mirror of
https://github.com/photonstorm/phaser
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154 lines
6 KiB
JavaScript
154 lines
6 KiB
JavaScript
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/// <reference path="../_definitions.ts" />
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/**
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* Animation
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*
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* An Animation instance contains a single animation and the controls to play it.
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* It is created by the AnimationManager and belongs to Game Objects such as Sprite.
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*
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* @package Phaser.Animation
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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*/
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var Phaser;
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(function (Phaser) {
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var Animation = (function () {
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/**
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* Animation constructor
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* Create a new <code>Animation</code>.
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*
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* @param parent {Sprite} Owner sprite of this animation.
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* @param frameData {FrameData} The FrameData object contains animation data.
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* @param name {string} Unique name of this animation.
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* @param frames {number[]/string[]} An array of numbers or strings indicating what frames to play in what order.
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* @param delay {number} Time between frames in ms.
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* @param looped {bool} Whether or not the animation is looped or just plays once.
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*/
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function Animation(game, parent, frameData, name, frames, delay, looped) {
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this.game = game;
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this._parent = parent;
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this._frames = frames;
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this._frameData = frameData;
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this.name = name;
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this.delay = 1000 / delay;
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this.looped = looped;
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this.isFinished = false;
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this.isPlaying = false;
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this._frameIndex = 0;
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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}
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Object.defineProperty(Animation.prototype, "frameTotal", {
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get: function () {
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return this._frames.length;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Animation.prototype, "frame", {
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get: function () {
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if(this.currentFrame !== null) {
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return this.currentFrame.index;
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} else {
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return this._frameIndex;
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}
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},
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set: function (value) {
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this.currentFrame = this._frameData.getFrame(value);
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if(this.currentFrame !== null) {
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this._parent.texture.width = this.currentFrame.width;
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this._parent.texture.height = this.currentFrame.height;
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this._frameIndex = value;
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}
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},
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enumerable: true,
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configurable: true
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});
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Animation.prototype.play = /**
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* Play this animation.
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* @param frameRate {number} FrameRate you want to specify instead of using default.
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* @param loop {bool} Whether or not the animation is looped or just plays once.
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*/
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function (frameRate, loop) {
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if (typeof frameRate === "undefined") { frameRate = null; }
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if (typeof loop === "undefined") { loop = null; }
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if(frameRate !== null) {
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this.delay = 1000 / frameRate;
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}
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if(loop !== null) {
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// If they set a new loop value then use it, otherwise use the default set on creation
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this.looped = loop;
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}
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this.isPlaying = true;
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this.isFinished = false;
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this._timeLastFrame = this.game.time.now;
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this._timeNextFrame = this.game.time.now + this.delay;
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this._frameIndex = 0;
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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this._parent.events.onAnimationStart.dispatch(this._parent, this);
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return this;
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};
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Animation.prototype.restart = /**
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* Play this animation from the first frame.
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*/
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function () {
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this.isPlaying = true;
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this.isFinished = false;
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this._timeLastFrame = this.game.time.now;
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this._timeNextFrame = this.game.time.now + this.delay;
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this._frameIndex = 0;
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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};
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Animation.prototype.stop = /**
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* Stop playing animation and set it finished.
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*/
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function () {
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this.isPlaying = false;
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this.isFinished = true;
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};
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Animation.prototype.update = /**
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* Update animation frames.
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*/
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function () {
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if(this.isPlaying == true && this.game.time.now >= this._timeNextFrame) {
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this._frameIndex++;
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if(this._frameIndex == this._frames.length) {
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if(this.looped) {
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this._frameIndex = 0;
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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this._parent.events.onAnimationLoop.dispatch(this._parent, this);
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} else {
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this.onComplete();
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}
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} else {
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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}
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this._timeLastFrame = this.game.time.now;
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this._timeNextFrame = this.game.time.now + this.delay;
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return true;
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}
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return false;
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};
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Animation.prototype.destroy = /**
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* Clean up animation memory.
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*/
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function () {
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this.game = null;
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this._parent = null;
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this._frames = null;
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this._frameData = null;
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this.currentFrame = null;
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this.isPlaying = false;
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};
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Animation.prototype.onComplete = /**
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* Animation complete callback method.
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*/
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function () {
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this.isPlaying = false;
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this.isFinished = true;
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this._parent.events.onAnimationComplete.dispatch(this._parent, this);
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};
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return Animation;
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})();
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Phaser.Animation = Animation;
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})(Phaser || (Phaser = {}));
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