phaser/src/animations/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 Clamp = require('../math/Clamp');
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var Class = require('../utils/Class');
var FindClosestInSorted = require('../utils/array/FindClosestInSorted');
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var Frame = require('./AnimationFrame');
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var GetValue = require('../utils/object/GetValue');
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/**
* @typedef {object} JSONAnimation
*
* @property {string} key - The key that the animation will be associated with. i.e. sprite.animations.play(key)
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* @property {string} type - A frame based animation (as opposed to a bone based animation)
* @property {JSONAnimationFrame[]} frames - [description]
* @property {integer} frameRate - The frame rate of playback in frames per second (default 24 if duration is null)
* @property {integer} duration - How long the animation should play for in milliseconds. If not given its derived from frameRate.
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* @property {boolean} skipMissedFrames - Skip frames if the time lags, or always advanced anyway?
* @property {integer} delay - Delay before starting playback. Value given in milliseconds.
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* @property {integer} repeat - Number of times to repeat the animation (-1 for infinity)
* @property {integer} repeatDelay - Delay before the animation repeats. Value given in milliseconds.
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* @property {boolean} yoyo - Should the animation yoyo? (reverse back down to the start) before repeating?
* @property {boolean} showOnStart - Should sprite.visible = true when the animation starts to play?
* @property {boolean} hideOnComplete - Should sprite.visible = false when the animation finishes?
*/
/**
* @typedef {object} AnimationFrameConfig
*
* @property {string} key - The key that the animation will be associated with. i.e. sprite.animations.play(key)
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* @property {(string|number)} frame - [description]
* @property {number} [duration=0] - [description]
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* @property {boolean} [visible] - [description]
*/
/**
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* @typedef {object} AnimationConfig
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*
* @property {string} [key] - The key that the animation will be associated with. i.e. sprite.animations.play(key)
* @property {AnimationFrameConfig[]} [frames] - An object containing data used to generate the frames for the animation
* @property {string} [defaultTextureKey=null] - The key of the texture all frames of the animation will use. Can be overridden on a per frame basis.
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* @property {integer} [frameRate] - The frame rate of playback in frames per second (default 24 if duration is null)
* @property {integer} [duration] - How long the animation should play for in milliseconds. If not given its derived from frameRate.
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* @property {boolean} [skipMissedFrames=true] - Skip frames if the time lags, or always advanced anyway?
* @property {integer} [delay=0] - Delay before starting playback. Value given in milliseconds.
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* @property {integer} [repeat=0] - Number of times to repeat the animation (-1 for infinity)
* @property {integer} [repeatDelay=0] - Delay before the animation repeats. Value given in milliseconds.
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* @property {boolean} [yoyo=false] - Should the animation yoyo? (reverse back down to the start) before repeating?
* @property {boolean} [showOnStart=false] - Should sprite.visible = true when the animation starts to play?
* @property {boolean} [hideOnComplete=false] - Should sprite.visible = false when the animation finishes?
*/
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/**
* @classdesc
* A Frame based Animation.
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*
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* This consists of a key, some default values (like the frame rate) and a bunch of Frame objects.
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*
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* The Animation Manager creates these. Game Objects don't own an instance of these directly.
* Game Objects have the Animation Component, which are like playheads to global Animations (these objects)
* So multiple Game Objects can have playheads all pointing to this one Animation instance.
*
* @class Animation
* @memberOf Phaser.Animations
* @constructor
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationManager} manager - [description]
* @param {string} key - [description]
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* @param {AnimationConfig} config - [description]
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*/
var Animation = new Class({
initialize:
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function Animation (manager, key, config)
{
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/**
* A reference to the global Animation Manager
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*
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* @name Phaser.Animations.Animation#manager
* @type {Phaser.Animations.AnimationManager}
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* @since 3.0.0
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*/
this.manager = manager;
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/**
* The unique identifying string for this animation
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*
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* @name Phaser.Animations.Animation#key
* @type {string}
* @since 3.0.0
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*/
this.key = key;
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/**
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* A frame based animation (as opposed to a bone based animation)
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*
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* @name Phaser.Animations.Animation#type
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* @type {string}
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* @default frame
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* @since 3.0.0
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*/
this.type = 'frame';
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/**
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* Extract all the frame data into the frames array
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*
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* @name Phaser.Animations.Animation#frames
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* @type {Phaser.Animations.AnimationFrame[]}
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* @since 3.0.0
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*/
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this.frames = this.getFrames(
manager.textureManager,
GetValue(config, 'frames', []),
GetValue(config, 'defaultTextureKey', null)
);
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/**
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* The frame rate of playback in frames per second (default 24 if duration is null)
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*
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* @name Phaser.Animations.Animation#frameRate
* @type {integer}
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* @default 24
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* @since 3.0.0
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*/
this.frameRate = GetValue(config, 'frameRate', null);
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/**
* How long the animation should play for, in milliseconds.
* If the `frameRate` property has been set then it overrides this value,
* otherwise the `frameRate` is derived from `duration`.
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*
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* @name Phaser.Animations.Animation#duration
* @type {integer}
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* @since 3.0.0
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*/
this.duration = GetValue(config, 'duration', null);
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if (this.duration === null && this.frameRate === null)
{
// No duration or frameRate given, use default frameRate of 24fps
this.frameRate = 24;
this.duration = (this.frameRate / this.frames.length) * 1000;
}
else if (this.duration && this.frameRate === null)
{
// Duration given but no frameRate, so set the frameRate based on duration
// I.e. 12 frames in the animation, duration = 4000 ms
// So frameRate is 12 / (4000 / 1000) = 3 fps
this.frameRate = this.frames.length / (this.duration / 1000);
}
else
{
// frameRate given, derive duration from it (even if duration also specified)
// I.e. 15 frames in the animation, frameRate = 30 fps
// So duration is 15 / 30 = 0.5 * 1000 (half a second, or 500ms)
this.duration = (this.frames.length / this.frameRate) * 1000;
}
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/**
* How many ms per frame, not including frame specific modifiers.
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*
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* @name Phaser.Animations.Animation#msPerFrame
* @type {integer}
* @since 3.0.0
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*/
this.msPerFrame = 1000 / this.frameRate;
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/**
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* Skip frames if the time lags, or always advanced anyway?
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*
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* @name Phaser.Animations.Animation#skipMissedFrames
* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
this.skipMissedFrames = GetValue(config, 'skipMissedFrames', true);
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/**
* The delay in ms before the playback will begin.
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*
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* @name Phaser.Animations.Animation#delay
* @type {integer}
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* @default 0
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* @since 3.0.0
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*/
this.delay = GetValue(config, 'delay', 0);
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/**
* Number of times to repeat the animation. Set to -1 to repeat forever.
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*
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* @name Phaser.Animations.Animation#repeat
* @type {integer}
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* @default 0
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* @since 3.0.0
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*/
this.repeat = GetValue(config, 'repeat', 0);
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/**
* The delay in ms before the a repeat playthrough starts.
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*
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* @name Phaser.Animations.Animation#repeatDelay
* @type {integer}
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* @default 0
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* @since 3.0.0
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*/
this.repeatDelay = GetValue(config, 'repeatDelay', 0);
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/**
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* Should the animation yoyo? (reverse back down to the start) before repeating?
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*
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* @name Phaser.Animations.Animation#yoyo
* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
this.yoyo = GetValue(config, 'yoyo', false);
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/**
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* Should sprite.visible = true when the animation starts to play?
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*
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* @name Phaser.Animations.Animation#showOnStart
* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
this.showOnStart = GetValue(config, 'showOnStart', false);
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/**
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* Should sprite.visible = false when the animation finishes?
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*
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* @name Phaser.Animations.Animation#hideOnComplete
* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
this.hideOnComplete = GetValue(config, 'hideOnComplete', false);
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/**
* Global pause. All Game Objects using this Animation instance are impacted by this property.
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*
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* @name Phaser.Animations.Animation#paused
* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
this.paused = false;
this.manager.on('pauseall', this.pause, this);
this.manager.on('resumeall', this.resume, this);
},
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/**
* Add frames to the end of the animation.
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*
* @method Phaser.Animations.Animation#addFrame
* @since 3.0.0
*
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* @param {(string|AnimationFrameConfig[])} config - [description]
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*
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* @return {Phaser.Animations.Animation} This Animation object.
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*/
addFrame: function (config)
{
return this.addFrameAt(this.frames.length, config);
},
/**
* Add frame/s into the animation.
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*
* @method Phaser.Animations.Animation#addFrameAt
* @since 3.0.0
*
* @param {integer} index - [description]
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* @param {(string|AnimationFrameConfig[])} config - [description]
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*
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* @return {Phaser.Animations.Animation} This Animation object.
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*/
addFrameAt: function (index, config)
{
var newFrames = this.getFrames(this.manager.textureManager, config);
if (newFrames.length > 0)
{
if (index === 0)
{
this.frames = newFrames.concat(this.frames);
}
else if (index === this.frames.length)
{
this.frames = this.frames.concat(newFrames);
}
else
{
var pre = this.frames.slice(0, index);
var post = this.frames.slice(index);
this.frames = pre.concat(newFrames, post);
}
this.updateFrameSequence();
}
return this;
},
/**
* Check if the given frame index is valid.
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*
* @method Phaser.Animations.Animation#checkFrame
* @since 3.0.0
*
* @param {integer} index - The index to be checked.
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*
* @return {boolean} `true` if the index is valid, otherwise `false`.
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*/
checkFrame: function (index)
{
return (index >= 0 && index < this.frames.length);
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},
/**
* [description]
*
* @method Phaser.Animations.Animation#completeAnimation
* @protected
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* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.Animation} component - [description]
*/
completeAnimation: function (component)
{
if (this.hideOnComplete)
{
component.parent.visible = false;
}
component.stop();
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},
/**
* [description]
*
* @method Phaser.Animations.Animation#getFirstTick
* @protected
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* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.Animation} component - [description]
* @param {boolean} [includeDelay=true] - [description]
*/
getFirstTick: function (component, includeDelay)
{
if (includeDelay === undefined) { includeDelay = true; }
// When is the first update due?
component.accumulator = 0;
component.nextTick = component.msPerFrame + component.currentFrame.duration;
if (includeDelay)
{
component.nextTick += component._delay;
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}
},
/**
* Returns the AnimationFrame at the provided index
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*
* @method Phaser.Animations.Animation#getFrameAt
* @protected
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* @since 3.0.0
*
* @param {integer} index - The index in the AnimationFrame array
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*
* @return {Phaser.Animations.AnimationFrame} The frame at the index provided from the animation sequence
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*/
getFrameAt: function (index)
{
return this.frames[index];
},
/**
* [description]
*
* @method Phaser.Animations.Animation#getFrames
* @since 3.0.0
*
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* @param {Phaser.Textures.TextureManager} textureManager - [description]
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* @param {(string|AnimationFrameConfig[])} frames - [description]
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* @param {string} [defaultTextureKey] - [description]
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*
* @return {Phaser.Animations.AnimationFrame[]} [description]
*/
getFrames: function (textureManager, frames, defaultTextureKey)
{
var out = [];
var prev;
var animationFrame;
var index = 1;
var i;
var textureKey;
// if frames is a string, we'll get all the frames from the texture manager as if it's a sprite sheet
if (typeof frames === 'string')
{
textureKey = frames;
var texture = textureManager.get(textureKey);
var frameKeys = texture.getFrameNames();
frames = [];
frameKeys.forEach(function (idx, value)
{
frames.push({ key: textureKey, frame: value });
});
}
if (!Array.isArray(frames) || frames.length === 0)
{
return out;
}
for (i = 0; i < frames.length; i++)
{
var item = frames[i];
var key = GetValue(item, 'key', defaultTextureKey);
if (!key)
{
continue;
}
// Could be an integer or a string
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var frame = GetValue(item, 'frame', 0);
// The actual texture frame
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var textureFrame = textureManager.getFrame(key, frame);
animationFrame = new Frame(key, frame, index, textureFrame);
animationFrame.duration = GetValue(item, 'duration', 0);
animationFrame.isFirst = (!prev);
// The previously created animationFrame
if (prev)
{
prev.nextFrame = animationFrame;
animationFrame.prevFrame = prev;
}
out.push(animationFrame);
prev = animationFrame;
index++;
}
if (out.length > 0)
{
animationFrame.isLast = true;
// Link them end-to-end, so they loop
animationFrame.nextFrame = out[0];
out[0].prevFrame = animationFrame;
// Generate the progress data
var slice = 1 / (out.length - 1);
for (i = 0; i < out.length; i++)
{
out[i].progress = i * slice;
}
}
return out;
},
/**
* [description]
*
* @method Phaser.Animations.Animation#getNextTick
* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.Animation} component - [description]
*/
getNextTick: function (component)
{
// accumulator += delta * _timeScale
// after a large delta surge (perf issue for example) we need to adjust for it here
// When is the next update due?
component.accumulator -= component.nextTick;
component.nextTick = component.msPerFrame + component.currentFrame.duration;
},
/**
* Loads the Animation values into the Animation Component.
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*
* @method Phaser.Animations.Animation#load
* @private
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* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.Animation} component - The Animation Component to load values into.
* @param {integer} startFrame - The start frame of the animation to load.
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*/
load: function (component, startFrame)
{
if (startFrame >= this.frames.length)
{
startFrame = 0;
}
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if (component.currentAnim !== this)
{
component.currentAnim = this;
component.frameRate = this.frameRate;
component.duration = this.duration;
component.msPerFrame = this.msPerFrame;
component.skipMissedFrames = this.skipMissedFrames;
component._timeScale = 1;
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component._delay = this.delay;
component._repeat = this.repeat;
component._repeatDelay = this.repeatDelay;
component._yoyo = this.yoyo;
}
component.updateFrame(this.frames[startFrame]);
},
/**
* Returns the frame closest to the given progress value between 0 and 1.
*
* @method Phaser.Animations.Animation#getFrameByProgress
* @since 3.4.0
*
* @param {number} value - A value between 0 and 1.
*
* @return {Phaser.Animations.AnimationFrame} The frame closest to the given progress value.
*/
getFrameByProgress: function (value)
{
value = Clamp(value, 0, 1);
return FindClosestInSorted(value, this.frames, 'progress');
},
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/**
* Advance the animation frame.
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*
* @method Phaser.Animations.Animation#nextFrame
* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.Animation} component - The Animation Component to advance.
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*/
nextFrame: function (component)
{
var frame = component.currentFrame;
// TODO: Add frame skip support
if (frame.isLast)
{
// We're at the end of the animation
// Yoyo? (happens before repeat)
if (component._yoyo)
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{
component.forward = false;
component.updateFrame(frame.prevFrame);
// Delay for the current frame
this.getNextTick(component);
}
else if (component.repeatCounter > 0)
{
// Repeat (happens before complete)
this.repeatAnimation(component);
}
else
{
this.completeAnimation(component);
}
}
else
{
component.updateFrame(frame.nextFrame);
this.getNextTick(component);
}
},
/**
* [description]
*
* @method Phaser.Animations.Animation#previousFrame
* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.Animation} component - [description]
*/
previousFrame: function (component)
{
var frame = component.currentFrame;
// TODO: Add frame skip support
if (frame.isFirst)
{
// We're at the start of the animation
if (component.repeatCounter > 0)
{
// Repeat (happens before complete)
this.repeatAnimation(component);
}
else
{
this.completeAnimation(component);
}
}
else
{
component.updateFrame(frame.prevFrame);
this.getNextTick(component);
}
},
/**
* [description]
*
* @method Phaser.Animations.Animation#removeFrame
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationFrame} frame - [description]
*
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* @return {Phaser.Animations.Animation} This Animation object.
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*/
removeFrame: function (frame)
{
var index = this.frames.indexOf(frame);
if (index !== -1)
{
this.removeFrameAt(index);
}
return this;
},
/**
* Removes a frame from the AnimationFrame array at the provided index
* and updates the animation accordingly.
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*
* @method Phaser.Animations.Animation#removeFrameAt
* @since 3.0.0
*
* @param {integer} index - The index in the AnimationFrame array
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*
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* @return {Phaser.Animations.Animation} This Animation object.
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*/
removeFrameAt: function (index)
{
this.frames.splice(index, 1);
this.updateFrameSequence();
return this;
},
/**
* [description]
*
* @method Phaser.Animations.Animation#repeatAnimation
* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.Animation} component - [description]
*/
repeatAnimation: function (component)
{
if (component._pendingStop === 2)
{
return this.completeAnimation(component);
}
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if (component._repeatDelay > 0 && component.pendingRepeat === false)
{
component.pendingRepeat = true;
component.accumulator -= component.nextTick;
component.nextTick += component._repeatDelay;
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}
else
{
component.repeatCounter--;
component.forward = true;
component.updateFrame(component.currentFrame.nextFrame);
if (component.isPlaying)
{
this.getNextTick(component);
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component.pendingRepeat = false;
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component.parent.emit('animationrepeat', this, component.currentFrame, component.repeatCounter);
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}
}
},
/**
* [description]
*
* @method Phaser.Animations.Animation#setFrame
* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.Animation} component - [description]
*/
setFrame: function (component)
{
// Work out which frame should be set next on the child, and set it
if (component.forward)
{
this.nextFrame(component);
}
else
{
this.previousFrame(component);
}
},
/**
* [description]
*
* @method Phaser.Animations.Animation#toJSON
* @since 3.0.0
*
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* @return {JSONAnimation} [description]
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*/
toJSON: function ()
{
var output = {
key: this.key,
type: this.type,
frames: [],
frameRate: this.frameRate,
duration: this.duration,
skipMissedFrames: this.skipMissedFrames,
delay: this.delay,
repeat: this.repeat,
repeatDelay: this.repeatDelay,
yoyo: this.yoyo,
showOnStart: this.showOnStart,
hideOnComplete: this.hideOnComplete
};
this.frames.forEach(function (frame)
{
output.frames.push(frame.toJSON());
});
return output;
},
/**
* [description]
*
* @method Phaser.Animations.Animation#updateFrameSequence
* @since 3.0.0
*
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* @return {Phaser.Animations.Animation} This Animation object.
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*/
updateFrameSequence: function ()
{
var len = this.frames.length;
var slice = 1 / (len - 1);
for (var i = 0; i < len; i++)
{
var frame = this.frames[i];
frame.index = i + 1;
frame.isFirst = false;
frame.isLast = false;
frame.progress = i * slice;
if (i === 0)
{
frame.isFirst = true;
frame.isLast = (len === 1);
frame.prevFrame = this.frames[len - 1];
frame.nextFrame = this.frames[i + 1];
}
else if (i === len - 1)
{
frame.isLast = true;
frame.prevFrame = this.frames[len - 2];
frame.nextFrame = this.frames[0];
}
else if (len > 1)
{
frame.prevFrame = this.frames[i - 1];
frame.nextFrame = this.frames[i + 1];
}
}
return this;
},
/**
* [description]
*
* @method Phaser.Animations.Animation#pause
* @since 3.0.0
*
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* @return {Phaser.Animations.Animation} This Animation object.
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*/
pause: function ()
{
this.paused = true;
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return this;
},
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/**
* [description]
*
* @method Phaser.Animations.Animation#resume
* @since 3.0.0
*
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* @return {Phaser.Animations.Animation} This Animation object.
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*/
resume: function ()
{
this.paused = false;
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return this;
},
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/**
* [description]
*
* @method Phaser.Animations.Animation#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.manager.off('pauseall', this.pause, this);
this.manager.off('resumeall', this.resume, this);
this.manager.remove(this.key);
for (var i = 0; i < this.frames.length; i++)
{
this.frames[i].destroy();
}
this.frames = [];
this.manager = null;
}
});
module.exports = Animation;