/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * 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.FrameData} frameData - The FrameData object that contains all frames used by this Animation. * @param {number[]|string[]} frames - An array of numbers or strings indicating which frames to play in which order. * @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second. * @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once. */ Phaser.Animation = function (game, parent, name, frameData, frames, frameRate, loop) { if (loop === undefined) { loop = false; } /** * @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 {array} _frames * @private */ this._frames = []; this._frames = this._frames.concat(frames); /** * @property {number} delay - The delay in ms between each frame of the Animation, based on the given frameRate. */ this.delay = 1000 / frameRate; /** * @property {boolean} loop - The loop state of the Animation. */ this.loop = loop; /** * @property {number} loopCount - The number of times the animation has looped since it was last started. */ this.loopCount = 0; /** * @property {boolean} killOnComplete - Should the parent of this Animation be killed when the animation completes? * @default */ this.killOnComplete = false; /** * @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.Frame} currentFrame - The currently displayed frame of the Animation. */ this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); /** * @property {Phaser.Signal} onStart - This event is dispatched when this Animation starts playback. */ this.onStart = new Phaser.Signal(); /** * This event is dispatched when the Animation changes frame. * By default this event is disabled due to its intensive nature. Enable it with: `Animation.enableUpdate = true`. * Note that the event is only dispatched with the current frame. In a low-FPS environment Animations * will automatically frame-skip to try and claw back time, so do not base your code on expecting to * receive a perfectly sequential set of frames from this event. * @property {Phaser.Signal|null} onUpdate * @default */ this.onUpdate = null; /** * @property {Phaser.Signal} onComplete - This event is dispatched when this Animation completes playback. If the animation is set to loop this is never fired, listen for onLoop instead. */ this.onComplete = new Phaser.Signal(); /** * @property {Phaser.Signal} onLoop - This event is dispatched when this Animation loops. */ this.onLoop = new Phaser.Signal(); /** * @property {boolean} isReversed - Indicates if the animation will play backwards. * @default */ this.isReversed = false; // Set-up some event listeners this.game.onPause.add(this.onPause, this); this.game.onResume.add(this.onResume, this); }; Phaser.Animation.prototype = { /** * Plays this animation. * * @method Phaser.Animation#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=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used. * @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed. * @return {Phaser.Animation} - A reference to this Animation instance. */ play: function (frameRate, loop, killOnComplete) { 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.loop = loop; } if (typeof killOnComplete !== 'undefined') { // Remove the parent sprite once the animation has finished? this.killOnComplete = killOnComplete; } this.isPlaying = true; this.isFinished = false; this.paused = false; this.loopCount = 0; this._timeLastFrame = this.game.time.time; this._timeNextFrame = this.game.time.time + this.delay; this._frameIndex = this.isReversed ? this._frames.length - 1 : 0; this.updateCurrentFrame(false, true); this._parent.events.onAnimationStart$dispatch(this._parent, this); this.onStart.dispatch(this._parent, this); this._parent.animations.currentAnim = this; this._parent.animations.currentFrame = this.currentFrame; return this; }, /** * Sets this animation back to the first frame and restarts the animation. * * @method Phaser.Animation#restart */ restart: function () { this.isPlaying = true; this.isFinished = false; this.paused = false; this.loopCount = 0; this._timeLastFrame = this.game.time.time; this._timeNextFrame = this.game.time.time + this.delay; this._frameIndex = 0; this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); this._parent.setFrame(this.currentFrame); this._parent.animations.currentAnim = this; this._parent.animations.currentFrame = this.currentFrame; this.onStart.dispatch(this._parent, this); }, /** * Reverses the animation direction. * * @method Phaser.Animation#reverse * @return {Phaser.Animation} The animation instance. */ reverse: function () { this.reversed = !this.reversed; return this; }, /** * Reverses the animation direction for the current/next animation only * Once the onComplete event is called this method will be called again and revert * the reversed state. * * @method Phaser.Animation#reverseOnce * @return {Phaser.Animation} The animation instance. */ reverseOnce: function () { this.onComplete.addOnce(this.reverse, this); return this.reverse(); }, /** * Sets this animations playback to a given frame with the given ID. * * @method Phaser.Animation#setFrame * @param {string|number} [frameId] - The identifier of the frame to set. Can be the name of the frame, the sprite index of the frame, or the animation-local frame index. * @param {boolean} [useLocalFrameIndex=false] - If you provide a number for frameId, should it use the numeric indexes of the frameData, or the 0-indexed frame index local to the animation. */ setFrame: function(frameId, useLocalFrameIndex) { var frameIndex; if (useLocalFrameIndex === undefined) { useLocalFrameIndex = false; } // Find the index to the desired frame. if (typeof frameId === "string") { for (var i = 0; i < this._frames.length; i++) { if (this._frameData.getFrame(this._frames[i]).name === frameId) { frameIndex = i; } } } else if (typeof frameId === "number") { if (useLocalFrameIndex) { frameIndex = frameId; } else { for (var i = 0; i < this._frames.length; i++) { if (this._frames[i] === frameId) { frameIndex = i; } } } } if (frameIndex) { // Set the current frame index to the found index. Subtract a directional offset so that it animates to the desired frame on update. var directionalOffset = this.isReversed ? -1 : 1; this._frameIndex = frameIndex - directionalOffset; // Make the animation update at next update this._timeNextFrame = this.game.time.time; this.update(); } }, /** * 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. * If `dispatchComplete` is true it will dispatch the complete events, otherwise they'll be ignored. * * @method Phaser.Animation#stop * @param {boolean} [resetFrame=false] - If true after the animation stops the currentFrame value will be set to the first frame in this animation. * @param {boolean} [dispatchComplete=false] - Dispatch the Animation.onComplete and parent.onAnimationComplete events? */ stop: function (resetFrame, dispatchComplete) { if (resetFrame === undefined) { resetFrame = false; } if (dispatchComplete === undefined) { dispatchComplete = false; } this.isPlaying = false; this.isFinished = true; this.paused = false; if (resetFrame) { this.currentFrame = this._frameData.getFrame(this._frames[0]); this._parent.setFrame(this.currentFrame); } if (dispatchComplete) { this._parent.events.onAnimationComplete$dispatch(this._parent, this); this.onComplete.dispatch(this._parent, this); } }, /** * Called when the Game enters a paused state. * * @method Phaser.Animation#onPause */ onPause: function () { if (this.isPlaying) { this._frameDiff = this._timeNextFrame - this.game.time.time; } }, /** * Called when the Game resumes from a paused state. * * @method Phaser.Animation#onResume */ onResume: function () { if (this.isPlaying) { this._timeNextFrame = this.game.time.time + this._frameDiff; } }, /** * Updates this animation. Called automatically by the AnimationManager. * * @method Phaser.Animation#update */ update: function () { if (this.isPaused) { return false; } if (this.isPlaying && this.game.time.time >= this._timeNextFrame) { this._frameSkip = 1; // Lagging? this._frameDiff = this.game.time.time - this._timeNextFrame; this._timeLastFrame = this.game.time.time; 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.time + (this.delay - this._frameDiff); if (this.isReversed) { this._frameIndex -= this._frameSkip; } else { this._frameIndex += this._frameSkip; } if (!this.isReversed && this._frameIndex >= this._frames.length || this.isReversed && this._frameIndex <= -1) { if (this.loop) { // Update current state before event callback this._frameIndex = Math.abs(this._frameIndex) % this._frames.length; if (this.isReversed) { this._frameIndex = this._frames.length - 1 - this._frameIndex; } this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); // Instead of calling updateCurrentFrame we do it here instead if (this.currentFrame) { this._parent.setFrame(this.currentFrame); } this.loopCount++; this._parent.events.onAnimationLoop$dispatch(this._parent, this); this.onLoop.dispatch(this._parent, this); if (this.onUpdate) { this.onUpdate.dispatch(this, this.currentFrame); // False if the animation was destroyed from within a callback return !!this._frameData; } else { return true; } } else { this.complete(); return false; } } else { return this.updateCurrentFrame(true); } } return false; }, /** * Changes the currentFrame per the _frameIndex, updates the display state, * and triggers the update signal. * * Returns true if the current frame update was 'successful', false otherwise. * * @method Phaser.Animation#updateCurrentFrame * @private * @param {boolean} signalUpdate - If true the `Animation.onUpdate` signal will be dispatched. * @param {boolean} fromPlay - Was this call made from the playing of a new animation? * @return {boolean} True if the current frame was updated, otherwise false. */ updateCurrentFrame: function (signalUpdate, fromPlay) { if (fromPlay === undefined) { fromPlay = false; } if (!this._frameData) { // The animation is already destroyed, probably from a callback return false; } // Previous index var idx = this.currentFrame.index; this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); if (this.currentFrame && (fromPlay || (!fromPlay && idx !== this.currentFrame.index))) { this._parent.setFrame(this.currentFrame); } if (this.onUpdate && signalUpdate) { this.onUpdate.dispatch(this, this.currentFrame); // False if the animation was destroyed from within a callback return !!this._frameData; } else { return true; } }, /** * Advances by the given number of frames in the Animation, taking the loop value into consideration. * * @method Phaser.Animation#next * @param {number} [quantity=1] - The number of frames to advance. */ next: function (quantity) { if (quantity === undefined) { quantity = 1; } var frame = this._frameIndex + quantity; if (frame >= this._frames.length) { if (this.loop) { frame %= this._frames.length; } else { frame = this._frames.length - 1; } } if (frame !== this._frameIndex) { this._frameIndex = frame; this.updateCurrentFrame(true); } }, /** * Moves backwards the given number of frames in the Animation, taking the loop value into consideration. * * @method Phaser.Animation#previous * @param {number} [quantity=1] - The number of frames to move back. */ previous: function (quantity) { if (quantity === undefined) { quantity = 1; } var frame = this._frameIndex - quantity; if (frame < 0) { if (this.loop) { frame = this._frames.length + frame; } else { frame++; } } if (frame !== this._frameIndex) { this._frameIndex = frame; this.updateCurrentFrame(true); } }, /** * Changes the FrameData object this Animation is using. * * @method Phaser.Animation#updateFrameData * @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation. */ updateFrameData: function (frameData) { this._frameData = frameData; this.currentFrame = this._frameData ? this._frameData.getFrame(this._frames[this._frameIndex % this._frames.length]) : null; }, /** * Cleans up this animation ready for deletion. Nulls all values and references. * * @method Phaser.Animation#destroy */ destroy: function () { if (!this._frameData) { // Already destroyed return; } this.game.onPause.remove(this.onPause, this); this.game.onResume.remove(this.onResume, this); this.game = null; this._parent = null; this._frames = null; this._frameData = null; this.currentFrame = null; this.isPlaying = false; this.onStart.dispose(); this.onLoop.dispose(); this.onComplete.dispose(); if (this.onUpdate) { this.onUpdate.dispose(); } }, /** * Called internally when the animation finishes playback. * Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent and local onComplete event. * * @method Phaser.Animation#complete */ complete: function () { this._frameIndex = this._frames.length - 1; this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); this.isPlaying = false; this.isFinished = true; this.paused = false; this._parent.events.onAnimationComplete$dispatch(this._parent, this); this.onComplete.dispatch(this._parent, this); if (this.killOnComplete) { this._parent.kill(); } } }; Phaser.Animation.prototype.constructor = Phaser.Animation; /** * @name Phaser.Animation#paused * @property {boolean} paused - Gets and sets the paused state of this Animation. */ 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.time; } else { // Un-paused if (this.isPlaying) { this._timeNextFrame = this.game.time.time + this.delay; } } } }); /** * @name Phaser.Animation#reversed * @property {boolean} reversed - Gets and sets the isReversed state of this Animation. */ Object.defineProperty(Phaser.Animation.prototype, 'reversed', { get: function () { return this.isReversed; }, set: function (value) { this.isReversed = value; } }); /** * @name Phaser.Animation#frameTotal * @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded. * @readonly */ Object.defineProperty(Phaser.Animation.prototype, 'frameTotal', { get: function () { return this._frames.length; } }); /** * @name Phaser.Animation#frame * @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display. */ 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(this._frames[value]); if (this.currentFrame !== null) { this._frameIndex = value; this._parent.setFrame(this.currentFrame); if (this.onUpdate) { this.onUpdate.dispatch(this, this.currentFrame); } } } }); /** * @name Phaser.Animation#speed * @property {number} speed - Gets or sets the current speed of the animation in frames per second. Changing this in a playing animation will take effect from the next frame. Value must be greater than 0. */ Object.defineProperty(Phaser.Animation.prototype, 'speed', { get: function () { return 1000 / this.delay; }, set: function (value) { if (value > 0) { this.delay = 1000 / value; } } }); /** * @name Phaser.Animation#enableUpdate * @property {boolean} enableUpdate - Gets or sets if this animation will dispatch the onUpdate events upon changing frame. */ Object.defineProperty(Phaser.Animation.prototype, 'enableUpdate', { get: function () { return (this.onUpdate !== null); }, set: function (value) { if (value && this.onUpdate === null) { this.onUpdate = new Phaser.Signal(); } else if (!value && this.onUpdate !== null) { this.onUpdate.dispose(); this.onUpdate = null; } } }); /** * 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); * * @method Phaser.Animation.generateFrameNames * @static * @param {string} prefix - The start of the filename. If the filename was 'explosion_0001-large' the prefix would be 'explosion_'. * @param {number} start - The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the start is 1. * @param {number} stop - The number to count to. If your frames are named 'explosion_0001' to 'explosion_0034' the stop value 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 zeros to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4. * @return {string[]} An array of framenames. */ Phaser.Animation.generateFrameNames = function (prefix, start, stop, suffix, zeroPad) { if (suffix === undefined) { suffix = ''; } var output = []; var frame = ''; if (start < stop) { for (var i = start; i <= stop; 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); } } else { for (var i = start; i >= stop; 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; };