Animation.updateFrame will now call setSizeToFrame on the Game Object, which will adjust the Game Objects width and height properties to match the frame size. Fix #3473

This commit is contained in:
Richard Davey 2018-04-04 13:14:41 +01:00
parent 96507beda1
commit 51d29b818d
2 changed files with 40 additions and 15 deletions

View file

@ -49,6 +49,8 @@ being passed to the simulation. The default value is 1 to remain consistent with
* The ComputedSize Component now has `setSize` and `setDisplaySize` methods. This component is used for Game Objects that have a non-texture based size.
* The GamepadManager now extends EventEmitter directly, just like the KeyboardManager does.
* The Gamepad Axis threshold has been increased from 0.05 to 0.1.
* Animation.updateFrame will now call `setSizeToFrame` on the Game Object, which will adjust the Game Objects `width` and `height` properties to match the frame size. Fix #3473 (thanks @wtravO @jp-gc)
* Animation.updateFrame now supports animation frames with custom pivot points and injects these into the Game Object origin.
Also, my thanks to the following for helping with the Phaser 3 Examples and Docs, either by reporting errors, fixing them or helping author the docs: @gabegordon @melissaelopez @samid737 @nbs @tgrajewski @pagesrichie @hexus @mbrickn @erd0s @icbat @Matthew-Herman

View file

@ -513,13 +513,7 @@ var Animation = new Class({
{
this.stop();
var sprite = this.parent;
var frame = this.currentAnim.frames[0];
this.currentFrame = frame;
sprite.texture = frame.frame.texture;
sprite.frame = frame.frame;
this.setCurrentFrame(this.currentAnim.frames[0]);
}
},
@ -733,6 +727,40 @@ var Animation = new Class({
}
},
/**
* 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;
},
/**
* [description]
*
@ -743,18 +771,13 @@ var Animation = new Class({
*/
updateFrame: function (animationFrame)
{
var sprite = this.parent;
this.currentFrame = animationFrame;
sprite.texture = animationFrame.frame.texture;
sprite.frame = animationFrame.frame;
var gameObject = this.setCurrentFrame(animationFrame);
if (this.isPlaying)
{
if (animationFrame.setAlpha)
{
sprite.alpha = animationFrame.alpha;
gameObject.alpha = animationFrame.alpha;
}
var anim = this.currentAnim;
@ -766,7 +789,7 @@ var Animation = new Class({
if (animationFrame.onUpdate)
{
animationFrame.onUpdate(sprite, animationFrame);
animationFrame.onUpdate(gameObject, animationFrame);
}
}
},