AnimationState has moved namespace to keep things logically together

This commit is contained in:
Richard Davey 2020-09-08 09:31:59 +01:00
parent 6f2bf77557
commit cdd612a273
5 changed files with 86 additions and 81 deletions

View file

@ -4,11 +4,11 @@
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
var CustomMap = require('../../structs/Map');
var GetFastValue = require('../../utils/object/GetFastValue');
var Events = require('../../animations/events');
var Animation = require('../../animations/Animation');
var Class = require('../utils/Class');
var CustomMap = require('../structs/Map');
var GetFastValue = require('../utils/object/GetFastValue');
var Events = require('./events');
var Animation = require('./Animation');
/**
* @classdesc
@ -26,11 +26,12 @@ var Animation = require('../../animations/Animation');
* can also create animations that are stored locally within it. See the `create method
* for more details.
*
* Prior to Phaser 3.50 this component was called just `Animation`. It was renamed to
* `AnimationState` in 3.50 to help better separate it from the `Animation` class.
* Prior to Phaser 3.50 this component was called just `Animation` and lived in the
* `Phaser.GameObjects.Components` namespace. It was renamed to `AnimationState`
* in 3.50 to help better identify its true purpose when browsing the documentation.
*
* @class AnimationState
* @memberof Phaser.GameObjects.Components
* @memberof Phaser.Animations
* @constructor
* @since 3.0.0
*
@ -45,7 +46,10 @@ var AnimationState = new Class({
/**
* The Game Object to which this animation component belongs.
*
* @name Phaser.GameObjects.Components.AnimationState#parent
* You can typically access this component from the Game Object
* via the `this.anims` property.
*
* @name Phaser.Animations.AnimationState#parent
* @type {Phaser.GameObjects.GameObject}
* @since 3.0.0
*/
@ -54,7 +58,7 @@ var AnimationState = new Class({
/**
* A reference to the global Animation Manager.
*
* @name Phaser.GameObjects.Components.AnimationState#animationManager
* @name Phaser.Animations.AnimationState#animationManager
* @type {Phaser.Animations.AnimationManager}
* @since 3.0.0
*/
@ -65,7 +69,7 @@ var AnimationState = new Class({
/**
* A reference to the Texture Manager.
*
* @name Phaser.GameObjects.Components.AnimationState#textureManager
* @name Phaser.Animations.AnimationState#textureManager
* @type {Phaser.Textures.TextureManager}
* @protected
* @since 3.50.0
@ -78,7 +82,7 @@ var AnimationState = new Class({
* Do not modify the contents of this Map directly, instead use the
* `add`, `create` and `remove` methods of this class instead.
*
* @name Phaser.GameObjects.Components.AnimationState#anims
* @name Phaser.Animations.AnimationState#anims
* @type {Phaser.Structs.Map.<string, Phaser.Animations.Animation>}
* @protected
* @since 3.50.0
@ -88,7 +92,7 @@ var AnimationState = new Class({
/**
* Is an animation currently playing or not?
*
* @name Phaser.GameObjects.Components.AnimationState#isPlaying
* @name Phaser.Animations.AnimationState#isPlaying
* @type {boolean}
* @default false
* @since 3.0.0
@ -98,7 +102,7 @@ var AnimationState = new Class({
/**
* Has the current animation started playing, or is it waiting for a delay to expire?
*
* @name Phaser.GameObjects.Components.AnimationState#hasStarted
* @name Phaser.Animations.AnimationState#hasStarted
* @type {boolean}
* @default false
* @since 3.50.0
@ -110,7 +114,7 @@ var AnimationState = new Class({
*
* Will by `null` if no animation is yet loaded.
*
* @name Phaser.GameObjects.Components.AnimationState#currentAnim
* @name Phaser.Animations.AnimationState#currentAnim
* @type {?Phaser.Animations.Animation}
* @default null
* @since 3.0.0
@ -122,7 +126,7 @@ var AnimationState = new Class({
*
* Will by `null` if no animation is yet loaded.
*
* @name Phaser.GameObjects.Components.AnimationState#currentFrame
* @name Phaser.Animations.AnimationState#currentFrame
* @type {?Phaser.Animations.AnimationFrame}
* @default null
* @since 3.0.0
@ -135,7 +139,7 @@ var AnimationState = new Class({
*
* Will by `null` if no animation has been queued.
*
* @name Phaser.GameObjects.Components.AnimationState#nextAnim
* @name Phaser.Animations.AnimationState#nextAnim
* @type {?(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig)}
* @default null
* @since 3.16.0
@ -147,7 +151,7 @@ var AnimationState = new Class({
*
* Populate this queue via the `chain` method.
*
* @name Phaser.GameObjects.Components.AnimationState#nextAnimsQueue
* @name Phaser.Animations.AnimationState#nextAnimsQueue
* @type {array}
* @since 3.24.0
*/
@ -164,7 +168,7 @@ var AnimationState = new Class({
*
* Prior to Phaser 3.50 this property was private and called `_timeScale`.
*
* @name Phaser.GameObjects.Components.AnimationState#timeScale
* @name Phaser.Animations.AnimationState#timeScale
* @type {number}
* @default 1
* @since 3.50.0
@ -178,7 +182,7 @@ var AnimationState = new Class({
* be treated as read-only, as changing it once playback has started will not alter
* the animation. To change the frame rate, provide a new value in the `PlayAnimationConfig` object.
*
* @name Phaser.GameObjects.Components.AnimationState#frameRate
* @name Phaser.Animations.AnimationState#frameRate
* @type {number}
* @default 0
* @since 3.0.0
@ -192,7 +196,7 @@ var AnimationState = new Class({
* be treated as read-only, as changing it once playback has started will not alter
* the animation. To change the duration, provide a new value in the `PlayAnimationConfig` object.
*
* @name Phaser.GameObjects.Components.AnimationState#duration
* @name Phaser.Animations.AnimationState#duration
* @type {number}
* @default 0
* @since 3.0.0
@ -206,7 +210,7 @@ var AnimationState = new Class({
* This value is calculated when a new animation is loaded into this component and should
* be treated as read-only. Changing it will not alter playback speed.
*
* @name Phaser.GameObjects.Components.AnimationState#msPerFrame
* @name Phaser.Animations.AnimationState#msPerFrame
* @type {number}
* @default 0
* @since 3.0.0
@ -216,7 +220,7 @@ var AnimationState = new Class({
/**
* Skip frames if the time lags, or always advanced anyway?
*
* @name Phaser.GameObjects.Components.AnimationState#skipMissedFrames
* @name Phaser.Animations.AnimationState#skipMissedFrames
* @type {boolean}
* @default true
* @since 3.0.0
@ -232,7 +236,7 @@ var AnimationState = new Class({
*
* Prior to Phaser 3.50 this property was private and called `_delay`.
*
* @name Phaser.GameObjects.Components.AnimationState#delay
* @name Phaser.Animations.AnimationState#delay
* @type {number}
* @default 0
* @since 3.50.0
@ -250,7 +254,7 @@ var AnimationState = new Class({
*
* Prior to Phaser 3.50 this property was private and called `_repeat`.
*
* @name Phaser.GameObjects.Components.AnimationState#repeat
* @name Phaser.Animations.AnimationState#repeat
* @type {number}
* @default 0
* @since 3.50.0
@ -267,7 +271,7 @@ var AnimationState = new Class({
*
* Prior to Phaser 3.50 this property was private and called `_repeatDelay`.
*
* @name Phaser.GameObjects.Components.AnimationState#repeatDelay
* @name Phaser.Animations.AnimationState#repeatDelay
* @type {number}
* @default 0
* @since 3.0.0
@ -286,7 +290,7 @@ var AnimationState = new Class({
*
* Prior to Phaser 3.50 this property was private and called `_yoyo`.
*
* @name Phaser.GameObjects.Components.AnimationState#yoyo
* @name Phaser.Animations.AnimationState#yoyo
* @type {boolean}
* @default false
* @since 3.50.0
@ -301,7 +305,7 @@ var AnimationState = new Class({
* This value is set when a new animation is loaded into this component, but can also be modified
* at run-time, assuming the animation is currently delayed.
*
* @name Phaser.GameObjects.Components.AnimationState#showOnStart
* @name Phaser.Animations.AnimationState#showOnStart
* @type {boolean}
* @since 3.50.0
*/
@ -313,7 +317,7 @@ var AnimationState = new Class({
* This value is set when a new animation is loaded into this component, but can also be modified
* at run-time, assuming the animation is still actively playing.
*
* @name Phaser.GameObjects.Components.AnimationState#hideOnComplete
* @name Phaser.Animations.AnimationState#hideOnComplete
* @type {boolean}
* @since 3.50.0
*/
@ -322,7 +326,7 @@ var AnimationState = new Class({
/**
* Is the playhead moving forwards (`true`) or in reverse (`false`) ?
*
* @name Phaser.GameObjects.Components.AnimationState#forward
* @name Phaser.Animations.AnimationState#forward
* @type {boolean}
* @default true
* @since 3.0.0
@ -336,7 +340,7 @@ var AnimationState = new Class({
*
* Prior to Phaser 3.50 this property was private and called `_reverse`.
*
* @name Phaser.GameObjects.Components.AnimationState#inReverse
* @name Phaser.Animations.AnimationState#inReverse
* @type {boolean}
* @default false
* @since 3.50.0
@ -348,7 +352,7 @@ var AnimationState = new Class({
*
* This has the `delta` time added to it as part of the `update` step.
*
* @name Phaser.GameObjects.Components.AnimationState#accumulator
* @name Phaser.Animations.AnimationState#accumulator
* @type {number}
* @default 0
* @since 3.0.0
@ -360,7 +364,7 @@ var AnimationState = new Class({
*
* This value is compared against the `accumulator` as part of the `update` step.
*
* @name Phaser.GameObjects.Components.AnimationState#nextTick
* @name Phaser.Animations.AnimationState#nextTick
* @type {number}
* @default 0
* @since 3.0.0
@ -373,7 +377,7 @@ var AnimationState = new Class({
* This is set via the `playAfterDelay` method, although it can be modified at run-time
* if required, as long as the animation has not already started playing.
*
* @name Phaser.GameObjects.Components.AnimationState#delayCounter
* @name Phaser.Animations.AnimationState#delayCounter
* @type {number}
* @default 0
* @since 3.50.0
@ -386,7 +390,7 @@ var AnimationState = new Class({
* This value is set when a new animation is loaded into this component, but can also be modified
* at run-time.
*
* @name Phaser.GameObjects.Components.AnimationState#repeatCounter
* @name Phaser.Animations.AnimationState#repeatCounter
* @type {number}
* @default 0
* @since 3.0.0
@ -396,7 +400,7 @@ var AnimationState = new Class({
/**
* An internal flag keeping track of pending repeats.
*
* @name Phaser.GameObjects.Components.AnimationState#pendingRepeat
* @name Phaser.Animations.AnimationState#pendingRepeat
* @type {boolean}
* @default false
* @since 3.0.0
@ -406,7 +410,7 @@ var AnimationState = new Class({
/**
* Is the Animation paused?
*
* @name Phaser.GameObjects.Components.AnimationState#_paused
* @name Phaser.Animations.AnimationState#_paused
* @type {boolean}
* @private
* @default false
@ -417,7 +421,7 @@ var AnimationState = new Class({
/**
* Was the animation previously playing before being paused?
*
* @name Phaser.GameObjects.Components.AnimationState#_wasPlaying
* @name Phaser.Animations.AnimationState#_wasPlaying
* @type {boolean}
* @private
* @default false
@ -433,7 +437,7 @@ var AnimationState = new Class({
* 2 = Waiting for repeat
* 3 = Waiting for specific frame
*
* @name Phaser.GameObjects.Components.AnimationState#_pendingStop
* @name Phaser.Animations.AnimationState#_pendingStop
* @type {integer}
* @private
* @since 3.4.0
@ -443,7 +447,7 @@ var AnimationState = new Class({
/**
* Internal property used by _pendingStop.
*
* @name Phaser.GameObjects.Components.AnimationState#_pendingStopValue
* @name Phaser.Animations.AnimationState#_pendingStopValue
* @type {any}
* @private
* @since 3.4.0
@ -465,7 +469,7 @@ var AnimationState = new Class({
*
* Call this method with no arguments to reset all currently chained animations.
*
* @method Phaser.GameObjects.Components.AnimationState#chain
* @method Phaser.Animations.AnimationState#chain
* @since 3.16.0
*
* @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.
@ -511,7 +515,7 @@ var AnimationState = new Class({
*
* Prior to Phaser 3.50 this method was called `getCurrentKey`.
*
* @method Phaser.GameObjects.Components.AnimationState#getName
* @method Phaser.Animations.AnimationState#getName
* @since 3.50.0
*
* @return {string} The key of the Animation currently loaded into this component, or an empty string if none loaded.
@ -524,7 +528,7 @@ var AnimationState = new Class({
/**
* Internal method used to load an animation into this component.
*
* @method Phaser.GameObjects.Components.AnimationState#load
* @method Phaser.Animations.AnimationState#load
* @protected
* @since 3.0.0
*
@ -595,7 +599,7 @@ var AnimationState = new Class({
* Pause the current animation and set the `isPlaying` property to `false`.
* You can optionally pause it at a specific frame.
*
* @method Phaser.GameObjects.Components.AnimationState#pause
* @method Phaser.Animations.AnimationState#pause
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationFrame} [atFrame] - An optional frame to set after pausing the animation.
@ -623,7 +627,7 @@ var AnimationState = new Class({
* Resumes playback of a paused animation and sets the `isPlaying` property to `true`.
* You can optionally tell it to start playback from a specific frame.
*
* @method Phaser.GameObjects.Components.AnimationState#resume
* @method Phaser.Animations.AnimationState#resume
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationFrame} [fromFrame] - An optional frame to set before restarting playback.
@ -658,7 +662,7 @@ var AnimationState = new Class({
*
* Prior to Phaser 3.50 this method was called 'delayedPlay'.
*
* @method Phaser.GameObjects.Components.AnimationState#playAfterDelay
* @method Phaser.Animations.AnimationState#playAfterDelay
* @fires Phaser.Animations.Events#ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
@ -706,7 +710,7 @@ var AnimationState = new Class({
*
* If no animation is currently running, the given one will start immediately.
*
* @method Phaser.GameObjects.Components.AnimationState#playAfterRepeat
* @method Phaser.Animations.AnimationState#playAfterRepeat
* @fires Phaser.Animations.Events#ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
@ -801,7 +805,7 @@ var AnimationState = new Class({
*
* Also, see the documentation in the Animation Manager for further details on creating animations.
*
* @method Phaser.GameObjects.Components.AnimationState#play
* @method Phaser.Animations.AnimationState#play
* @fires Phaser.Animations.Events#ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
@ -898,7 +902,7 @@ var AnimationState = new Class({
*
* Also, see the documentation in the Animation Manager for further details on creating animations.
*
* @method Phaser.GameObjects.Components.AnimationState#playReverse
* @method Phaser.Animations.AnimationState#playReverse
* @fires Phaser.Animations.Events#ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
@ -934,7 +938,7 @@ var AnimationState = new Class({
* Load the animation based on the key and set-up all of the internal values
* needed for playback to start. If there is no delay, it will also fire the start events.
*
* @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

View file

@ -13,6 +13,7 @@ module.exports = {
Animation: require('./Animation'),
AnimationFrame: require('./AnimationFrame'),
AnimationManager: require('./AnimationManager'),
AnimationState: require('./AnimationState'),
Events: require('./events')
};

View file

@ -12,7 +12,6 @@ module.exports = {
Alpha: require('./Alpha'),
AlphaSingle: require('./AlphaSingle'),
AnimationState: require('./AnimationState'),
BlendMode: require('./BlendMode'),
ComputedSize: require('./ComputedSize'),
Crop: require('./Crop'),

View file

@ -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);

View file

@ -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');