phaser/todo/TS Source/animation/AnimationManager.ts

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/// <reference path="../_definitions.ts" />
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/**
* AnimationManager
*
* Any Game Object that supports animation contains a single AnimationManager instance. It is used to add,
* play and update Phaser.Animation objects.
*
* @package Phaser.Components.AnimationManager
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
*/
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module Phaser.Components {
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export class AnimationManager {
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/**
* AnimationManager constructor
* Create a new <code>AnimationManager</code>.
*
* @param parent {Sprite} Owner sprite of this manager.
*/
constructor(parent: Phaser.Sprite) {
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this._parent = parent;
this.game = parent.game;
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this._anims = {};
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}
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/**
* Reference to Phaser.Game
*/
public game: Phaser.Game;
/**
* Local private reference to its parent game object.
*/
private _parent: Phaser.Sprite;
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/**
* Animation key-value container.
*/
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private _anims: {};
/**
* Index of current frame.
* @type {number}
*/
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private _frameIndex: number;
/**
* Data contains animation frames.
* @type {FrameData}
*/
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private _frameData: FrameData = null;
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/**
* When an animation frame changes you can choose to automatically update the physics bounds of the parent Sprite
* to the width and height of the new frame. If you've set a specific physics bounds that you don't want changed during
* animation then set this to false, otherwise leave it set to true.
* @type {bool}
*/
public autoUpdateBounds: bool = true;
/**
* Keeps track of the current animation being played.
*/
public currentAnim: Phaser.Animation;
/**
* Keeps track of the current frame of animation.
*/
public currentFrame: Phaser.Frame = null;
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/**
* Load animation frame data.
* @param frameData Data to be loaded.
*/
public loadFrameData(frameData: Phaser.FrameData) {
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this._frameData = frameData;
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this.frame = 0;
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}
/**
* Add a new animation.
* @param name {string} What this animation should be called (e.g. "run").
* @param frames {any[]} An array of numbers/strings indicating what frames to play in what order (e.g. [1, 2, 3] or ['run0', 'run1', run2]).
* @param frameRate {number} The speed in frames per second that the animation should play at (e.g. 60 fps).
* @param loop {bool} Whether or not the animation is looped or just plays once.
* @param useNumericIndex {bool} Use number indexes instead of string indexes?
* @return {Animation} The Animation that was created
*/
public add(name: string, frames: any[] = null, frameRate: number = 60, loop: bool = false, useNumericIndex: bool = true): Phaser.Animation {
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if (this._frameData == null)
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{
return;
}
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// Create the signals the AnimationManager will emit
if (this._parent.events.onAnimationStart == null)
{
this._parent.events.onAnimationStart = new Phaser.Signal;
this._parent.events.onAnimationComplete = new Phaser.Signal;
this._parent.events.onAnimationLoop = new Phaser.Signal;
}
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if (frames == null)
{
frames = this._frameData.getFrameIndexes();
}
else
{
if (this.validateFrames(frames, useNumericIndex) == false)
{
throw Error('Invalid frames given to Animation ' + name);
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return;
}
}
if (useNumericIndex == false)
{
frames = this._frameData.getFrameIndexesByName(frames);
}
this._anims[name] = new Animation(this.game, this._parent, this._frameData, name, frames, frameRate, loop);
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this.currentAnim = this._anims[name];
this.currentFrame = this.currentAnim.currentFrame;
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return this._anims[name];
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}
/**
* Check whether the frames is valid.
* @param frames {any[]} Frames to be validated.
* @param useNumericIndex {bool} Does these frames use number indexes or string indexes?
* @return {bool} True if they're valid, otherwise return false.
*/
private validateFrames(frames: any[], useNumericIndex: bool): bool {
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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;
}
}
}
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return true;
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}
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/**
* Play animation with specific name.
* @param name {string} The string name of the animation you want to play.
* @param frameRate {number} FrameRate you want to specify instead of using default.
* @param loop {bool} Whether or not the animation is looped or just plays once.
*/
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public play(name: string, frameRate: number = null, loop: bool = null): Phaser.Animation {
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if (this._anims[name])
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{
if (this.currentAnim == this._anims[name])
{
if (this.currentAnim.isPlaying == false)
{
return this.currentAnim.play(frameRate, loop);
}
}
else
{
this.currentAnim = this._anims[name];
return this.currentAnim.play(frameRate, loop);
}
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}
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}
/**
* Stop animation by name.
* Current animation will be automatically set to the stopped one.
*/
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public stop(name: string) {
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if (this._anims[name])
{
this.currentAnim = this._anims[name];
this.currentAnim.stop();
}
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}
/**
* Update animation and parent sprite's bounds.
*/
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public update() {
if (this.currentAnim && this.currentAnim.update() == true)
{
this.currentFrame = this.currentAnim.currentFrame;
this._parent.texture.width = this.currentFrame.width;
this._parent.texture.height = this.currentFrame.height;
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}
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}
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public get frameData(): FrameData {
return this._frameData;
}
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public get frameTotal(): number {
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if (this._frameData)
{
return this._frameData.total;
}
else
{
return -1;
}
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}
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public get frame(): number {
return this._frameIndex;
}
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/**
*
* @param value
*/
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public set frame(value: number) {
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if (this._frameData && this._frameData.getFrame(value) !== null)
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{
this.currentFrame = this._frameData.getFrame(value);
this._parent.texture.width = this.currentFrame.width;
this._parent.texture.height = this.currentFrame.height;
if (this.autoUpdateBounds && this._parent['body'])
{
this._parent.body.bounds.width = this.currentFrame.width;
this._parent.body.bounds.height = this.currentFrame.height;
}
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this._frameIndex = value;
}
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}
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public get frameName(): string {
return this.currentFrame.name;
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}
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public set frameName(value: string) {
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if (this._frameData && this._frameData.getFrameByName(value))
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{
this.currentFrame = this._frameData.getFrameByName(value);
this._parent.texture.width = this.currentFrame.width;
this._parent.texture.height = this.currentFrame.height;
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this._frameIndex = this.currentFrame.index;
}
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else
{
throw new Error("Cannot set frameName: " + value);
}
}
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/**
* Removes all related references
*/
public destroy() {
this._anims = {};
this._frameData = null;
this._frameIndex = 0;
this.currentAnim = null;
this.currentFrame = null;
}
}
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}