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} * @license {@link https://opensource.org/licenses/MIT|MIT License}
*/ */
var Class = require('../../utils/Class'); var Class = require('../utils/Class');
var CustomMap = require('../../structs/Map'); var CustomMap = require('../structs/Map');
var GetFastValue = require('../../utils/object/GetFastValue'); var GetFastValue = require('../utils/object/GetFastValue');
var Events = require('../../animations/events'); var Events = require('./events');
var Animation = require('../../animations/Animation'); var Animation = require('./Animation');
/** /**
* @classdesc * @classdesc
@ -26,11 +26,12 @@ var Animation = require('../../animations/Animation');
* can also create animations that are stored locally within it. See the `create method * can also create animations that are stored locally within it. See the `create method
* for more details. * for more details.
* *
* Prior to Phaser 3.50 this component was called just `Animation`. It was renamed to * Prior to Phaser 3.50 this component was called just `Animation` and lived in the
* `AnimationState` in 3.50 to help better separate it from the `Animation` class. * `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 * @class AnimationState
* @memberof Phaser.GameObjects.Components * @memberof Phaser.Animations
* @constructor * @constructor
* @since 3.0.0 * @since 3.0.0
* *
@ -45,7 +46,10 @@ var AnimationState = new Class({
/** /**
* The Game Object to which this animation component belongs. * 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} * @type {Phaser.GameObjects.GameObject}
* @since 3.0.0 * @since 3.0.0
*/ */
@ -54,7 +58,7 @@ var AnimationState = new Class({
/** /**
* A reference to the global Animation Manager. * A reference to the global Animation Manager.
* *
* @name Phaser.GameObjects.Components.AnimationState#animationManager * @name Phaser.Animations.AnimationState#animationManager
* @type {Phaser.Animations.AnimationManager} * @type {Phaser.Animations.AnimationManager}
* @since 3.0.0 * @since 3.0.0
*/ */
@ -65,7 +69,7 @@ var AnimationState = new Class({
/** /**
* A reference to the Texture Manager. * A reference to the Texture Manager.
* *
* @name Phaser.GameObjects.Components.AnimationState#textureManager * @name Phaser.Animations.AnimationState#textureManager
* @type {Phaser.Textures.TextureManager} * @type {Phaser.Textures.TextureManager}
* @protected * @protected
* @since 3.50.0 * @since 3.50.0
@ -78,7 +82,7 @@ var AnimationState = new Class({
* Do not modify the contents of this Map directly, instead use the * Do not modify the contents of this Map directly, instead use the
* `add`, `create` and `remove` methods of this class instead. * `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>} * @type {Phaser.Structs.Map.<string, Phaser.Animations.Animation>}
* @protected * @protected
* @since 3.50.0 * @since 3.50.0
@ -88,7 +92,7 @@ var AnimationState = new Class({
/** /**
* Is an animation currently playing or not? * Is an animation currently playing or not?
* *
* @name Phaser.GameObjects.Components.AnimationState#isPlaying * @name Phaser.Animations.AnimationState#isPlaying
* @type {boolean} * @type {boolean}
* @default false * @default false
* @since 3.0.0 * @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? * 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} * @type {boolean}
* @default false * @default false
* @since 3.50.0 * @since 3.50.0
@ -110,7 +114,7 @@ var AnimationState = new Class({
* *
* Will by `null` if no animation is yet loaded. * Will by `null` if no animation is yet loaded.
* *
* @name Phaser.GameObjects.Components.AnimationState#currentAnim * @name Phaser.Animations.AnimationState#currentAnim
* @type {?Phaser.Animations.Animation} * @type {?Phaser.Animations.Animation}
* @default null * @default null
* @since 3.0.0 * @since 3.0.0
@ -122,7 +126,7 @@ var AnimationState = new Class({
* *
* Will by `null` if no animation is yet loaded. * Will by `null` if no animation is yet loaded.
* *
* @name Phaser.GameObjects.Components.AnimationState#currentFrame * @name Phaser.Animations.AnimationState#currentFrame
* @type {?Phaser.Animations.AnimationFrame} * @type {?Phaser.Animations.AnimationFrame}
* @default null * @default null
* @since 3.0.0 * @since 3.0.0
@ -135,7 +139,7 @@ var AnimationState = new Class({
* *
* Will by `null` if no animation has been queued. * 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)} * @type {?(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig)}
* @default null * @default null
* @since 3.16.0 * @since 3.16.0
@ -147,7 +151,7 @@ var AnimationState = new Class({
* *
* Populate this queue via the `chain` method. * Populate this queue via the `chain` method.
* *
* @name Phaser.GameObjects.Components.AnimationState#nextAnimsQueue * @name Phaser.Animations.AnimationState#nextAnimsQueue
* @type {array} * @type {array}
* @since 3.24.0 * @since 3.24.0
*/ */
@ -164,7 +168,7 @@ var AnimationState = new Class({
* *
* Prior to Phaser 3.50 this property was private and called `_timeScale`. * 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} * @type {number}
* @default 1 * @default 1
* @since 3.50.0 * @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 * 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. * 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} * @type {number}
* @default 0 * @default 0
* @since 3.0.0 * @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 * 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. * 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} * @type {number}
* @default 0 * @default 0
* @since 3.0.0 * @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 * 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. * 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} * @type {number}
* @default 0 * @default 0
* @since 3.0.0 * @since 3.0.0
@ -216,7 +220,7 @@ var AnimationState = new Class({
/** /**
* Skip frames if the time lags, or always advanced anyway? * Skip frames if the time lags, or always advanced anyway?
* *
* @name Phaser.GameObjects.Components.AnimationState#skipMissedFrames * @name Phaser.Animations.AnimationState#skipMissedFrames
* @type {boolean} * @type {boolean}
* @default true * @default true
* @since 3.0.0 * @since 3.0.0
@ -232,7 +236,7 @@ var AnimationState = new Class({
* *
* Prior to Phaser 3.50 this property was private and called `_delay`. * 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} * @type {number}
* @default 0 * @default 0
* @since 3.50.0 * @since 3.50.0
@ -250,7 +254,7 @@ var AnimationState = new Class({
* *
* Prior to Phaser 3.50 this property was private and called `_repeat`. * 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} * @type {number}
* @default 0 * @default 0
* @since 3.50.0 * @since 3.50.0
@ -267,7 +271,7 @@ var AnimationState = new Class({
* *
* Prior to Phaser 3.50 this property was private and called `_repeatDelay`. * 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} * @type {number}
* @default 0 * @default 0
* @since 3.0.0 * @since 3.0.0
@ -286,7 +290,7 @@ var AnimationState = new Class({
* *
* Prior to Phaser 3.50 this property was private and called `_yoyo`. * 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} * @type {boolean}
* @default false * @default false
* @since 3.50.0 * @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 * 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. * at run-time, assuming the animation is currently delayed.
* *
* @name Phaser.GameObjects.Components.AnimationState#showOnStart * @name Phaser.Animations.AnimationState#showOnStart
* @type {boolean} * @type {boolean}
* @since 3.50.0 * @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 * 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. * at run-time, assuming the animation is still actively playing.
* *
* @name Phaser.GameObjects.Components.AnimationState#hideOnComplete * @name Phaser.Animations.AnimationState#hideOnComplete
* @type {boolean} * @type {boolean}
* @since 3.50.0 * @since 3.50.0
*/ */
@ -322,7 +326,7 @@ var AnimationState = new Class({
/** /**
* Is the playhead moving forwards (`true`) or in reverse (`false`) ? * Is the playhead moving forwards (`true`) or in reverse (`false`) ?
* *
* @name Phaser.GameObjects.Components.AnimationState#forward * @name Phaser.Animations.AnimationState#forward
* @type {boolean} * @type {boolean}
* @default true * @default true
* @since 3.0.0 * @since 3.0.0
@ -336,7 +340,7 @@ var AnimationState = new Class({
* *
* Prior to Phaser 3.50 this property was private and called `_reverse`. * 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} * @type {boolean}
* @default false * @default false
* @since 3.50.0 * @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. * 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} * @type {number}
* @default 0 * @default 0
* @since 3.0.0 * @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. * 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} * @type {number}
* @default 0 * @default 0
* @since 3.0.0 * @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 * 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. * 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} * @type {number}
* @default 0 * @default 0
* @since 3.50.0 * @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 * This value is set when a new animation is loaded into this component, but can also be modified
* at run-time. * at run-time.
* *
* @name Phaser.GameObjects.Components.AnimationState#repeatCounter * @name Phaser.Animations.AnimationState#repeatCounter
* @type {number} * @type {number}
* @default 0 * @default 0
* @since 3.0.0 * @since 3.0.0
@ -396,7 +400,7 @@ var AnimationState = new Class({
/** /**
* An internal flag keeping track of pending repeats. * An internal flag keeping track of pending repeats.
* *
* @name Phaser.GameObjects.Components.AnimationState#pendingRepeat * @name Phaser.Animations.AnimationState#pendingRepeat
* @type {boolean} * @type {boolean}
* @default false * @default false
* @since 3.0.0 * @since 3.0.0
@ -406,7 +410,7 @@ var AnimationState = new Class({
/** /**
* Is the Animation paused? * Is the Animation paused?
* *
* @name Phaser.GameObjects.Components.AnimationState#_paused * @name Phaser.Animations.AnimationState#_paused
* @type {boolean} * @type {boolean}
* @private * @private
* @default false * @default false
@ -417,7 +421,7 @@ var AnimationState = new Class({
/** /**
* Was the animation previously playing before being paused? * Was the animation previously playing before being paused?
* *
* @name Phaser.GameObjects.Components.AnimationState#_wasPlaying * @name Phaser.Animations.AnimationState#_wasPlaying
* @type {boolean} * @type {boolean}
* @private * @private
* @default false * @default false
@ -433,7 +437,7 @@ var AnimationState = new Class({
* 2 = Waiting for repeat * 2 = Waiting for repeat
* 3 = Waiting for specific frame * 3 = Waiting for specific frame
* *
* @name Phaser.GameObjects.Components.AnimationState#_pendingStop * @name Phaser.Animations.AnimationState#_pendingStop
* @type {integer} * @type {integer}
* @private * @private
* @since 3.4.0 * @since 3.4.0
@ -443,7 +447,7 @@ var AnimationState = new Class({
/** /**
* Internal property used by _pendingStop. * Internal property used by _pendingStop.
* *
* @name Phaser.GameObjects.Components.AnimationState#_pendingStopValue * @name Phaser.Animations.AnimationState#_pendingStopValue
* @type {any} * @type {any}
* @private * @private
* @since 3.4.0 * @since 3.4.0
@ -465,7 +469,7 @@ var AnimationState = new Class({
* *
* Call this method with no arguments to reset all currently chained animations. * 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 * @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. * @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`. * 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 * @since 3.50.0
* *
* @return {string} The key of the Animation currently loaded into this component, or an empty string if none loaded. * @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. * Internal method used to load an animation into this component.
* *
* @method Phaser.GameObjects.Components.AnimationState#load * @method Phaser.Animations.AnimationState#load
* @protected * @protected
* @since 3.0.0 * @since 3.0.0
* *
@ -595,7 +599,7 @@ var AnimationState = new Class({
* Pause the current animation and set the `isPlaying` property to `false`. * Pause the current animation and set the `isPlaying` property to `false`.
* You can optionally pause it at a specific frame. * You can optionally pause it at a specific frame.
* *
* @method Phaser.GameObjects.Components.AnimationState#pause * @method Phaser.Animations.AnimationState#pause
* @since 3.0.0 * @since 3.0.0
* *
* @param {Phaser.Animations.AnimationFrame} [atFrame] - An optional frame to set after pausing the animation. * @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`. * 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. * 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 * @since 3.0.0
* *
* @param {Phaser.Animations.AnimationFrame} [fromFrame] - An optional frame to set before restarting playback. * @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'. * 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#ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START * @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_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. * 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#ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START * @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_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. * 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#ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START * @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_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. * 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#ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START * @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_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 * 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. * 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#ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START * @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START * @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
@ -983,7 +987,7 @@ var AnimationState = new Class({
/** /**
* Handles the start of an animation playback. * Handles the start of an animation playback.
* *
* @method Phaser.GameObjects.Components.AnimationState#handleStart * @method Phaser.Animations.AnimationState#handleStart
* @private * @private
* @since 3.50.0 * @since 3.50.0
*/ */
@ -1004,7 +1008,7 @@ var AnimationState = new Class({
/** /**
* Handles the repeat of an animation. * Handles the repeat of an animation.
* *
* @method Phaser.GameObjects.Components.AnimationState#handleRepeat * @method Phaser.Animations.AnimationState#handleRepeat
* @private * @private
* @since 3.50.0 * @since 3.50.0
*/ */
@ -1018,7 +1022,7 @@ var AnimationState = new Class({
/** /**
* Handles the stop of an animation playback. * Handles the stop of an animation playback.
* *
* @method Phaser.GameObjects.Components.AnimationState#handleStop * @method Phaser.Animations.AnimationState#handleStop
* @private * @private
* @since 3.50.0 * @since 3.50.0
*/ */
@ -1034,7 +1038,7 @@ var AnimationState = new Class({
/** /**
* Handles the completion of an animation playback. * Handles the completion of an animation playback.
* *
* @method Phaser.GameObjects.Components.AnimationState#handleComplete * @method Phaser.Animations.AnimationState#handleComplete
* @private * @private
* @since 3.50.0 * @since 3.50.0
*/ */
@ -1055,7 +1059,7 @@ var AnimationState = new Class({
/** /**
* Fires the given animation events. * Fires the given animation events.
* *
* @method Phaser.GameObjects.Components.AnimationState#emitEvents * @method Phaser.Animations.AnimationState#emitEvents
* @private * @private
* @since 3.50.0 * @since 3.50.0
* *
@ -1078,7 +1082,7 @@ var AnimationState = new Class({
/** /**
* Reverse the Animation that is already playing on the Game Object. * 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 * @since 3.12.0
* *
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. * @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 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. * the duration of the animation.
* *
* @method Phaser.GameObjects.Components.AnimationState#getProgress * @method Phaser.Animations.AnimationState#getProgress
* @since 3.4.0 * @since 3.4.0
* *
* @return {number} The progress of the current animation in frames, between 0 and 1. * @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 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. * the duration of the animation.
* *
* @method Phaser.GameObjects.Components.AnimationState#setProgress * @method Phaser.Animations.AnimationState#setProgress
* @since 3.4.0 * @since 3.4.0
* *
* @param {number} [value=0] - The progress value, between 0 and 1. * @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, * value specified here will be overwritten when the next animation loads in. To avoid this,
* use the `repeat` property of the `PlayAnimationConfig` object instead. * use the `repeat` property of the `PlayAnimationConfig` object instead.
* *
* @method Phaser.GameObjects.Components.AnimationState#setRepeat * @method Phaser.Animations.AnimationState#setRepeat
* @since 3.4.0 * @since 3.4.0
* *
* @param {integer} value - The number of times that the animation should repeat. * @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. * 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 * @since 3.50.0
* *
* @param {string} [key] - The key of the removed Animation. * @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 * 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. * 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#ANIMATION_RESTART
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_RESTART * @fires Phaser.Animations.Events#SPRITE_ANIMATION_RESTART
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_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. * 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#ANIMATION_COMPLETE
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_COMPLETE * @fires Phaser.Animations.Events#SPRITE_ANIMATION_COMPLETE
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_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. * 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#ANIMATION_STOP
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP * @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_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, * If there is another animation in the queue (set via the `chain` method) then it will start playing,
* when the current one stops. * 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#ANIMATION_STOP
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP * @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_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. * 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#ANIMATION_STOP
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP * @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_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, * If there is another animation in the queue (set via the `chain` method) then it will start playing,
* when the current one stops. * 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#ANIMATION_STOP
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP * @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_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 * Returns the total number of frames in this animation, or returns zero if no
* animation has been loaded. * animation has been loaded.
* *
* @method Phaser.GameObjects.Components.AnimationState#getTotalFrames * @method Phaser.Animations.AnimationState#getTotalFrames
* @since 3.4.0 * @since 3.4.0
* *
* @return {integer} The total number of frames in the current animation, or zero if no animation has been loaded. * @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. * This is called automatically by the `Sprite.preUpdate` method.
* *
* @method Phaser.GameObjects.Components.AnimationState#update * @method Phaser.Animations.AnimationState#update
* @since 3.0.0 * @since 3.0.0
* *
* @param {number} time - The current timestamp. * @param {number} time - The current timestamp.
@ -1523,7 +1527,7 @@ var AnimationState = new Class({
* Sets the given Animation Frame as being the current frame * Sets the given Animation Frame as being the current frame
* and applies it to the parent Game Object, adjusting size and origin as needed. * 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#ANIMATION_UPDATE
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_UPDATE * @fires Phaser.Animations.Events#SPRITE_ANIMATION_UPDATE
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_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 * 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. * 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 * @since 3.16.0
* *
* @return {Phaser.GameObjects.GameObject} The Game Object this Animation Component belongs to. * @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 * 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. * 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 * @since 3.16.0
* *
* @return {Phaser.GameObjects.GameObject} The Game Object this Animation Component belongs to. * @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. * See the `create` method for more details.
* *
* @method Phaser.GameObjects.Components.AnimationState#get * @method Phaser.Animations.AnimationState#get
* @since 3.50.0 * @since 3.50.0
* *
* @param {string} key - The key of the Animation to retrieve. * @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. * 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 * @since 3.50.0
* *
* @param {string} key - The key of the Animation to check. * @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. * 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 * @since 3.50.0
* *
* @param {Phaser.Types.Animations.Animation} config - The configuration settings for the Animation. * @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. * 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 * @since 3.50.0
* *
* @param {string} key - The key of the animation to remove. * @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. * Unregisters event listeners and cleans up its references.
* *
* @method Phaser.GameObjects.Components.AnimationState#destroy * @method Phaser.Animations.AnimationState#destroy
* @since 3.0.0 * @since 3.0.0
*/ */
destroy: function () destroy: function ()
@ -1766,7 +1770,7 @@ var AnimationState = new Class({
/** /**
* `true` if the current animation is paused, otherwise `false`. * `true` if the current animation is paused, otherwise `false`.
* *
* @name Phaser.GameObjects.Components.AnimationState#isPaused * @name Phaser.Animations.AnimationState#isPaused
* @readonly * @readonly
* @type {boolean} * @type {boolean}
* @since 3.4.0 * @since 3.4.0

View file

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

View file

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

View file

@ -4,6 +4,7 @@
* @license {@link https://opensource.org/licenses/MIT|MIT License} * @license {@link https://opensource.org/licenses/MIT|MIT License}
*/ */
var AnimationState = require('../../animations/AnimationState');
var Class = require('../../utils/Class'); var Class = require('../../utils/Class');
var Components = require('../components'); var Components = require('../components');
var GameObject = require('../GameObject'); var GameObject = require('../GameObject');
@ -95,10 +96,10 @@ var Sprite = new Class({
* mixing between animations and setting the current animation frame to this Sprite. * mixing between animations and setting the current animation frame to this Sprite.
* *
* @name Phaser.GameObjects.Sprite#anims * @name Phaser.GameObjects.Sprite#anims
* @type {Phaser.GameObjects.Components.AnimationState} * @type {Phaser.Animations.AnimationState}
* @since 3.0.0 * @since 3.0.0
*/ */
this.anims = new Components.AnimationState(this); this.anims = new AnimationState(this);
this.setTexture(texture, frame); this.setTexture(texture, frame);
this.setPosition(x, y); this.setPosition(x, y);

View file

@ -4,7 +4,7 @@
* @license {@link https://opensource.org/licenses/MIT|MIT License} * @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 Class = require('../../utils/Class');
var Components = require('./components'); var Components = require('./components');
var GameObject = require('../../gameobjects/GameObject'); var GameObject = require('../../gameobjects/GameObject');