mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 12:43:26 +00:00
AnimationState has moved namespace to keep things logically together
This commit is contained in:
parent
6f2bf77557
commit
cdd612a273
5 changed files with 86 additions and 81 deletions
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@ -4,11 +4,11 @@
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../utils/Class');
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var CustomMap = require('../../structs/Map');
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var GetFastValue = require('../../utils/object/GetFastValue');
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var Events = require('../../animations/events');
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var Animation = require('../../animations/Animation');
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var Class = require('../utils/Class');
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var CustomMap = require('../structs/Map');
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var GetFastValue = require('../utils/object/GetFastValue');
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var Events = require('./events');
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var Animation = require('./Animation');
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/**
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* @classdesc
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@ -26,11 +26,12 @@ var Animation = require('../../animations/Animation');
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* can also create animations that are stored locally within it. See the `create method
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* for more details.
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*
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* Prior to Phaser 3.50 this component was called just `Animation`. It was renamed to
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* `AnimationState` in 3.50 to help better separate it from the `Animation` class.
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* Prior to Phaser 3.50 this component was called just `Animation` and lived in the
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* `Phaser.GameObjects.Components` namespace. It was renamed to `AnimationState`
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* in 3.50 to help better identify its true purpose when browsing the documentation.
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*
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* @class AnimationState
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* @memberof Phaser.GameObjects.Components
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* @memberof Phaser.Animations
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* @constructor
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* @since 3.0.0
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*
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@ -45,7 +46,10 @@ var AnimationState = new Class({
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/**
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* The Game Object to which this animation component belongs.
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*
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* @name Phaser.GameObjects.Components.AnimationState#parent
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* You can typically access this component from the Game Object
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* via the `this.anims` property.
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*
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* @name Phaser.Animations.AnimationState#parent
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* @type {Phaser.GameObjects.GameObject}
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* @since 3.0.0
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*/
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@ -54,7 +58,7 @@ var AnimationState = new Class({
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/**
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* A reference to the global Animation Manager.
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*
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* @name Phaser.GameObjects.Components.AnimationState#animationManager
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* @name Phaser.Animations.AnimationState#animationManager
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* @type {Phaser.Animations.AnimationManager}
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* @since 3.0.0
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*/
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@ -65,7 +69,7 @@ var AnimationState = new Class({
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/**
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* A reference to the Texture Manager.
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*
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* @name Phaser.GameObjects.Components.AnimationState#textureManager
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* @name Phaser.Animations.AnimationState#textureManager
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* @type {Phaser.Textures.TextureManager}
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* @protected
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* @since 3.50.0
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@ -78,7 +82,7 @@ var AnimationState = new Class({
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* Do not modify the contents of this Map directly, instead use the
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* `add`, `create` and `remove` methods of this class instead.
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*
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* @name Phaser.GameObjects.Components.AnimationState#anims
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* @name Phaser.Animations.AnimationState#anims
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* @type {Phaser.Structs.Map.<string, Phaser.Animations.Animation>}
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* @protected
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* @since 3.50.0
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@ -88,7 +92,7 @@ var AnimationState = new Class({
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/**
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* Is an animation currently playing or not?
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*
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* @name Phaser.GameObjects.Components.AnimationState#isPlaying
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* @name Phaser.Animations.AnimationState#isPlaying
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* @type {boolean}
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* @default false
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* @since 3.0.0
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@ -98,7 +102,7 @@ var AnimationState = new Class({
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/**
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* Has the current animation started playing, or is it waiting for a delay to expire?
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*
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* @name Phaser.GameObjects.Components.AnimationState#hasStarted
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* @name Phaser.Animations.AnimationState#hasStarted
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* @type {boolean}
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* @default false
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* @since 3.50.0
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@ -110,7 +114,7 @@ var AnimationState = new Class({
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*
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* Will by `null` if no animation is yet loaded.
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*
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* @name Phaser.GameObjects.Components.AnimationState#currentAnim
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* @name Phaser.Animations.AnimationState#currentAnim
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* @type {?Phaser.Animations.Animation}
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* @default null
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* @since 3.0.0
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@ -122,7 +126,7 @@ var AnimationState = new Class({
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*
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* Will by `null` if no animation is yet loaded.
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*
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* @name Phaser.GameObjects.Components.AnimationState#currentFrame
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* @name Phaser.Animations.AnimationState#currentFrame
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* @type {?Phaser.Animations.AnimationFrame}
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* @default null
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* @since 3.0.0
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@ -135,7 +139,7 @@ var AnimationState = new Class({
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*
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* Will by `null` if no animation has been queued.
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*
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* @name Phaser.GameObjects.Components.AnimationState#nextAnim
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* @name Phaser.Animations.AnimationState#nextAnim
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* @type {?(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig)}
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* @default null
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* @since 3.16.0
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@ -147,7 +151,7 @@ var AnimationState = new Class({
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*
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* Populate this queue via the `chain` method.
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*
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* @name Phaser.GameObjects.Components.AnimationState#nextAnimsQueue
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* @name Phaser.Animations.AnimationState#nextAnimsQueue
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* @type {array}
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* @since 3.24.0
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*/
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@ -164,7 +168,7 @@ var AnimationState = new Class({
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*
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* Prior to Phaser 3.50 this property was private and called `_timeScale`.
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*
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* @name Phaser.GameObjects.Components.AnimationState#timeScale
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* @name Phaser.Animations.AnimationState#timeScale
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* @type {number}
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* @default 1
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* @since 3.50.0
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@ -178,7 +182,7 @@ var AnimationState = new Class({
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* be treated as read-only, as changing it once playback has started will not alter
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* the animation. To change the frame rate, provide a new value in the `PlayAnimationConfig` object.
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*
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* @name Phaser.GameObjects.Components.AnimationState#frameRate
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* @name Phaser.Animations.AnimationState#frameRate
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* @type {number}
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* @default 0
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* @since 3.0.0
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* be treated as read-only, as changing it once playback has started will not alter
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* the animation. To change the duration, provide a new value in the `PlayAnimationConfig` object.
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*
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* @name Phaser.GameObjects.Components.AnimationState#duration
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* @name Phaser.Animations.AnimationState#duration
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* @type {number}
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* @default 0
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* @since 3.0.0
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* This value is calculated when a new animation is loaded into this component and should
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* be treated as read-only. Changing it will not alter playback speed.
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*
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* @name Phaser.GameObjects.Components.AnimationState#msPerFrame
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* @name Phaser.Animations.AnimationState#msPerFrame
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* @type {number}
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* @default 0
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* @since 3.0.0
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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.GameObjects.Components.AnimationState#skipMissedFrames
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* @name Phaser.Animations.AnimationState#skipMissedFrames
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* @type {boolean}
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* @default true
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* @since 3.0.0
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@ -232,7 +236,7 @@ var AnimationState = new Class({
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*
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* Prior to Phaser 3.50 this property was private and called `_delay`.
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*
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* @name Phaser.GameObjects.Components.AnimationState#delay
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* @name Phaser.Animations.AnimationState#delay
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* @type {number}
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* @default 0
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* @since 3.50.0
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*
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* Prior to Phaser 3.50 this property was private and called `_repeat`.
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*
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* @name Phaser.GameObjects.Components.AnimationState#repeat
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* @name Phaser.Animations.AnimationState#repeat
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* @type {number}
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* @default 0
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* @since 3.50.0
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*
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* Prior to Phaser 3.50 this property was private and called `_repeatDelay`.
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*
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* @name Phaser.GameObjects.Components.AnimationState#repeatDelay
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* @name Phaser.Animations.AnimationState#repeatDelay
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* @type {number}
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* @default 0
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* @since 3.0.0
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@ -286,7 +290,7 @@ var AnimationState = new Class({
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*
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* Prior to Phaser 3.50 this property was private and called `_yoyo`.
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*
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* @name Phaser.GameObjects.Components.AnimationState#yoyo
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* @name Phaser.Animations.AnimationState#yoyo
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* @type {boolean}
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* @default false
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* @since 3.50.0
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* This value is set when a new animation is loaded into this component, but can also be modified
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* at run-time, assuming the animation is currently delayed.
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*
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* @name Phaser.GameObjects.Components.AnimationState#showOnStart
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* @name Phaser.Animations.AnimationState#showOnStart
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* @type {boolean}
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* @since 3.50.0
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*/
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* This value is set when a new animation is loaded into this component, but can also be modified
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* at run-time, assuming the animation is still actively playing.
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*
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* @name Phaser.GameObjects.Components.AnimationState#hideOnComplete
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* @name Phaser.Animations.AnimationState#hideOnComplete
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* @type {boolean}
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* @since 3.50.0
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*/
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/**
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* Is the playhead moving forwards (`true`) or in reverse (`false`) ?
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*
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* @name Phaser.GameObjects.Components.AnimationState#forward
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* @name Phaser.Animations.AnimationState#forward
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* @type {boolean}
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* @default true
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* @since 3.0.0
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*
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* Prior to Phaser 3.50 this property was private and called `_reverse`.
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*
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* @name Phaser.GameObjects.Components.AnimationState#inReverse
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* @name Phaser.Animations.AnimationState#inReverse
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* @type {boolean}
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* @default false
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* @since 3.50.0
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*
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* This has the `delta` time added to it as part of the `update` step.
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*
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* @name Phaser.GameObjects.Components.AnimationState#accumulator
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* @name Phaser.Animations.AnimationState#accumulator
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* @type {number}
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* @default 0
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* @since 3.0.0
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*
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* This value is compared against the `accumulator` as part of the `update` step.
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*
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* @name Phaser.GameObjects.Components.AnimationState#nextTick
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* @name Phaser.Animations.AnimationState#nextTick
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* @type {number}
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* @default 0
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* @since 3.0.0
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* This is set via the `playAfterDelay` method, although it can be modified at run-time
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* if required, as long as the animation has not already started playing.
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*
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* @name Phaser.GameObjects.Components.AnimationState#delayCounter
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* @name Phaser.Animations.AnimationState#delayCounter
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* @type {number}
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* @default 0
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* @since 3.50.0
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* This value is set when a new animation is loaded into this component, but can also be modified
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* at run-time.
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*
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* @name Phaser.GameObjects.Components.AnimationState#repeatCounter
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* @name Phaser.Animations.AnimationState#repeatCounter
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* @type {number}
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* @default 0
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* @since 3.0.0
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/**
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* An internal flag keeping track of pending repeats.
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*
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* @name Phaser.GameObjects.Components.AnimationState#pendingRepeat
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* @name Phaser.Animations.AnimationState#pendingRepeat
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* @type {boolean}
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* @default false
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* @since 3.0.0
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/**
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* Is the Animation paused?
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*
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* @name Phaser.GameObjects.Components.AnimationState#_paused
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* @name Phaser.Animations.AnimationState#_paused
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* @type {boolean}
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* @private
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* @default false
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/**
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* Was the animation previously playing before being paused?
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*
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* @name Phaser.GameObjects.Components.AnimationState#_wasPlaying
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* @name Phaser.Animations.AnimationState#_wasPlaying
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* @type {boolean}
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* @private
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* @default false
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* 2 = Waiting for repeat
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* 3 = Waiting for specific frame
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*
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* @name Phaser.GameObjects.Components.AnimationState#_pendingStop
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* @name Phaser.Animations.AnimationState#_pendingStop
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* @type {integer}
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* @private
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* @since 3.4.0
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/**
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* Internal property used by _pendingStop.
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*
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* @name Phaser.GameObjects.Components.AnimationState#_pendingStopValue
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* @name Phaser.Animations.AnimationState#_pendingStopValue
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* @type {any}
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* @private
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* @since 3.4.0
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*
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* Call this method with no arguments to reset all currently chained animations.
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*
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* @method Phaser.GameObjects.Components.AnimationState#chain
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* @method Phaser.Animations.AnimationState#chain
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* @since 3.16.0
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*
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* @param {(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig|string[]|Phaser.Animations.Animation[]|Phaser.Types.Animations.PlayAnimationConfig[])} key - The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object, or an array of them.
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*
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* Prior to Phaser 3.50 this method was called `getCurrentKey`.
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*
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* @method Phaser.GameObjects.Components.AnimationState#getName
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* @method Phaser.Animations.AnimationState#getName
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* @since 3.50.0
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*
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* @return {string} The key of the Animation currently loaded into this component, or an empty string if none loaded.
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/**
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* Internal method used to load an animation into this component.
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*
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* @method Phaser.GameObjects.Components.AnimationState#load
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* @method Phaser.Animations.AnimationState#load
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* @protected
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* @since 3.0.0
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*
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* Pause the current animation and set the `isPlaying` property to `false`.
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* You can optionally pause it at a specific frame.
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*
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* @method Phaser.GameObjects.Components.AnimationState#pause
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* @method Phaser.Animations.AnimationState#pause
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* @since 3.0.0
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*
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* @param {Phaser.Animations.AnimationFrame} [atFrame] - An optional frame to set after pausing the animation.
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* Resumes playback of a paused animation and sets the `isPlaying` property to `true`.
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* You can optionally tell it to start playback from a specific frame.
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*
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* @method Phaser.GameObjects.Components.AnimationState#resume
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* @method Phaser.Animations.AnimationState#resume
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* @since 3.0.0
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*
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* @param {Phaser.Animations.AnimationFrame} [fromFrame] - An optional frame to set before restarting playback.
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*
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* Prior to Phaser 3.50 this method was called 'delayedPlay'.
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*
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* @method Phaser.GameObjects.Components.AnimationState#playAfterDelay
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* @method Phaser.Animations.AnimationState#playAfterDelay
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* @fires Phaser.Animations.Events#ANIMATION_START
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
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@ -706,7 +710,7 @@ var AnimationState = new Class({
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*
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* If no animation is currently running, the given one will start immediately.
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*
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* @method Phaser.GameObjects.Components.AnimationState#playAfterRepeat
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* @method Phaser.Animations.AnimationState#playAfterRepeat
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* @fires Phaser.Animations.Events#ANIMATION_START
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
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*
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* Also, see the documentation in the Animation Manager for further details on creating animations.
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*
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* @method Phaser.GameObjects.Components.AnimationState#play
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* @method Phaser.Animations.AnimationState#play
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* @fires Phaser.Animations.Events#ANIMATION_START
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
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@ -898,7 +902,7 @@ var AnimationState = new Class({
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*
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* Also, see the documentation in the Animation Manager for further details on creating animations.
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*
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* @method Phaser.GameObjects.Components.AnimationState#playReverse
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* @method Phaser.Animations.AnimationState#playReverse
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* @fires Phaser.Animations.Events#ANIMATION_START
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
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@ -934,7 +938,7 @@ var AnimationState = new Class({
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* Load the animation based on the key and set-up all of the internal values
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* needed for playback to start. If there is no delay, it will also fire the start events.
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*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#startAnimation
|
||||
* @method Phaser.Animations.AnimationState#startAnimation
|
||||
* @fires Phaser.Animations.Events#ANIMATION_START
|
||||
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
|
||||
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
|
||||
|
@ -983,7 +987,7 @@ var AnimationState = new Class({
|
|||
/**
|
||||
* Handles the start of an animation playback.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#handleStart
|
||||
* @method Phaser.Animations.AnimationState#handleStart
|
||||
* @private
|
||||
* @since 3.50.0
|
||||
*/
|
||||
|
@ -1004,7 +1008,7 @@ var AnimationState = new Class({
|
|||
/**
|
||||
* Handles the repeat of an animation.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#handleRepeat
|
||||
* @method Phaser.Animations.AnimationState#handleRepeat
|
||||
* @private
|
||||
* @since 3.50.0
|
||||
*/
|
||||
|
@ -1018,7 +1022,7 @@ var AnimationState = new Class({
|
|||
/**
|
||||
* Handles the stop of an animation playback.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#handleStop
|
||||
* @method Phaser.Animations.AnimationState#handleStop
|
||||
* @private
|
||||
* @since 3.50.0
|
||||
*/
|
||||
|
@ -1034,7 +1038,7 @@ var AnimationState = new Class({
|
|||
/**
|
||||
* Handles the completion of an animation playback.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#handleComplete
|
||||
* @method Phaser.Animations.AnimationState#handleComplete
|
||||
* @private
|
||||
* @since 3.50.0
|
||||
*/
|
||||
|
@ -1055,7 +1059,7 @@ var AnimationState = new Class({
|
|||
/**
|
||||
* Fires the given animation events.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#emitEvents
|
||||
* @method Phaser.Animations.AnimationState#emitEvents
|
||||
* @private
|
||||
* @since 3.50.0
|
||||
*
|
||||
|
@ -1078,7 +1082,7 @@ var AnimationState = new Class({
|
|||
/**
|
||||
* Reverse the Animation that is already playing on the Game Object.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#reverse
|
||||
* @method Phaser.Animations.AnimationState#reverse
|
||||
* @since 3.12.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
||||
|
@ -1101,7 +1105,7 @@ var AnimationState = new Class({
|
|||
* The value is based on the current frame and how far that is in the animation, it is not based on
|
||||
* the duration of the animation.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#getProgress
|
||||
* @method Phaser.Animations.AnimationState#getProgress
|
||||
* @since 3.4.0
|
||||
*
|
||||
* @return {number} The progress of the current animation in frames, between 0 and 1.
|
||||
|
@ -1133,7 +1137,7 @@ var AnimationState = new Class({
|
|||
* The value is based on the current frame and how far that is in the animation, it is not based on
|
||||
* the duration of the animation.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#setProgress
|
||||
* @method Phaser.Animations.AnimationState#setProgress
|
||||
* @since 3.4.0
|
||||
*
|
||||
* @param {number} [value=0] - The progress value, between 0 and 1.
|
||||
|
@ -1163,7 +1167,7 @@ var AnimationState = new Class({
|
|||
* value specified here will be overwritten when the next animation loads in. To avoid this,
|
||||
* use the `repeat` property of the `PlayAnimationConfig` object instead.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#setRepeat
|
||||
* @method Phaser.Animations.AnimationState#setRepeat
|
||||
* @since 3.4.0
|
||||
*
|
||||
* @param {integer} value - The number of times that the animation should repeat.
|
||||
|
@ -1180,7 +1184,7 @@ var AnimationState = new Class({
|
|||
/**
|
||||
* Handle the removal of an animation from the Animation Manager.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#globalRemove
|
||||
* @method Phaser.Animations.AnimationState#globalRemove
|
||||
* @since 3.50.0
|
||||
*
|
||||
* @param {string} [key] - The key of the removed Animation.
|
||||
|
@ -1208,7 +1212,7 @@ var AnimationState = new Class({
|
|||
* If you `includeDelay` then it will also fire the `ANIMATION_START` series of events once
|
||||
* the delay has expired, otherwise, playback will just begin immediately.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#restart
|
||||
* @method Phaser.Animations.AnimationState#restart
|
||||
* @fires Phaser.Animations.Events#ANIMATION_RESTART
|
||||
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_RESTART
|
||||
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_RESTART
|
||||
|
@ -1265,7 +1269,7 @@ var AnimationState = new Class({
|
|||
*
|
||||
* If another animation has been queued for playback, it will be started after the events fire.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#complete
|
||||
* @method Phaser.Animations.AnimationState#complete
|
||||
* @fires Phaser.Animations.Events#ANIMATION_COMPLETE
|
||||
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_COMPLETE
|
||||
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_COMPLETE
|
||||
|
@ -1303,7 +1307,7 @@ var AnimationState = new Class({
|
|||
*
|
||||
* If there is another animation in the queue (set via the `chain` method) then it will start playing.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#stop
|
||||
* @method Phaser.Animations.AnimationState#stop
|
||||
* @fires Phaser.Animations.Events#ANIMATION_STOP
|
||||
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
|
||||
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_STOP
|
||||
|
@ -1344,7 +1348,7 @@ var AnimationState = new Class({
|
|||
* If there is another animation in the queue (set via the `chain` method) then it will start playing,
|
||||
* when the current one stops.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#stopAfterDelay
|
||||
* @method Phaser.Animations.AnimationState#stopAfterDelay
|
||||
* @fires Phaser.Animations.Events#ANIMATION_STOP
|
||||
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
|
||||
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_STOP
|
||||
|
@ -1374,7 +1378,7 @@ var AnimationState = new Class({
|
|||
*
|
||||
* Prior to Phaser 3.50 this method was called `stopOnRepeat` and had no parameters.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#stopAfterRepeat
|
||||
* @method Phaser.Animations.AnimationState#stopAfterRepeat
|
||||
* @fires Phaser.Animations.Events#ANIMATION_STOP
|
||||
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
|
||||
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_STOP
|
||||
|
@ -1410,7 +1414,7 @@ var AnimationState = new Class({
|
|||
* If there is another animation in the queue (set via the `chain` method) then it will start playing,
|
||||
* when the current one stops.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#stopOnFrame
|
||||
* @method Phaser.Animations.AnimationState#stopOnFrame
|
||||
* @fires Phaser.Animations.Events#ANIMATION_STOP
|
||||
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
|
||||
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_STOP
|
||||
|
@ -1432,7 +1436,7 @@ var AnimationState = new Class({
|
|||
* Returns the total number of frames in this animation, or returns zero if no
|
||||
* animation has been loaded.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#getTotalFrames
|
||||
* @method Phaser.Animations.AnimationState#getTotalFrames
|
||||
* @since 3.4.0
|
||||
*
|
||||
* @return {integer} The total number of frames in the current animation, or zero if no animation has been loaded.
|
||||
|
@ -1447,7 +1451,7 @@ var AnimationState = new Class({
|
|||
*
|
||||
* This is called automatically by the `Sprite.preUpdate` method.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#update
|
||||
* @method Phaser.Animations.AnimationState#update
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number} time - The current timestamp.
|
||||
|
@ -1523,7 +1527,7 @@ var AnimationState = new Class({
|
|||
* Sets the given Animation Frame as being the current frame
|
||||
* and applies it to the parent Game Object, adjusting size and origin as needed.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#setCurrentFrame
|
||||
* @method Phaser.Animations.AnimationState#setCurrentFrame
|
||||
* @fires Phaser.Animations.Events#ANIMATION_UPDATE
|
||||
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_UPDATE
|
||||
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_UPDATE
|
||||
|
@ -1589,7 +1593,7 @@ var AnimationState = new Class({
|
|||
* Calling this does not change the direction of the animation. I.e. if it was currently
|
||||
* playing in reverse, calling this method doesn't then change the direction to forwards.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#nextFrame
|
||||
* @method Phaser.Animations.AnimationState#nextFrame
|
||||
* @since 3.16.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} The Game Object this Animation Component belongs to.
|
||||
|
@ -1611,7 +1615,7 @@ var AnimationState = new Class({
|
|||
* Calling this does not change the direction of the animation. I.e. if it was currently
|
||||
* playing in forwards, calling this method doesn't then change the direction to backwards.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#previousFrame
|
||||
* @method Phaser.Animations.AnimationState#previousFrame
|
||||
* @since 3.16.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} The Game Object this Animation Component belongs to.
|
||||
|
@ -1631,7 +1635,7 @@ var AnimationState = new Class({
|
|||
*
|
||||
* See the `create` method for more details.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#get
|
||||
* @method Phaser.Animations.AnimationState#get
|
||||
* @since 3.50.0
|
||||
*
|
||||
* @param {string} key - The key of the Animation to retrieve.
|
||||
|
@ -1646,7 +1650,7 @@ var AnimationState = new Class({
|
|||
/**
|
||||
* Checks to see if the given key is already used locally within the animations stored on this Sprite.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#exists
|
||||
* @method Phaser.Animations.AnimationState#exists
|
||||
* @since 3.50.0
|
||||
*
|
||||
* @param {string} key - The key of the Animation to check.
|
||||
|
@ -1675,7 +1679,7 @@ var AnimationState = new Class({
|
|||
*
|
||||
* If you wish to re-use an existing key, call the `remove` method first, then this method.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#create
|
||||
* @method Phaser.Animations.AnimationState#create
|
||||
* @since 3.50.0
|
||||
*
|
||||
* @param {Phaser.Types.Animations.Animation} config - The configuration settings for the Animation.
|
||||
|
@ -1713,7 +1717,7 @@ var AnimationState = new Class({
|
|||
*
|
||||
* Once an Animation has been removed, this Sprite cannot play it again without re-creating it.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#remove
|
||||
* @method Phaser.Animations.AnimationState#remove
|
||||
* @since 3.50.0
|
||||
*
|
||||
* @param {string} key - The key of the animation to remove.
|
||||
|
@ -1742,7 +1746,7 @@ var AnimationState = new Class({
|
|||
*
|
||||
* Unregisters event listeners and cleans up its references.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.AnimationState#destroy
|
||||
* @method Phaser.Animations.AnimationState#destroy
|
||||
* @since 3.0.0
|
||||
*/
|
||||
destroy: function ()
|
||||
|
@ -1766,7 +1770,7 @@ var AnimationState = new Class({
|
|||
/**
|
||||
* `true` if the current animation is paused, otherwise `false`.
|
||||
*
|
||||
* @name Phaser.GameObjects.Components.AnimationState#isPaused
|
||||
* @name Phaser.Animations.AnimationState#isPaused
|
||||
* @readonly
|
||||
* @type {boolean}
|
||||
* @since 3.4.0
|
|
@ -13,6 +13,7 @@ module.exports = {
|
|||
Animation: require('./Animation'),
|
||||
AnimationFrame: require('./AnimationFrame'),
|
||||
AnimationManager: require('./AnimationManager'),
|
||||
AnimationState: require('./AnimationState'),
|
||||
Events: require('./events')
|
||||
|
||||
};
|
||||
|
|
|
@ -12,7 +12,6 @@ module.exports = {
|
|||
|
||||
Alpha: require('./Alpha'),
|
||||
AlphaSingle: require('./AlphaSingle'),
|
||||
AnimationState: require('./AnimationState'),
|
||||
BlendMode: require('./BlendMode'),
|
||||
ComputedSize: require('./ComputedSize'),
|
||||
Crop: require('./Crop'),
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
||||
*/
|
||||
|
||||
var AnimationState = require('../../animations/AnimationState');
|
||||
var Class = require('../../utils/Class');
|
||||
var Components = require('../components');
|
||||
var GameObject = require('../GameObject');
|
||||
|
@ -95,10 +96,10 @@ var Sprite = new Class({
|
|||
* mixing between animations and setting the current animation frame to this Sprite.
|
||||
*
|
||||
* @name Phaser.GameObjects.Sprite#anims
|
||||
* @type {Phaser.GameObjects.Components.AnimationState}
|
||||
* @type {Phaser.Animations.AnimationState}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.anims = new Components.AnimationState(this);
|
||||
this.anims = new AnimationState(this);
|
||||
|
||||
this.setTexture(texture, frame);
|
||||
this.setPosition(x, y);
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
||||
*/
|
||||
|
||||
var AnimationState = require('../../gameobjects/components/AnimationState');
|
||||
var AnimationState = require('../../animations/AnimationState');
|
||||
var Class = require('../../utils/Class');
|
||||
var Components = require('./components');
|
||||
var GameObject = require('../../gameobjects/GameObject');
|
||||
|
|
Loading…
Reference in a new issue