AnimationManager done and in, need to fix texture update bug, otherwise finished.

This commit is contained in:
Richard Davey 2013-08-30 04:20:14 +01:00
parent a81a8effb4
commit 936118bd91
9 changed files with 778 additions and 3 deletions

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@ -51,6 +51,8 @@
<script src="../src/core/Stage.js"></script>
<script src="../src/core/World.js"></script>
<script src="../src/core/Game.js"></script>
<script src="../src/gameobjects/GameObjectFactory.js"></script>
<script src="../src/gameobjects/Sprite.js"></script>
<script src="../src/system/Canvas.js"></script>
<script src="../src/system/Device.js"></script>
<script src="../src/system/RequestAnimationFrame.js"></script>
@ -64,6 +66,7 @@
<script src="../src/tween/Tween.js"></script>
<script src="../src/tween/Easing.js"></script>
<script src="../src/time/Time.js"></script>
<script src="../src/animation/AnimationManager.js"></script>
<script src="../src/animation/Animation.js"></script>
<script src="../src/animation/Frame.js"></script>
<script src="../src/animation/FrameData.js"></script>

43
examples/sprite1.php Normal file
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@ -0,0 +1,43 @@
<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a new beginning</title>
<?php
require('js.php');
?>
</head>
<body>
<script type="text/javascript">
(function () {
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
var bunny;
function preload() {
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
}
function create() {
var test = new Phaser.Sprite(game, 0, 0, 'mushroom');
test.x = 200;
game.world.add(test);
console.log(test.alpha);
}
function update() {
}
})();
</script>
</body>
</html>

40
examples/sprite2.php Normal file
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@ -0,0 +1,40 @@
<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a new beginning</title>
<?php
require('js.php');
?>
</head>
<body>
<script type="text/javascript">
(function () {
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
var bunny;
function preload() {
game.load.spritesheet('ms', 'assets/sprites/metalslug_mummy37x45.png', 37, 45);
}
function create() {
bunny = new Phaser.Sprite(game, 0, 0, 'ms', 10);
game.world.add(bunny);
}
function update() {
bunny.postUpdate();
}
})();
</script>
</body>
</html>

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@ -1,3 +1,207 @@
Phaser.Animation = {
/**
* Animation
*
* An Animation instance contains a single animation and the controls to play it.
* It is created by the AnimationManager and belongs to Game Objects such as Sprite.
*
* @package Phaser.Animation
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
*
* @param parent {Sprite} Owner sprite of this animation.
* @param frameData {FrameData} The FrameData object contains animation data.
* @param name {string} Unique name of this animation.
* @param frames {number[]/string[]} An array of numbers or strings indicating what frames to play in what order.
* @param delay {number} Time between frames in ms.
* @param looped {bool} Whether or not the animation is looped or just plays once.
*/
Phaser.Animation = function (game, parent, frameData, name, frames, delay, looped) {
this.game = game;
this._parent = parent;
this._frames = frames;
this._frameData = frameData;
this.name = name;
this.delay = 1000 / delay;
this.looped = looped;
this.isFinished = false;
this.isPlaying = false;
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
};
Phaser.Animation.prototype = {
/**
* Play this animation.
* @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.
*/
play: function (frameRate, loop) {
if (typeof frameRate === "undefined") { frameRate = null; }
if (typeof loop === "undefined") { loop = null; }
if (frameRate !== null)
{
this.delay = 1000 / frameRate;
}
if (loop !== null)
{
// If they set a new loop value then use it, otherwise use the default set on creation
this.looped = loop;
}
this.isPlaying = true;
this.isFinished = false;
this._timeLastFrame = this.game.time.now;
this._timeNextFrame = this.game.time.now + this.delay;
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
// this._parent.events.onAnimationStart.dispatch(this._parent, this);
return this;
},
/**
* Play this animation from the first frame.
*/
restart: function () {
this.isPlaying = true;
this.isFinished = false;
this._timeLastFrame = this.game.time.now;
this._timeNextFrame = this.game.time.now + this.delay;
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
},
/**
* Stop playing animation and set it finished.
*/
stop: function () {
this.isPlaying = false;
this.isFinished = true;
},
/**
* Update animation frames.
*/
update: function () {
if (this.isPlaying == true && this.game.time.now >= this._timeNextFrame)
{
this._frameIndex++;
if (this._frameIndex == this._frames.length)
{
if (this.looped)
{
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
// this._parent.events.onAnimationLoop.dispatch(this._parent, this);
}
else
{
this.onComplete();
}
}
else
{
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
this._timeLastFrame = this.game.time.now;
this._timeNextFrame = this.game.time.now + this.delay;
return true;
}
return false;
},
/**
* Clean up animation memory.
*/
destroy: function () {
this.game = null;
this._parent = null;
this._frames = null;
this._frameData = null;
this.currentFrame = null;
this.isPlaying = false;
},
/**
* Animation complete callback method.
*/
onComplete: function () {
this.isPlaying = false;
this.isFinished = true;
// this._parent.events.onAnimationComplete.dispatch(this._parent, this);
}
};
Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
get: function () {
return this._frames.length;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.Animation.prototype, "frame", {
get: function () {
if (this.currentFrame !== null)
{
return this.currentFrame.index;
}
else
{
return this._frameIndex;
}
},
set: function (value) {
this.currentFrame = this._frameData.getFrame(value);
if (this.currentFrame !== null)
{
this._frameIndex = value;
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
},
enumerable: true,
configurable: true
});

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@ -0,0 +1,278 @@
/**
* 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
*/
Phaser.AnimationManager = function (parent) {
/**
* Data contains animation frames.
* @type {FrameData}
*/
this._frameData = null;
/**
* Keeps track of the current frame of animation.
*/
this.currentFrame = null;
this._parent = parent;
this.game = parent.game;
this._anims = {};
};
Phaser.AnimationManager.prototype = {
/**
* Load animation frame data.
* @param frameData Data to be loaded.
*/
loadFrameData: function (frameData) {
this._frameData = frameData;
this.frame = 0;
},
/**
* 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
*/
add: function (name, frames, frameRate, loop, useNumericIndex) {
if (typeof frames === "undefined") { frames = null; }
if (typeof frameRate === "undefined") { frameRate = 60; }
if (typeof loop === "undefined") { loop = false; }
if (typeof useNumericIndex === "undefined") { useNumericIndex = true; }
if (this._frameData == null)
{
return;
}
// 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();
}
if (frames == null)
{
frames = this._frameData.getFrameIndexes();
}
else
{
if (this.validateFrames(frames, useNumericIndex) == false)
{
console.warn('Invalid frames given to Phaser.Animation ' + name);
return;
}
}
if (useNumericIndex == false)
{
frames = this._frameData.getFrameIndexesByName(frames);
}
this._anims[name] = new Phaser.Animation(this.game, this._parent, this._frameData, name, frames, frameRate, loop);
this.currentAnim = this._anims[name];
this.currentFrame = this.currentAnim.currentFrame;
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
return this._anims[name];
},
/**
* 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.
*/
validateFrames: function (frames, useNumericIndex) {
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;
}
}
}
return true;
},
/**
* 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.
*/
play: function (name, frameRate, loop) {
if (typeof frameRate === "undefined") { frameRate = null; }
if (typeof loop === "undefined") { loop = null; }
if (this._anims[name])
{
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);
}
}
},
/**
* Stop animation by name.
* Current animation will be automatically set to the stopped one.
*/
stop: function (name) {
if (this._anims[name])
{
this.currentAnim = this._anims[name];
this.currentAnim.stop();
}
},
/**
* Update animation and parent sprite's bounds.
*/
update: function () {
if (this.currentAnim && this.currentAnim.update() == true)
{
this.currentFrame = this.currentAnim.currentFrame;
}
},
/**
* Removes all related references
*/
destroy: function () {
this._anims = {};
this._frameData = null;
this._frameIndex = 0;
this.currentAnim = null;
this.currentFrame = null;
}
};
Object.defineProperty(Phaser.AnimationManager.prototype, "frameData", {
get: function () {
return this._frameData;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.AnimationManager.prototype, "frameTotal", {
get: function () {
if (this._frameData)
{
return this._frameData.total;
}
else
{
return -1;
}
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.AnimationManager.prototype, "frame", {
get: function () {
return this._frameIndex;
},
/**
*
* @param value
*/
set: function (value) {
if (this._frameData && this._frameData.getFrame(value) !== null)
{
this.currentFrame = this._frameData.getFrame(value);
this._frameIndex = value;
console.log('AM set frame', value, this.currentFrame);
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.AnimationManager.prototype, "frameName", {
get: function () {
return this.currentFrame.name;
},
set: function (value) {
if (this._frameData && this._frameData.getFrameByName(value))
{
this.currentFrame = this._frameData.getFrameByName(value);
this._frameIndex = this.currentFrame.index;
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
else
{
console.warn("Cannot set frameName: " + value);
}
},
enumerable: true,
configurable: true
});

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@ -264,7 +264,7 @@ Phaser.Game.prototype = {
this.world = new Phaser.World(this);
this.stage = new Phaser.Stage(this);
// this.add = new Phaser.GameObjectFactory(this);
this.add = new Phaser.GameObjectFactory(this);
this.cache = new Phaser.Cache(this);
this.load = new Phaser.Loader(this);
this.time = new Phaser.Time(this);

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@ -0,0 +1,31 @@
Phaser.GameObjectFactory = function (game) {
this.game = game;
this._world = this.game.world;
};
Phaser.GameObjectFactory.prototype = {
_world: null,
game: null,
/**
* Create a new Sprite with specific position and sprite sheet key.
*
* @param x {number} X position of the new sprite.
* @param y {number} Y position of the new sprite.
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite
* @param [frame] {string|number} If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
* @returns {Sprite} The newly created sprite object.
*/
sprite: function (x, y, key, frame) {
if (typeof key === "undefined") { key = ''; }
if (typeof frame === "undefined") { frame = null; }
// return this._world.group.add(new Phaser.Sprite(this.game, x, y, key, frame));
},
};

173
src/gameobjects/Sprite.js Normal file
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@ -0,0 +1,173 @@
Phaser.Sprite = function (game, x, y, key, frame) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
// if null we ought to set to the phaser logo or something :)
if (typeof key === "undefined") { key = null; }
if (typeof frame === "undefined") { frame = null; }
this.game = game;
this.exists = true;
this.active = true;
this.visible = true;
this.alive = true;
this.group = null;
this.name = '';
// this.events = new Phaser.Components.Events(this);
/**
* This manages animations of the sprite. You can modify animations through it. (see AnimationManager)
* @type AnimationManager
*/
this.animations = new Phaser.AnimationManager(this);
PIXI.DisplayObjectContainer.call(this);
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the textures origin is the top left
* Setting than anchor to 0.5,0.5 means the textures origin is centered
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
*
* @property anchor
* @type Point
*/
this.anchor = new PIXI.Point();
/**
* The texture that the sprite is using
*
* @property texture
* @type Texture
*/
this.texture = PIXI.TextureCache[key];
if (frame !== null)
{
if (typeof frame == 'string')
{
this.frameName = frame;
}
else
{
this.frame = frame;
}
}
/**
* The blend mode of sprite.
* currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN
*
* @property blendMode
* @type Number
*/
this.blendMode = PIXI.blendModes.NORMAL;
/**
* The width of the sprite (this is initially set by the texture)
*
* @property _width
* @type Number
* @private
*/
this._width = 0;
/**
* The height of the sprite (this is initially set by the texture)
*
* @property _height
* @type Number
* @private
*/
this._height = 0;
// if (texture.baseTexture.hasLoaded)
// {
this.updateFrame = true;
// }
this.renderable = true;
this.position.x = x;
this.position.y = y;
};
Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.Sprite.prototype.constructor = Phaser.Sprite;
/**
* Automatically called after update() by the game loop for all 'alive' objects.
*/
Phaser.Sprite.prototype.postUpdate = function() {
this.animations.update();
// this.checkBounds();
}
Object.defineProperty(Phaser.Sprite.prototype, 'x', {
get: function() {
return this.position.x;
},
set: function(value) {
this.position.x = value;
}
});
Object.defineProperty(Phaser.Sprite.prototype, 'y', {
get: function() {
return this.position.y;
},
set: function(value) {
this.position.y = value;
}
});
Object.defineProperty(Phaser.Sprite.prototype, "frame", {
/**
* Get the animation frame number.
*/
get: function () {
return this.animations.frame;
},
/**
* Set the animation frame by frame number.
*/
set: function (value) {
this.animations.frame = value;
}
});
Object.defineProperty(Phaser.Sprite.prototype, "frameName", {
/**
* Get the animation frame name.
*/
get: function () {
return this.animations.frameName;
},
/**
* Set the animation frame by frame name.
*/
set: function (value) {
this.animations.frameName = value;
}
});

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@ -71,6 +71,7 @@ Phaser.Cache.prototype = {
this._images[key] = { url: url, data: data, spriteSheet: true, frameWidth: frameWidth, frameHeight: frameHeight };
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
this._images[key].frameData = Phaser.Animation.Parser.spriteSheet(this.game, key, frameWidth, frameHeight, frameMax);
@ -88,6 +89,7 @@ Phaser.Cache.prototype = {
this._images[key] = { url: url, data: data, spriteSheet: true };
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY)
{
@ -115,6 +117,7 @@ Phaser.Cache.prototype = {
this._images[key] = { url: url, data: data, spriteSheet: false };
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
},