mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 06:30:38 +00:00
Merged Animation component.
This commit is contained in:
parent
b0f22127d2
commit
89c04fc193
22 changed files with 341 additions and 413 deletions
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@ -1,6 +1,4 @@
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var Class = require('../../utils/Class');
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var Components = require('./animation/');
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// Game Object Animation Controller
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@ -79,32 +77,350 @@ var Animation = new Class({
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this._updateParams = [];
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},
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// Gets or sets the amount of time in seconds between repeats.
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// For example, if repeat is 2 and repeatDelay is 1, the animation will play initially,
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// then wait for 1 second before it repeats, then play again, then wait 1 second again
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// before doing its final repeat.
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delay: function (value)
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{
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if (value === undefined)
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{
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return this._delay;
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}
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else
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{
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this._delay = value;
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return this;
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}
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},
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delayedPlay: function (delay, key, startFrame)
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{
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this.play(key, true, startFrame);
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this.nextTick += (delay * 1000);
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return this;
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},
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getCurrentKey: function ()
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{
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if (this.currentAnim)
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{
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return this.currentAnim.key;
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}
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},
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load: function (key, startFrame)
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{
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if (startFrame === undefined) { startFrame = 0; }
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if (this.isPlaying)
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{
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this.stop();
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}
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// Load the new animation in
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this.animationManager.load(this, key, startFrame);
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return this;
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},
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pause: function (atFrame)
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{
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if (!this._paused)
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{
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this._paused = true;
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this._wasPlaying = this.isPlaying;
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this.isPlaying = false;
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}
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if (atFrame !== undefined)
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{
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this.updateFrame(atFrame);
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}
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return this;
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},
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paused: function (value)
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{
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if (value !== undefined)
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{
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// Setter
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if (value)
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{
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return this.pause();
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}
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else
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{
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return this.resume();
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}
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}
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else
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{
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return this._paused;
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}
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},
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play: function (key, ignoreIfPlaying, startFrame)
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{
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if (ignoreIfPlaying === undefined) { ignoreIfPlaying = false; }
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if (startFrame === undefined) { startFrame = 0; }
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if (ignoreIfPlaying && this.isPlaying && this.currentAnim.key === key)
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{
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return this;
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}
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this.load(key, startFrame);
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var anim = this.currentAnim;
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// Should give us 9,007,199,254,740,991 safe repeats
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this.repeatCounter = (this._repeat === -1) ? Number.MAX_SAFE_INTEGER : this._repeat;
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anim.getFirstTick(this);
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this.forward = true;
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this.isPlaying = true;
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this.pendingRepeat = false;
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if (anim.showOnStart)
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{
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this.parent.visible = true;
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}
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if (anim.onStart)
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{
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anim.onStart.apply(anim.callbackScope, this._callbackArgs.concat(anim.onStartParams));
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}
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return this;
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},
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// Value between 0 and 1. How far this animation is through, ignoring repeats and yoyos.
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// If the animation has a non-zero repeat defined, progress and totalProgress will be different
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// because progress doesn't include any repeats or repeatDelays whereas totalProgress does.
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progress: function (value)
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{
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if (value === undefined)
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{
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var p = this.currentFrame.progress;
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if (!this.forward)
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{
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p = 1 - p;
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}
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return p;
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}
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else
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{
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// TODO: Set progress
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return this;
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}
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},
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remove: function (event)
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{
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if (event === undefined) { event = this.currentAnim; }
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if (this.isPlaying && event.key === this.currentAnim.key)
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{
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this.stop();
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var sprite = this.parent;
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var frame = this.currentAnim.frames[0];
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this.currentFrame = frame;
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sprite.texture = frame.frame.texture;
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sprite.frame = frame.frame;
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}
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},
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// Gets or sets the number of times that the animation should repeat
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// after its first iteration. For example, if repeat is 1, the animation will
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// play a total of twice (the initial play plus 1 repeat).
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// To repeat indefinitely, use -1. repeat should always be an integer.
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repeat: function (value)
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{
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if (value === undefined)
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{
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return this._repeat;
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}
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else
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{
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this._repeat = value;
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this.repeatCounter = 0;
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return this;
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}
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},
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// Gets or sets the amount of time in seconds between repeats.
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// For example, if repeat is 2 and repeatDelay is 1, the animation will play initially,
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// then wait for 1 second before it repeats, then play again, then wait 1 second again
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// before doing its final repeat.
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repeatDelay: function (value)
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{
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if (value === undefined)
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{
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return this._repeatDelay;
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}
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else
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{
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this._repeatDelay = value;
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return this;
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}
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},
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restart: function (includeDelay)
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{
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if (includeDelay === undefined) { includeDelay = false; }
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this.currentAnim.getFirstTick(this, includeDelay);
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this.forward = true;
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this.isPlaying = true;
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this.pendingRepeat = false;
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this._paused = false;
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// Set frame
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this.updateFrame(this.currentAnim.frames[0]);
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return this;
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},
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resume: function (fromFrame)
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{
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if (this._paused)
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{
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this._paused = false;
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this.isPlaying = this._wasPlaying;
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}
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if (fromFrame !== undefined)
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{
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this.updateFrame(fromFrame);
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}
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return this;
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},
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stop: function (dispatchCallbacks)
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{
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if (dispatchCallbacks === undefined) { dispatchCallbacks = false; }
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this.isPlaying = false;
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var anim = this.currentAnim;
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if (dispatchCallbacks && anim.onComplete)
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{
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anim.onComplete.apply(anim.callbackScope, this._callbackArgs.concat(anim.onCompleteParams));
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}
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return this;
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},
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timeScale: function (value)
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{
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if (value === undefined)
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{
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return this._timeScale;
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}
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else
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{
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this._timeScale = value;
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return this;
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}
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},
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totalFrames: function ()
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{
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return this.currentAnim.frames.length;
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},
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// Value between 0 and 1. How far this animation is through, including things like delays
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// repeats, custom frame durations, etc. If the animation is set to repeat -1 it can never
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// have a duration, therefore this will return -1.
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totalProgres: function ()
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{
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// TODO
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},
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update: function (timestamp, delta)
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{
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if (!this.isPlaying || this.currentAnim.paused)
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{
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return;
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}
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this.accumulator += delta * this._timeScale;
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if (this.accumulator >= this.nextTick)
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{
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this.currentAnim.setFrame(this);
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}
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},
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updateFrame: function (animationFrame)
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{
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var sprite = this.parent;
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this.currentFrame = animationFrame;
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sprite.texture = animationFrame.frame.texture;
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sprite.frame = animationFrame.frame;
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if (this.isPlaying)
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{
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if (animationFrame.setAlpha)
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{
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sprite.alpha = animationFrame.alpha;
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}
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var anim = this.currentAnim;
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if (anim.onUpdate)
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{
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anim.onUpdate.apply(anim.callbackScope, this._updateParams);
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}
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if (animationFrame.onUpdate)
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{
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animationFrame.onUpdate(sprite, animationFrame);
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}
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}
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},
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yoyo: function (value)
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{
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if (value === undefined)
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{
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return this._yoyo;
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}
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else
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{
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this._yoyo = value;
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return this;
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}
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},
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destroy: function ()
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{
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},
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delay: Components.Delay,
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delayedPlay: Components.DelayedPlay,
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getCurrentKey: Components.GetCurrentKey,
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load: Components.Load,
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pause: Components.Pause,
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paused: Components.Paused,
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play: Components.Play,
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progress: Components.Progress,
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remove: Components.Remove,
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repeat: Components.Repeat,
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repeatDelay: Components.RepeatDelay,
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restart: Components.Restart,
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resume: Components.Resume,
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stop: Components.Stop,
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timeScale: Components.TimeScale,
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totalFrames: Components.TotalFrames,
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totalProgress: Components.TotalProgress,
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update: Components.Update,
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updateFrame: Components.UpdateFrame,
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yoyo: Components.Yoyo
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// TODO
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}
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});
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// Gets or sets the amount of time in seconds between repeats.
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// For example, if repeat is 2 and repeatDelay is 1, the animation will play initially,
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// then wait for 1 second before it repeats, then play again, then wait 1 second again
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// before doing its final repeat.
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var Delay = function (value)
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{
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if (value === undefined)
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{
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return this._delay;
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}
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else
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{
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this._delay = value;
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return this;
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}
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};
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module.exports = Delay;
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@ -1,10 +0,0 @@
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var DelayedPlay = function (delay, key, startFrame)
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{
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this.play(key, true, startFrame);
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this.nextTick += (delay * 1000);
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return this;
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};
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module.exports = DelayedPlay;
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@ -1,9 +0,0 @@
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var GetCurrentKey = function ()
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{
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if (this.currentAnim)
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{
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return this.currentAnim.key;
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}
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};
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module.exports = GetCurrentKey;
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var Load = function (key, startFrame)
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{
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if (startFrame === undefined) { startFrame = 0; }
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if (this.isPlaying)
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{
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this.stop();
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}
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// Load the new animation in
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this.animationManager.load(this, key, startFrame);
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return this;
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};
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module.exports = Load;
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@ -1,18 +0,0 @@
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var Pause = function (atFrame)
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{
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if (!this._paused)
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{
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this._paused = true;
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this._wasPlaying = this.isPlaying;
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this.isPlaying = false;
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}
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if (atFrame !== undefined)
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{
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this.updateFrame(atFrame);
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}
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return this;
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};
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module.exports = Pause;
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@ -1,21 +0,0 @@
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var Paused = function (value)
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{
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if (value !== undefined)
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{
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// Setter
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if (value)
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{
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return this.pause();
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}
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else
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{
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return this.resume();
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}
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}
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else
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{
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return this._paused;
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}
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};
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module.exports = Paused;
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var Play = function (key, ignoreIfPlaying, startFrame)
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{
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if (ignoreIfPlaying === undefined) { ignoreIfPlaying = false; }
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if (startFrame === undefined) { startFrame = 0; }
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if (ignoreIfPlaying && this.isPlaying && this.currentAnim.key === key)
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{
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return this;
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}
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this.load(key, startFrame);
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var anim = this.currentAnim;
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// Should give us 9,007,199,254,740,991 safe repeats
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this.repeatCounter = (this._repeat === -1) ? Number.MAX_SAFE_INTEGER : this._repeat;
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anim.getFirstTick(this);
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this.forward = true;
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this.isPlaying = true;
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this.pendingRepeat = false;
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if (anim.showOnStart)
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{
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this.parent.visible = true;
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}
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if (anim.onStart)
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{
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anim.onStart.apply(anim.callbackScope, this._callbackArgs.concat(anim.onStartParams));
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}
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return this;
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};
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module.exports = Play;
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@ -1,25 +0,0 @@
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// Value between 0 and 1. How far this animation is through, ignoring repeats and yoyos.
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// If the animation has a non-zero repeat defined, progress and totalProgress will be different
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// because progress doesn't include any repeats or repeatDelays whereas totalProgress does.
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var Progress = function (value)
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{
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if (value === undefined)
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{
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var p = this.currentFrame.progress;
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if (!this.forward)
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{
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p = 1 - p;
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}
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return p;
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}
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else
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{
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// TODO: Set progress
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return this;
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}
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};
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module.exports = Progress;
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@ -1,19 +0,0 @@
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var Remove = function (event)
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{
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if (event === undefined) { event = this.currentAnim; }
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if (this.isPlaying && event.key === this.currentAnim.key)
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{
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this.stop();
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var sprite = this.parent;
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var frame = this.currentAnim.frames[0];
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this.currentFrame = frame;
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sprite.texture = frame.frame.texture;
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sprite.frame = frame.frame;
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}
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};
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module.exports = Remove;
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@ -1,21 +0,0 @@
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// Gets or sets the number of times that the animation should repeat
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// after its first iteration. For example, if repeat is 1, the animation will
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// play a total of twice (the initial play plus 1 repeat).
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// To repeat indefinitely, use -1. repeat should always be an integer.
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var Repeat = function (value)
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{
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if (value === undefined)
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{
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return this._repeat;
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}
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else
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{
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this._repeat = value;
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this.repeatCounter = 0;
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return this;
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}
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};
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module.exports = Repeat;
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@ -1,20 +0,0 @@
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// Gets or sets the amount of time in seconds between repeats.
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// For example, if repeat is 2 and repeatDelay is 1, the animation will play initially,
|
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// then wait for 1 second before it repeats, then play again, then wait 1 second again
|
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// before doing its final repeat.
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var RepeatDelay = function (value)
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{
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if (value === undefined)
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{
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return this._repeatDelay;
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}
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else
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{
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this._repeatDelay = value;
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return this;
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}
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||||
};
|
||||
|
||||
module.exports = RepeatDelay;
|
|
@ -1,18 +0,0 @@
|
|||
var Restart = function (includeDelay)
|
||||
{
|
||||
if (includeDelay === undefined) { includeDelay = false; }
|
||||
|
||||
this.currentAnim.getFirstTick(this, includeDelay);
|
||||
|
||||
this.forward = true;
|
||||
this.isPlaying = true;
|
||||
this.pendingRepeat = false;
|
||||
this._paused = false;
|
||||
|
||||
// Set frame
|
||||
this.updateFrame(this.currentAnim.frames[0]);
|
||||
|
||||
return this;
|
||||
};
|
||||
|
||||
module.exports = Restart;
|
|
@ -1,17 +0,0 @@
|
|||
var Resume = function (fromFrame)
|
||||
{
|
||||
if (this._paused)
|
||||
{
|
||||
this._paused = false;
|
||||
this.isPlaying = this._wasPlaying;
|
||||
}
|
||||
|
||||
if (fromFrame !== undefined)
|
||||
{
|
||||
this.updateFrame(fromFrame);
|
||||
}
|
||||
|
||||
return this;
|
||||
};
|
||||
|
||||
module.exports = Resume;
|
|
@ -1,17 +0,0 @@
|
|||
var Stop = function (dispatchCallbacks)
|
||||
{
|
||||
if (dispatchCallbacks === undefined) { dispatchCallbacks = false; }
|
||||
|
||||
this.isPlaying = false;
|
||||
|
||||
var anim = this.currentAnim;
|
||||
|
||||
if (dispatchCallbacks && anim.onComplete)
|
||||
{
|
||||
anim.onComplete.apply(anim.callbackScope, this._callbackArgs.concat(anim.onCompleteParams));
|
||||
}
|
||||
|
||||
return this;
|
||||
};
|
||||
|
||||
module.exports = Stop;
|
|
@ -1,15 +0,0 @@
|
|||
var TimeScale = function (value)
|
||||
{
|
||||
if (value === undefined)
|
||||
{
|
||||
return this._timeScale;
|
||||
}
|
||||
else
|
||||
{
|
||||
this._timeScale = value;
|
||||
|
||||
return this;
|
||||
}
|
||||
};
|
||||
|
||||
module.exports = TimeScale;
|
|
@ -1,6 +0,0 @@
|
|||
var TotalFrames = function ()
|
||||
{
|
||||
return this.currentAnim.frames.length;
|
||||
};
|
||||
|
||||
module.exports = TotalFrames;
|
|
@ -1,9 +0,0 @@
|
|||
// Value between 0 and 1. How far this animation is through, including things like delays
|
||||
// repeats, custom frame durations, etc. If the animation is set to repeat -1 it can never
|
||||
// have a duration, therefore this will return -1.
|
||||
var TotalProgres = function ()
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
module.exports = TotalProgres;
|
|
@ -1,16 +0,0 @@
|
|||
var Update = function (timestamp, delta)
|
||||
{
|
||||
if (!this.isPlaying || this.currentAnim.paused)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this.accumulator += delta * this._timeScale;
|
||||
|
||||
if (this.accumulator >= this.nextTick)
|
||||
{
|
||||
this.currentAnim.setFrame(this);
|
||||
}
|
||||
};
|
||||
|
||||
module.exports = Update;
|
|
@ -1,31 +0,0 @@
|
|||
var UpdateFrame = function (animationFrame)
|
||||
{
|
||||
var sprite = this.parent;
|
||||
|
||||
this.currentFrame = animationFrame;
|
||||
|
||||
sprite.texture = animationFrame.frame.texture;
|
||||
sprite.frame = animationFrame.frame;
|
||||
|
||||
if (this.isPlaying)
|
||||
{
|
||||
if (animationFrame.setAlpha)
|
||||
{
|
||||
sprite.alpha = animationFrame.alpha;
|
||||
}
|
||||
|
||||
var anim = this.currentAnim;
|
||||
|
||||
if (anim.onUpdate)
|
||||
{
|
||||
anim.onUpdate.apply(anim.callbackScope, this._updateParams);
|
||||
}
|
||||
|
||||
if (animationFrame.onUpdate)
|
||||
{
|
||||
animationFrame.onUpdate(sprite, animationFrame);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
module.exports = UpdateFrame;
|
|
@ -1,15 +0,0 @@
|
|||
var Yoyo = function (value)
|
||||
{
|
||||
if (value === undefined)
|
||||
{
|
||||
return this._yoyo;
|
||||
}
|
||||
else
|
||||
{
|
||||
this._yoyo = value;
|
||||
|
||||
return this;
|
||||
}
|
||||
};
|
||||
|
||||
module.exports = Yoyo;
|
|
@ -1,28 +0,0 @@
|
|||
// Phaser.Animation.Frame.Components
|
||||
|
||||
// Used by the GameObject Animation Controller, not the Animation itself
|
||||
|
||||
module.exports = {
|
||||
|
||||
Delay: require('./Delay'),
|
||||
DelayedPlay: require('./DelayedPlay'),
|
||||
GetCurrentKey: require('./GetCurrentKey'),
|
||||
Load: require('./Load'),
|
||||
Pause: require('./Pause'),
|
||||
Paused: require('./Paused'),
|
||||
Play: require('./Play'),
|
||||
Progress: require('./Progress'),
|
||||
Remove: require('./Remove'),
|
||||
Repeat: require('./Repeat'),
|
||||
RepeatDelay: require('./RepeatDelay'),
|
||||
Restart: require('./Restart'),
|
||||
Resume: require('./Resume'),
|
||||
Stop: require('./Stop'),
|
||||
TimeScale: require('./TimeScale'),
|
||||
TotalFrames: require('./TotalFrames'),
|
||||
TotalProgress: require('./TotalProgress'),
|
||||
Update: require('./Update'),
|
||||
UpdateFrame: require('./UpdateFrame'),
|
||||
Yoyo: require('./Yoyo')
|
||||
|
||||
};
|
Loading…
Reference in a new issue