///
///
///
///
///
///
/**
* Phaser - AnimationManager
*
* Any Sprite that has animation contains an instance of the AnimationManager, which is used to add, play and update
* sprite specific animations.
*/
module Phaser {
export class AnimationManager {
/**
* AnimationManager constructor
*
* Create a new AnimationManager
.
*
* @param parent Owner sprite of this manager.
*/
constructor(game: Game, parent: Sprite) {
this._game = game;
this._parent = parent;
this._anims = {};
}
/**
* Local private reference to game.
*/
private _game: Game;
/**
* Local private reference to its owner sprite.
*/
private _parent: Sprite;
/**
* Animation key-value container.
*/
private _anims: {};
/**
* Index of current frame.
* @type {number}
*/
private _frameIndex: number;
/**
* Data contains animation frames.
* @type {FrameData}
*/
private _frameData: FrameData = null;
/**
* Keeps track of the current animation being played.
*/
public currentAnim: Animation;
/**
* Keeps track of the current frame of animation.
*/
public currentFrame: Frame = null;
/**
* Load animation frame data.
* @param frameData Data to be loaded.
*/
public loadFrameData(frameData: FrameData) {
this._frameData = frameData;
this.frame = 0;
}
/**
* Add a new animation.
* @param name What this animation should be called (e.g. "run").
* @param frames An array of numbers/strings indicating what frames to play in what order (e.g. [1, 2, 3] or ['run0', 'run1', run2]).
* @param frameRate The speed in frames per second that the animation should play at (e.g. 60 fps).
* @param loop Whether or not the animation is looped or just plays once.
* @param useNumericIndex Use number indexes instead of string indexes?
*/
public add(name: string, frames: any[] = null, frameRate: number = 60, loop: bool = false, useNumericIndex: bool = true) {
if (this._frameData == null)
{
return;
}
if (frames == null)
{
frames = this._frameData.getFrameIndexes();
}
else
{
if (this.validateFrames(frames, useNumericIndex) == false)
{
throw Error('Invalid frames given to Animation ' + name);
return;
}
}
if (useNumericIndex == false)
{
frames = this._frameData.getFrameIndexesByName(frames);
}
this._anims[name] = new Animation(this._game, this._parent, this._frameData, name, frames, frameRate, loop);
this.currentAnim = this._anims[name];
this.currentFrame = this.currentAnim.currentFrame;
}
private validateFrames(frames: any[], useNumericIndex: bool): bool {
for (var i = 0; i < frames.length; i++)
{
if (useNumericIndex == true)
{
if (frames[i] > this._frameData.total)
{
return false;
}
}
else
{
if (this._frameData.checkFrameName(frames[i]) == false)
{
return false;
}
}
}
return true;
}
/**
* Play animation with specific name.
* @param name The string name of the animation you want to play.
* @param frameRate FrameRate you want to specify instead of using default.
* @param loop Whether or not the animation is looped or just plays once.
*/
public play(name: string, frameRate?: number = null, loop?: bool) {
if (this._anims[name])
{
if (this.currentAnim == this._anims[name])
{
if (this.currentAnim.isPlaying == false)
{
this.currentAnim.play(frameRate, loop);
}
}
else
{
this.currentAnim = this._anims[name];
this.currentAnim.play(frameRate, loop);
}
}
}
/**
* Stop animation by name.
* Current animation will be automatically set to the stopped one.
*/
public stop(name: string) {
if (this._anims[name])
{
this.currentAnim = this._anims[name];
this.currentAnim.stop();
}
}
/**
* Update animation and parent sprite's bounds.
*/
public update() {
if (this.currentAnim && this.currentAnim.update() == true)
{
this.currentFrame = this.currentAnim.currentFrame;
this._parent.bounds.width = this.currentFrame.width;
this._parent.bounds.height = this.currentFrame.height;
}
}
public get frameData(): FrameData {
return this._frameData;
}
public get frameTotal(): number {
return this._frameData.total;
}
public get frame(): number {
return this._frameIndex;
}
public set frame(value: number) {
if (this._frameData.getFrame(value) !== null)
{
this.currentFrame = this._frameData.getFrame(value);
this._parent.bounds.width = this.currentFrame.width;
this._parent.bounds.height = this.currentFrame.height;
this._frameIndex = value;
}
}
public get frameName(): string {
return this.currentFrame.name;
}
public set frameName(value: string) {
if (this._frameData.getFrameByName(value) !== null)
{
this.currentFrame = this._frameData.getFrameByName(value);
this._parent.bounds.width = this.currentFrame.width;
this._parent.bounds.height = this.currentFrame.height;
this._frameIndex = this.currentFrame.index;
}
}
}
}