/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} * @module Phaser.Animation */ /** * An Animation instance contains a single animation and the controls to play it. * It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite. * * @class Phaser.Animation * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {Phaser.Sprite} parent - A reference to the owner of this Animation. * @param {string} name - The unique name for this animation, used in playback commands. * @param {Phaser.Animation.FrameData} frameData - The FrameData object that contains all frames used by this Animation. * @param {(Array.|Array.)} frames - An array of numbers or strings indicating which frames to play in which order. * @param {number} delay - The time between each frame of the animation, given in ms. * @param {boolean} looped - Should this animation loop or play through once. */ Phaser.Animation = function (game, parent, name, frameData, frames, delay, looped) { /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation. * @private */ this._parent = parent; /** * @property {Phaser.FrameData} _frameData - The FrameData the Animation uses. * @private */ this._frameData = frameData; /** * @property {string} name - The user defined name given to this Animation. */ this.name = name; /** * @property {object} _frames * @private */ this._frames = []; this._frames = this._frames.concat(frames); /** * @property {number} delay - The delay in ms between each frame of the Animation. */ this.delay = 1000 / delay; /** * @property {boolean} looped - The loop state of the Animation. */ this.looped = looped; /** * @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback. * @default */ this.isFinished = false; /** * @property {boolean} isPlaying - The playing state of the Animation. Set to false once playback completes, true during playback. * @default */ this.isPlaying = false; /** * @property {boolean} isPaused - The paused state of the Animation. * @default */ this.isPaused = false; /** * @property {boolean} _pauseStartTime - The time the animation paused. * @private * @default */ this._pauseStartTime = 0; /** * @property {number} _frameIndex * @private * @default */ this._frameIndex = 0; /** * @property {number} _frameDiff * @private * @default */ this._frameDiff = 0; /** * @property {number} _frameSkip * @private * @default */ this._frameSkip = 1; /** * @property {Phaser.Animation.Frame} currentFrame - The currently displayed frame of the Animation. */ this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); }; Phaser.Animation.prototype = { /** * Plays this animation. * * @method play * @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used. * @param {boolean} [loop=null] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used. * @return {Phaser.Animation} - A reference to this Animation instance. */ play: function (frameRate, loop) { if (typeof frameRate === 'number') { // If they set a new frame rate then use it, otherwise use the one set on creation this.delay = 1000 / frameRate; } if (typeof loop === 'boolean') { // If they set a new loop value then use it, otherwise use the one set on creation this.looped = loop; } this.isPlaying = true; this.isFinished = false; this._timeLastFrame = this.game.time.now; this._timeNextFrame = this.game.time.now + this.delay; this._frameIndex = 0; this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]); if (this._parent.events) { this._parent.events.onAnimationStart.dispatch(this._parent, this); } return this; }, /** * Sets this animation back to the first frame and restarts the animation. * * @method restart */ restart: function () { this.isPlaying = true; this.isFinished = false; this._timeLastFrame = this.game.time.now; this._timeNextFrame = this.game.time.now + this.delay; this._frameIndex = 0; this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); }, /** * Stops playback of this animation and set it to a finished state. If a resetFrame is provided it will stop playback and set frame to the first in the animation. * * @method stop * @param {boolean} [resetFrame=false] - If true after the animation stops the currentFrame value will be set to the first frame in this animation. */ stop: function (resetFrame) { if (typeof resetFrame === 'undefined') { resetFrame = false; } this.isPlaying = false; this.isFinished = true; if (resetFrame) { this.currentFrame = this._frameData.getFrame(this._frames[0]); } }, /** * Updates this animation. Called automatically by the AnimationManager. * * @method update */ update: function () { if (this.isPaused) { return false; } if (this.isPlaying == true && this.game.time.now >= this._timeNextFrame) { this._frameSkip = 1; // Lagging? this._frameDiff = this.game.time.now - this._timeNextFrame; this._timeLastFrame = this.game.time.now; if (this._frameDiff > this.delay) { // We need to skip a frame, work out how many this._frameSkip = Math.floor(this._frameDiff / this.delay); this._frameDiff -= (this._frameSkip * this.delay); } // And what's left now? this._timeNextFrame = this.game.time.now + (this.delay - this._frameDiff); this._frameIndex += this._frameSkip; if (this._frameIndex >= this._frames.length) { if (this.looped) { this._frameIndex %= this._frames.length; this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); if (this.currentFrame) { this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]); } this._parent.events.onAnimationLoop.dispatch(this._parent, this); } else { this.onComplete(); } } else { this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]); } return true; } return false; }, /** * Cleans up this animation ready for deletion. Nulls all values and references. * * @method destroy */ destroy: function () { this.game = null; this._parent = null; this._frames = null; this._frameData = null; this.currentFrame = null; this.isPlaying = false; }, /** * Called internally when the animation finishes playback. Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent. * * @method onComplete */ onComplete: function () { this.isPlaying = false; this.isFinished = true; if (this._parent.events) { this._parent.events.onAnimationComplete.dispatch(this._parent, this); } } }; /** * Sets the paused state of the Animation. * @param {boolean} value - Set to true to pause the animation or false to resume it if previous paused. * *//** * * Returns the paused state of the Animation. * @returns {boolean} * */ Object.defineProperty(Phaser.Animation.prototype, "paused", { get: function () { return this.isPaused; }, set: function (value) { this.isPaused = value; if (value) { // Paused this._pauseStartTime = this.game.time.now; } else { // Un-paused if (this.isPlaying) { this._timeNextFrame = this.game.time.now + this.delay; } } } }); /** * * Returns the total number of frames in this Animation. * @return {number} * */ Object.defineProperty(Phaser.Animation.prototype, "frameTotal", { get: function () { return this._frames.length; } }); /** * Sets the current frame to the given frame index and updates the texture cache. * @param {number} value - The frame to display * *//** * * Returns the current frame, or if not set the index of the most recent frame. * @returns {Animation.Frame} * */ Object.defineProperty(Phaser.Animation.prototype, "frame", { get: function () { if (this.currentFrame !== null) { return this.currentFrame.index; } else { return this._frameIndex; } }, set: function (value) { this.currentFrame = this._frameData.getFrame(value); if (this.currentFrame !== null) { this._frameIndex = value; this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]); } } }); /** * Really handy function for when you are creating arrays of animation data but it's using frame names and not numbers. * For example imagine you've got 30 frames named: 'explosion_0001-large' to 'explosion_0030-large' * You could use this function to generate those by doing: Phaser.Animation.generateFrameNames('explosion_', 1, 30, '-large', 4); * * @param {string} prefix - The start of the filename. If the filename was 'explosion_0001-large' the prefix would be 'explosion_'. * @param {number} min - The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the min is 1. * @param {number} max - The number to count up to. If your frames are named 'explosion_0001' to 'explosion_0034' the max is 34. * @param {string} [suffix=''] - The end of the filename. If the filename was 'explosion_0001-large' the prefix would be '-large'. * @param {number} [zeroPad=0] - The number of zeroes to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4. * @method generateFrameNames */ Phaser.Animation.generateFrameNames = function (prefix, min, max, suffix, zeroPad) { if (typeof suffix == 'undefined') { suffix = ''; } var output = []; var frame = ''; for (var i = min; i <= max; i++) { if (typeof zeroPad == 'number') { // str, len, pad, dir frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1); } else { frame = i.toString(); } frame = prefix + frame + suffix; output.push(frame); } return output; }