "PIXI.BitmapFontLoader.html" > BitmapFontLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapText.html" > BitmapText< / a >
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< a href = "PIXI.BlurFilter.html" > BlurFilter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.BlurXFilter.html" > BlurXFilter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.BlurYFilter.html" > BlurYFilter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.Circle.html" > Circle< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.ColorMatrixFilter.html" > ColorMatrixFilter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.ColorStepFilter.html" > ColorStepFilter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ConvolutionFilter.html" > ConvolutionFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CrossHatchFilter.html" > CrossHatchFilter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.DisplacementFilter.html" > DisplacementFilter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.DotScreenFilter.html" > DotScreenFilter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.Ellipse.html" > Ellipse< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.FilterBlock.html" > FilterBlock< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GrayFilter.html" > GrayFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ImageLoader.html" > ImageLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionData.html" > InteractionData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionManager.html" > InteractionManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InvertFilter.html" > InvertFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.JsonLoader.html" > JsonLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Matrix.html" > Matrix< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.MovieClip.html" > MovieClip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NoiseFilter.html" > NoiseFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NormalMapFilter.html" > NormalMapFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixelateFilter.html" > PixelateFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Point.html" > Point< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Polygon.html" > Polygon< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PolyK.html" > PolyK< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rectangle.html" > Rectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RGBSplitFilter.html" > RGBSplitFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rope.html" > Rope< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SepiaFilter.html" > SepiaFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SmartBlurFilter.html" > SmartBlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Spine.html" > Spine< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpineLoader.html" > SpineLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.SpriteSheetLoader.html" > SpriteSheetLoader< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.Stage.html" > Stage< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.Strip.html" > Strip< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.Text.html" > Text< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftFilter.html" > TiltShiftFilter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftXFilter.html" > TiltShiftXFilter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftYFilter.html" > TiltShiftYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TwistFilter.html" > TwistFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
< / li >
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< / ul >
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< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
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< a href = "global.html#clone" > clone< / a >
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< a href = "global.html#createFixedLayer" > createFixedLayer< / a >
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< a href = "global.html#createFluidLayer" > createFluidLayer< / a >
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< a href = "global.html#createFullLayer" > createFullLayer< / a >
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< a href = "global.html#reset" > reset< / a >
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< a href = "global.html#setSize" > setSize< / a >
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< div id = "main" >
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< h1 class = "page-title" > Source: D:/wamp/www/phaser/src/animation/AnimationManager.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
2014-02-05 06:29:17 +00:00
* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Animation Manager is used to add, play and update Phaser Animations.
* Any Game Object such as Phaser.Sprite that supports animation contains a single AnimationManager instance.
*
* @class Phaser.AnimationManager
* @constructor
* @param {Phaser.Sprite} sprite - A reference to the Game Object that owns this AnimationManager.
*/
Phaser.AnimationManager = function (sprite) {
/**
* @property {Phaser.Sprite} sprite - A reference to the parent Sprite that owns this AnimationManager.
*/
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this.sprite = sprite;
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/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
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this.game = sprite.game;
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/**
* @property {Phaser.Frame} currentFrame - The currently displayed Frame of animation, if any.
* @default
*/
this.currentFrame = null;
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/**
* @property {Phaser.Animation} currentAnim - The currently displayed animation, if any.
* @default
*/
this.currentAnim = null;
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/**
* @property {boolean} updateIfVisible - Should the animation data continue to update even if the Sprite.visible is set to false.
* @default
*/
this.updateIfVisible = true;
/**
* @property {boolean} isLoaded - Set to true once animation data has been loaded.
* @default
*/
this.isLoaded = false;
/**
* @property {Phaser.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData.
* @private
* @default
*/
this._frameData = null;
/**
* @property {object} _anims - An internal object that stores all of the Animation instances.
* @private
*/
this._anims = {};
/**
* @property {object} _outputFrames - An internal object to help avoid gc.
* @private
*/
this._outputFrames = [];
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};
Phaser.AnimationManager.prototype = {
/**
* Loads FrameData into the internal temporary vars and resets the frame index to zero.
* This is called automatically when a new Sprite is created.
*
* @method Phaser.AnimationManager#loadFrameData
* @private
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* @param {Phaser.FrameData} frameData - The FrameData set to load.
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* @param {string|number} frame - The frame to default to.
* @return {boolean} Returns `true` if the frame data was loaded successfully, otherwise `false`
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*/
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loadFrameData: function (frameData, frame) {
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if (typeof frameData === 'undefined')
{
return false;
}
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if (this.isLoaded)
{
// We need to update the frameData that the animations are using
for (var anim in this._anims)
{
this._anims[anim].updateFrameData(frameData);
}
}
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this._frameData = frameData;
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if (typeof frame === 'undefined' || frame === null)
{
this.frame = 0;
}
else
{
if (typeof frame === 'string')
{
this.frameName = frame;
}
else
{
this.frame = frame;
}
}
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this.isLoaded = true;
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return true;
},
/**
* Loads FrameData into the internal temporary vars and resets the frame index to zero.
* This is called automatically when a new Sprite is created.
*
* @method Phaser.AnimationManager#copyFrameData
* @private
* @param {Phaser.FrameData} frameData - The FrameData set to load.
* @param {string|number} frame - The frame to default to.
* @return {boolean} Returns `true` if the frame data was loaded successfully, otherwise `false`
*/
copyFrameData: function (frameData, frame) {
this._frameData = frameData.clone();
if (this.isLoaded)
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{
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// We need to update the frameData that the animations are using
for (var anim in this._anims)
{
this._anims[anim].updateFrameData(this._frameData);
}
}
if (typeof frame === 'undefined' || frame === null)
{
this.frame = 0;
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}
else
{
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if (typeof frame === 'string')
{
this.frameName = frame;
}
else
{
this.frame = frame;
}
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}
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this.isLoaded = true;
return true;
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},
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/**
* Adds a new animation under the given key. Optionally set the frames, frame rate and loop.
* Animations added in this way are played back with the play function.
*
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* @method Phaser.AnimationManager#add
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* @param {string} name - The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk".
* @param {Array} [frames=null] - An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used.
* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.
* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.
* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings?
* @return {Phaser.Animation} The Animation object that was created.
*/
add: function (name, frames, frameRate, loop, useNumericIndex) {
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frames = frames || [];
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frameRate = frameRate || 60;
if (typeof loop === 'undefined') { loop = false; }
// If they didn't set the useNumericIndex then let's at least try and guess it
if (typeof useNumericIndex === 'undefined')
{
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if (frames & & typeof frames[0] === 'number')
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{
useNumericIndex = true;
}
else
{
useNumericIndex = false;
}
}
// Create the signals the AnimationManager will emit
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if (this.sprite.events.onAnimationStart === null)
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{
this.sprite.events.onAnimationStart = new Phaser.Signal();
this.sprite.events.onAnimationComplete = new Phaser.Signal();
this.sprite.events.onAnimationLoop = new Phaser.Signal();
}
this._outputFrames.length = 0;
this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames);
this._anims[name] = new Phaser.Animation(this.game, this.sprite, name, this._frameData, this._outputFrames, frameRate, loop);
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this.currentAnim = this._anims[name];
this.currentFrame = this.currentAnim.currentFrame;
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// this.sprite.setFrame(this.currentFrame);
// CHECK WE STILL NEED THIS - PRETTY SURE IT DOESN'T ACTUALLY DO ANYTHING!
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if (this.sprite.__tilePattern)
{
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// this.__tilePattern = false;
this.sprite.__tilePattern = false;
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this.tilingTexture = false;
}
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return this._anims[name];
},
/**
* Check whether the frames in the given array are valid and exist.
*
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* @method Phaser.AnimationManager#validateFrames
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* @param {Array} frames - An array of frames to be validated.
* @param {boolean} [useNumericIndex=true] - Validate the frames based on their numeric index (true) or string index (false)
* @return {boolean} True if all given Frames are valid, otherwise false.
*/
validateFrames: function (frames, useNumericIndex) {
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if (typeof useNumericIndex === 'undefined') { useNumericIndex = true; }
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for (var i = 0; i < frames.length; i++)
{
if (useNumericIndex === true)
{
if (frames[i] > this._frameData.total)
{
return false;
}
}
else
{
if (this._frameData.checkFrameName(frames[i]) === false)
{
return false;
}
}
}
return true;
},
/**
* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
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*
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* @method Phaser.AnimationManager#play
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
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* @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.
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* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
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* @return {Phaser.Animation} A reference to playing Animation instance.
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*/
play: function (name, frameRate, loop, killOnComplete) {
if (this._anims[name])
{
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if (this.currentAnim === this._anims[name])
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{
if (this.currentAnim.isPlaying === false)
{
this.currentAnim.paused = false;
return this.currentAnim.play(frameRate, loop, killOnComplete);
}
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return this.currentAnim;
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}
else
{
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if (this.currentAnim & & this.currentAnim.isPlaying)
{
this.currentAnim.stop();
}
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this.currentAnim = this._anims[name];
this.currentAnim.paused = false;
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this.currentFrame = this.currentAnim.currentFrame;
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return this.currentAnim.play(frameRate, loop, killOnComplete);
}
}
},
/**
* Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped.
* The currentAnim property of the AnimationManager is automatically set to the animation given.
*
* @method Phaser.AnimationManager#stop
* @param {string} [name=null] - The name of the animation to be stopped, e.g. "fire". If none is given the currently running animation is stopped.
* @param {boolean} [resetFrame=false] - When the animation is stopped should the currentFrame be set to the first frame of the animation (true) or paused on the last frame displayed (false)
*/
stop: function (name, resetFrame) {
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if (typeof resetFrame === 'undefined') { resetFrame = false; }
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if (typeof name === 'string')
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{
if (this._anims[name])
{
this.currentAnim = this._anims[name];
this.currentAnim.stop(resetFrame);
}
}
else
{
if (this.currentAnim)
{
this.currentAnim.stop(resetFrame);
}
}
},
/**
* The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events.
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*
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* @method Phaser.AnimationManager#update
* @protected
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* @return {boolean} True if a new animation frame has been set, otherwise false.
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*/
update: function () {
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if (this.updateIfVisible & & !this.sprite.visible)
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{
return false;
}
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if (this.currentAnim & & this.currentAnim.update() === true)
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{
this.currentFrame = this.currentAnim.currentFrame;
return true;
}
return false;
},
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/**
* Advances by the given number of frames in the current animation, taking the loop value into consideration.
*
* @method Phaser.AnimationManager#next
* @param {number} [quantity=1] - The number of frames to advance.
*/
next: function (quantity) {
if (this.currentAnim)
{
this.currentAnim.next(quantity);
this.currentFrame = this.currentAnim.currentFrame;
}
},
/**
* Moves backwards the given number of frames in the current animation, taking the loop value into consideration.
*
* @method Phaser.AnimationManager#previous
* @param {number} [quantity=1] - The number of frames to move back.
*/
previous: function (quantity) {
if (this.currentAnim)
{
this.currentAnim.previous(quantity);
this.currentFrame = this.currentAnim.currentFrame;
}
},
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/**
* Returns an animation that was previously added by name.
*
* @method Phaser.AnimationManager#getAnimation
* @param {string} name - The name of the animation to be returned, e.g. "fire".
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* @return {Phaser.Animation} The Animation instance, if found, otherwise null.
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*/
getAnimation: function (name) {
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if (typeof name === 'string')
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{
if (this._anims[name])
{
return this._anims[name];
}
}
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return null;
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},
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/**
* Refreshes the current frame data back to the parent Sprite and also resets the texture data.
*
* @method Phaser.AnimationManager#refreshFrame
*/
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refreshFrame: function () {
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this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
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if (this.sprite.__tilePattern)
{
this.__tilePattern = false;
this.tilingTexture = false;
}
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},
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/**
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* Destroys all references this AnimationManager contains.
* Iterates through the list of animations stored in this manager and calls destroy on each of them.
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*
* @method Phaser.AnimationManager#destroy
*/
destroy: function () {
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var anim = null;
for (var anim in this._anims)
{
if (this._anims.hasOwnProperty(anim))
{
this._anims[anim].destroy();
}
}
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this._anims = {};
this._frameData = null;
this._frameIndex = 0;
this.currentAnim = null;
this.currentFrame = null;
}
};
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Phaser.AnimationManager.prototype.constructor = Phaser.AnimationManager;
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/**
* @name Phaser.AnimationManager#frameData
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* @property {Phaser.FrameData} frameData - The current animations FrameData.
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* @readonly
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*/
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Object.defineProperty(Phaser.AnimationManager.prototype, 'frameData', {
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get: function () {
return this._frameData;
}
});
/**
* @name Phaser.AnimationManager#frameTotal
* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
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* @readonly
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*/
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Object.defineProperty(Phaser.AnimationManager.prototype, 'frameTotal', {
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get: function () {
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return this._frameData.total;
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}
});
/**
* @name Phaser.AnimationManager#paused
* @property {boolean} paused - Gets and sets the paused state of the current animation.
*/
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Object.defineProperty(Phaser.AnimationManager.prototype, 'paused', {
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get: function () {
return this.currentAnim.isPaused;
},
set: function (value) {
this.currentAnim.paused = value;
}
});
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/**
* @name Phaser.AnimationManager#name
* @property {string} name - Gets the current animation name, if set.
*/
Object.defineProperty(Phaser.AnimationManager.prototype, 'name', {
get: function () {
if (this.currentAnim)
{
return this.currentAnim.name;
}
}
});
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/**
* @name Phaser.AnimationManager#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/
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Object.defineProperty(Phaser.AnimationManager.prototype, 'frame', {
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get: function () {
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if (this.currentFrame)
{
return this._frameIndex;
}
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},
set: function (value) {
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if (typeof value === 'number' & & this._frameData.getFrame(value) !== null)
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{
this.currentFrame = this._frameData.getFrame(value);
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if (this.currentFrame)
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{
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this._frameIndex = value;
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this.sprite.setFrame(this.currentFrame);
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if (this.sprite.__tilePattern)
{
this.__tilePattern = false;
this.tilingTexture = false;
}
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}
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}
}
});
/**
* @name Phaser.AnimationManager#frameName
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
*/
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Object.defineProperty(Phaser.AnimationManager.prototype, 'frameName', {
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get: function () {
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if (this.currentFrame)
{
return this.currentFrame.name;
}
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},
set: function (value) {
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if (typeof value === 'string' & & this._frameData.getFrameByName(value) !== null)
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{
this.currentFrame = this._frameData.getFrameByName(value);
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if (this.currentFrame)
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{
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this._frameIndex = this.currentFrame.index;
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this.sprite.setFrame(this.currentFrame);
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if (this.sprite.__tilePattern)
{
this.__tilePattern = false;
this.tilingTexture = false;
}
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}
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}
else
{
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console.warn('Cannot set frameName: ' + value);
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}
}
});
< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
2013-10-02 00:16:40 +00:00
< / span >
< br / >
< span class = "jsdoc-message" >
2014-04-11 12:09:28 +00:00
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2014-11-15 20:01:46 +00:00
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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},
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