fix animations with yoyo mode (issue: #3837)

This commit is contained in:
Shukizu 2018-07-22 14:57:07 -03:00
parent bb17c82bf9
commit 8da8fbedd1
2 changed files with 49 additions and 18 deletions

View file

@ -585,16 +585,20 @@ var Animation = new Class({
if (component._yoyo)
{
component.forward = false;
component.updateFrame(frame.prevFrame);
// Delay for the current frame
this.getNextTick(component);
this._updateAndGetNextTick(component, frame.prevFrame);
}
else if (component.repeatCounter > 0)
{
// Repeat (happens before complete)
this.repeatAnimation(component);
if(component._reverse && component.forward)
{
component.forward = false;
}
else
{
this.repeatAnimation(component);
}
}
else
{
@ -603,9 +607,7 @@ var Animation = new Class({
}
else
{
component.updateFrame(frame.nextFrame);
this.getNextTick(component);
this._updateAndGetNextTick(component, frame.nextFrame);
}
},
@ -639,18 +641,22 @@ var Animation = new Class({
{
// We're at the start of the animation
if (component.repeatCounter > 0)
if (component._yoyo)
{
if(!component.forward)
component.forward = true;
this._updateAndGetNextTick(component, frame.nextFrame);
}
else if (component.repeatCounter > 0)
{
if(component._reverse && !component.forward)
{
component.currentFrame = this.getLastFrame();
component.updateFrame(component.currentFrame);
this.getNextTick(component);
this._updateAndGetNextTick(component, component.currentFrame);
}
else
{
// Repeat (happens before complete)
component.forward = true;
this.repeatAnimation(component);
}
}
@ -661,12 +667,24 @@ var Animation = new Class({
}
else
{
component.updateFrame(frame.prevFrame);
this.getNextTick(component);
this._updateAndGetNextTick(component, frame.prevFrame);
}
},
/**
* Update Frame and Wait next tick
*
* @method Phaser.Animations.Animation#_updateAndGetNextTick
*
* @param {Phaser.Animations.AnimationFrame} frame - An Animation frame
*
*/
_updateAndGetNextTick: function (component, frame)
{
component.updateFrame(frame);
this.getNextTick(component);
},
/**
* [description]
*

View file

@ -208,7 +208,7 @@ var Animation = new Class({
this._yoyo = false;
/**
* Will the playhead move forwards (`true`) or in reverse (`false`)
* Will the playhead move forwards (`true`) or in reverse (`false`).
*
* @name Phaser.GameObjects.Components.Animation#forward
* @type {boolean}
@ -217,6 +217,16 @@ var Animation = new Class({
*/
this.forward = true;
/**
* An Internal trigger that's play the animation in reverse mode ('true') or not ('false'),
* needed because forward can be changed by yoyo feature.
*
* @name Phaser.GameObjects.Components.Animation#forward
* @type {boolean}
* @default false
*/
this._reverse = false;
/**
* Internal time overflow accumulator.
*
@ -497,6 +507,7 @@ var Animation = new Class({
}
this.forward = true;
this._reverse = false;
return this._startAnimation(key, startFrame);
},
@ -523,6 +534,7 @@ var Animation = new Class({
}
this.forward = false;
this._reverse = true;
return this._startAnimation(key, startFrame);
},
@ -575,6 +587,7 @@ var Animation = new Class({
revert: function (key)
{
if (!this.isPlaying || this.currentAnim.key !== key) { return this.parent; }
this._reverse = !this._reverse;
this.forward = !this.forward;
return this.parent;