/// /** * Animation * * An Animation instance contains a single animation and the controls to play it. * It is created by the AnimationManager and belongs to Game Objects such as Sprite. * * @package Phaser.Animation * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License */ var Phaser; (function (Phaser) { var Animation = (function () { /** * Animation constructor * Create a new Animation. * * @param parent {Sprite} Owner sprite of this animation. * @param frameData {FrameData} The FrameData object contains animation data. * @param name {string} Unique name of this animation. * @param frames {number[]/string[]} An array of numbers or strings indicating what frames to play in what order. * @param delay {number} Time between frames in ms. * @param looped {bool} Whether or not the animation is looped or just plays once. */ function Animation(game, parent, frameData, name, frames, delay, looped) { this.game = game; this._parent = parent; this._frames = frames; this._frameData = frameData; this.name = name; this.delay = 1000 / delay; this.looped = looped; this.isFinished = false; this.isPlaying = false; this._frameIndex = 0; this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); } Object.defineProperty(Animation.prototype, "frameTotal", { get: function () { return this._frames.length; }, enumerable: true, configurable: true }); Object.defineProperty(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._parent.texture.width = this.currentFrame.width; this._parent.texture.height = this.currentFrame.height; this._frameIndex = value; } }, enumerable: true, configurable: true }); Animation.prototype.play = /** * Play this animation. * @param frameRate {number} FrameRate you want to specify instead of using default. * @param loop {bool} Whether or not the animation is looped or just plays once. */ function (frameRate, loop) { if (typeof frameRate === "undefined") { frameRate = null; } if (typeof loop === "undefined") { loop = null; } if(frameRate !== null) { this.delay = 1000 / frameRate; } if(loop !== null) { // If they set a new loop value then use it, otherwise use the default 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.events.onAnimationStart.dispatch(this._parent, this); return this; }; Animation.prototype.restart = /** * Play this animation from the first frame. */ 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]); }; Animation.prototype.stop = /** * Stop playing animation and set it finished. */ function () { this.isPlaying = false; this.isFinished = true; }; Animation.prototype.update = /** * Update animation frames. */ function () { if(this.isPlaying == true && this.game.time.now >= this._timeNextFrame) { this._frameIndex++; if(this._frameIndex == this._frames.length) { if(this.looped) { this._frameIndex = 0; this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); this._parent.events.onAnimationLoop.dispatch(this._parent, this); } else { this.onComplete(); } } else { this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); } this._timeLastFrame = this.game.time.now; this._timeNextFrame = this.game.time.now + this.delay; return true; } return false; }; Animation.prototype.destroy = /** * Clean up animation memory. */ function () { this.game = null; this._parent = null; this._frames = null; this._frameData = null; this.currentFrame = null; this.isPlaying = false; }; Animation.prototype.onComplete = /** * Animation complete callback method. */ function () { this.isPlaying = false; this.isFinished = true; this._parent.events.onAnimationComplete.dispatch(this._parent, this); }; return Animation; })(); Phaser.Animation = Animation; })(Phaser || (Phaser = {}));