/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Clamp = require('../math/Clamp'); var Class = require('../utils/Class'); var EventEmitter = require('eventemitter3'); var Events = require('./events'); var FindClosestInSorted = require('../utils/array/FindClosestInSorted'); var Frame = require('./AnimationFrame'); var GetValue = require('../utils/object/GetValue'); /** * @classdesc * A Frame based Animation. * * This consists of a key, some default values (like the frame rate) and a bunch of Frame objects. * * The Animation Manager creates these. Game Objects don't own an instance of these directly. * Game Objects have the Animation Component, which are like playheads to global Animations (these objects) * So multiple Game Objects can have playheads all pointing to this one Animation instance. * * @class Animation * @memberof Phaser.Animations * @extends Phaser.Events.EventEmitter * @constructor * @since 3.0.0 * * @param {Phaser.Animations.AnimationManager} manager - A reference to the global Animation Manager * @param {string} key - The unique identifying string for this animation. * @param {Phaser.Types.Animations.Animation} config - The Animation configuration. */ var Animation = new Class({ Extends: EventEmitter, initialize: function Animation (manager, key, config) { EventEmitter.call(this); /** * A reference to the global Animation Manager. * * @name Phaser.Animations.Animation#manager * @type {Phaser.Animations.AnimationManager} * @since 3.0.0 */ this.manager = manager; /** * The unique identifying string for this animation. * * @name Phaser.Animations.Animation#key * @type {string} * @since 3.0.0 */ this.key = key; /** * A frame based animation (as opposed to a bone based animation) * * @name Phaser.Animations.Animation#type * @type {string} * @default frame * @since 3.0.0 */ this.type = 'frame'; /** * Extract all the frame data into the frames array. * * @name Phaser.Animations.Animation#frames * @type {Phaser.Animations.AnimationFrame[]} * @since 3.0.0 */ this.frames = this.getFrames( manager.textureManager, GetValue(config, 'frames', []), GetValue(config, 'defaultTextureKey', null) ); /** * The frame rate of playback in frames per second (default 24 if duration is null) * * @name Phaser.Animations.Animation#frameRate * @type {integer} * @default 24 * @since 3.0.0 */ this.frameRate = GetValue(config, 'frameRate', null); /** * How long the animation should play for, in milliseconds. * If the `frameRate` property has been set then it overrides this value, * otherwise the `frameRate` is derived from `duration`. * * @name Phaser.Animations.Animation#duration * @type {integer} * @since 3.0.0 */ this.duration = GetValue(config, 'duration', null); if (this.duration === null && this.frameRate === null) { // No duration or frameRate given, use default frameRate of 24fps this.frameRate = 24; this.duration = (this.frameRate / this.frames.length) * 1000; } else if (this.duration && this.frameRate === null) { // Duration given but no frameRate, so set the frameRate based on duration // I.e. 12 frames in the animation, duration = 4000 ms // So frameRate is 12 / (4000 / 1000) = 3 fps this.frameRate = this.frames.length / (this.duration / 1000); } else { // frameRate given, derive duration from it (even if duration also specified) // I.e. 15 frames in the animation, frameRate = 30 fps // So duration is 15 / 30 = 0.5 * 1000 (half a second, or 500ms) this.duration = (this.frames.length / this.frameRate) * 1000; } /** * How many ms per frame, not including frame specific modifiers. * * @name Phaser.Animations.Animation#msPerFrame * @type {integer} * @since 3.0.0 */ this.msPerFrame = 1000 / this.frameRate; /** * Skip frames if the time lags, or always advanced anyway? * * @name Phaser.Animations.Animation#skipMissedFrames * @type {boolean} * @default false * @since 3.0.0 */ this.skipMissedFrames = GetValue(config, 'skipMissedFrames', true); /** * The delay in ms before the playback will begin. * * @name Phaser.Animations.Animation#delay * @type {integer} * @default 0 * @since 3.0.0 */ this.delay = GetValue(config, 'delay', 0); /** * Number of times to repeat the animation. Set to -1 to repeat forever. * * @name Phaser.Animations.Animation#repeat * @type {integer} * @default 0 * @since 3.0.0 */ this.repeat = GetValue(config, 'repeat', 0); /** * The delay in ms before the a repeat play starts. * * @name Phaser.Animations.Animation#repeatDelay * @type {integer} * @default 0 * @since 3.0.0 */ this.repeatDelay = GetValue(config, 'repeatDelay', 0); /** * Should the animation yoyo (reverse back down to the start) before repeating? * * @name Phaser.Animations.Animation#yoyo * @type {boolean} * @default false * @since 3.0.0 */ this.yoyo = GetValue(config, 'yoyo', false); /** * Should the GameObject's `visible` property be set to `true` when the animation starts to play? * * @name Phaser.Animations.Animation#showOnStart * @type {boolean} * @default false * @since 3.0.0 */ this.showOnStart = GetValue(config, 'showOnStart', false); /** * Should the GameObject's `visible` property be set to `false` when the animation finishes? * * @name Phaser.Animations.Animation#hideOnComplete * @type {boolean} * @default false * @since 3.0.0 */ this.hideOnComplete = GetValue(config, 'hideOnComplete', false); /** * Global pause. All Game Objects using this Animation instance are impacted by this property. * * @name Phaser.Animations.Animation#paused * @type {boolean} * @default false * @since 3.0.0 */ this.paused = false; this.manager.on(Events.PAUSE_ALL, this.pause, this); this.manager.on(Events.RESUME_ALL, this.resume, this); }, /** * Add frames to the end of the animation. * * @method Phaser.Animations.Animation#addFrame * @since 3.0.0 * * @param {(string|Phaser.Types.Animations.AnimationFrame[])} config - Either a string, in which case it will use all frames from a texture with the matching key, or an array of Animation Frame configuration objects. * * @return {this} This Animation object. */ addFrame: function (config) { return this.addFrameAt(this.frames.length, config); }, /** * Add frame/s into the animation. * * @method Phaser.Animations.Animation#addFrameAt * @since 3.0.0 * * @param {integer} index - The index to insert the frame at within the animation. * @param {(string|Phaser.Types.Animations.AnimationFrame[])} config - Either a string, in which case it will use all frames from a texture with the matching key, or an array of Animation Frame configuration objects. * * @return {this} This Animation object. */ addFrameAt: function (index, config) { var newFrames = this.getFrames(this.manager.textureManager, config); if (newFrames.length > 0) { if (index === 0) { this.frames = newFrames.concat(this.frames); } else if (index === this.frames.length) { this.frames = this.frames.concat(newFrames); } else { var pre = this.frames.slice(0, index); var post = this.frames.slice(index); this.frames = pre.concat(newFrames, post); } this.updateFrameSequence(); } return this; }, /** * Check if the given frame index is valid. * * @method Phaser.Animations.Animation#checkFrame * @since 3.0.0 * * @param {integer} index - The index to be checked. * * @return {boolean} `true` if the index is valid, otherwise `false`. */ checkFrame: function (index) { return (index >= 0 && index < this.frames.length); }, /** * Called internally when this Animation completes playback. * Optionally, hides the parent Game Object, then stops playback. * * @method Phaser.Animations.Animation#completeAnimation * @protected * @since 3.0.0 * * @param {Phaser.GameObjects.Components.Animation} component - The Animation Component belonging to the Game Object invoking this call. */ completeAnimation: function (component) { if (this.hideOnComplete) { component.parent.visible = false; } component.stop(); }, /** * Called internally when this Animation first starts to play. * Sets the accumulator and nextTick properties. * * @method Phaser.Animations.Animation#getFirstTick * @protected * @since 3.0.0 * * @param {Phaser.GameObjects.Components.Animation} component - The Animation Component belonging to the Game Object invoking this call. * @param {boolean} [includeDelay=true] - If `true` the Animation Components delay value will be added to the `nextTick` total. */ getFirstTick: function (component, includeDelay) { if (includeDelay === undefined) { includeDelay = true; } // When is the first update due? component.accumulator = 0; component.nextTick = component.msPerFrame + component.currentFrame.duration; if (includeDelay) { component.nextTick += component._delay; } }, /** * Returns the AnimationFrame at the provided index * * @method Phaser.Animations.Animation#getFrameAt * @protected * @since 3.0.0 * * @param {integer} index - The index in the AnimationFrame array * * @return {Phaser.Animations.AnimationFrame} The frame at the index provided from the animation sequence */ getFrameAt: function (index) { return this.frames[index]; }, /** * Creates AnimationFrame instances based on the given frame data. * * @method Phaser.Animations.Animation#getFrames * @since 3.0.0 * * @param {Phaser.Textures.TextureManager} textureManager - A reference to the global Texture Manager. * @param {(string|Phaser.Types.Animations.AnimationFrame[])} frames - Either a string, in which case it will use all frames from a texture with the matching key, or an array of Animation Frame configuration objects. * @param {string} [defaultTextureKey] - The key to use if no key is set in the frame configuration object. * * @return {Phaser.Animations.AnimationFrame[]} An array of newly created AnimationFrame instances. */ getFrames: function (textureManager, frames, defaultTextureKey) { var out = []; var prev; var animationFrame; var index = 1; var i; var textureKey; // if frames is a string, we'll get all the frames from the texture manager as if it's a sprite sheet if (typeof frames === 'string') { textureKey = frames; var texture = textureManager.get(textureKey); var frameKeys = texture.getFrameNames(); frames = []; frameKeys.forEach(function (idx, value) { frames.push({ key: textureKey, frame: value }); }); } if (!Array.isArray(frames) || frames.length === 0) { return out; } for (i = 0; i < frames.length; i++) { var item = frames[i]; var key = GetValue(item, 'key', defaultTextureKey); if (!key) { continue; } // Could be an integer or a string var frame = GetValue(item, 'frame', 0); // The actual texture frame var textureFrame = textureManager.getFrame(key, frame); animationFrame = new Frame(key, frame, index, textureFrame); animationFrame.duration = GetValue(item, 'duration', 0); animationFrame.isFirst = (!prev); // The previously created animationFrame if (prev) { prev.nextFrame = animationFrame; animationFrame.prevFrame = prev; } out.push(animationFrame); prev = animationFrame; index++; } if (out.length > 0) { animationFrame.isLast = true; // Link them end-to-end, so they loop animationFrame.nextFrame = out[0]; out[0].prevFrame = animationFrame; // Generate the progress data var slice = 1 / (out.length - 1); for (i = 0; i < out.length; i++) { out[i].progress = i * slice; } } return out; }, /** * Called internally. Sets the accumulator and nextTick values of the current Animation. * * @method Phaser.Animations.Animation#getNextTick * @since 3.0.0 * * @param {Phaser.GameObjects.Components.Animation} component - The Animation Component belonging to the Game Object invoking this call. */ getNextTick: function (component) { // accumulator += delta * _timeScale // after a large delta surge (perf issue for example) we need to adjust for it here // When is the next update due? component.accumulator -= component.nextTick; component.nextTick = component.msPerFrame + component.currentFrame.duration; }, /** * Loads the Animation values into the Animation Component. * * @method Phaser.Animations.Animation#load * @private * @since 3.0.0 * * @param {Phaser.GameObjects.Components.Animation} component - The Animation Component to load values into. * @param {integer} startFrame - The start frame of the animation to load. */ load: function (component, startFrame) { if (startFrame >= this.frames.length) { startFrame = 0; } if (component.currentAnim !== this) { component.currentAnim = this; component.frameRate = this.frameRate; component.duration = this.duration; component.msPerFrame = this.msPerFrame; component.skipMissedFrames = this.skipMissedFrames; component._delay = this.delay; component._repeat = this.repeat; component._repeatDelay = this.repeatDelay; component._yoyo = this.yoyo; } var frame = this.frames[startFrame]; if (startFrame === 0 && !component.forward) { frame = this.getLastFrame(); } component.updateFrame(frame); }, /** * Returns the frame closest to the given progress value between 0 and 1. * * @method Phaser.Animations.Animation#getFrameByProgress * @since 3.4.0 * * @param {number} value - A value between 0 and 1. * * @return {Phaser.Animations.AnimationFrame} The frame closest to the given progress value. */ getFrameByProgress: function (value) { value = Clamp(value, 0, 1); return FindClosestInSorted(value, this.frames, 'progress'); }, /** * Advance the animation frame. * * @method Phaser.Animations.Animation#nextFrame * @since 3.0.0 * * @param {Phaser.GameObjects.Components.Animation} component - The Animation Component to advance. */ nextFrame: function (component) { var frame = component.currentFrame; // TODO: Add frame skip support if (frame.isLast) { // We're at the end of the animation // Yoyo? (happens before repeat) if (component._yoyo) { this.handleYoyoFrame(component, false); } else if (component.repeatCounter > 0) { // Repeat (happens before complete) if (component._reverse && component.forward) { component.forward = false; } else { this.repeatAnimation(component); } } else { this.completeAnimation(component); } } else { this.updateAndGetNextTick(component, frame.nextFrame); } }, /** * Handle the yoyo functionality in nextFrame and previousFrame methods. * * @method Phaser.Animations.Animation#handleYoyoFrame * @private * @since 3.12.0 * * @param {Phaser.GameObjects.Components.Animation} component - The Animation Component to advance. * @param {boolean} isReverse - Is animation in reverse mode? (Default: false) */ handleYoyoFrame: function (component, isReverse) { if (!isReverse) { isReverse = false; } if (component._reverse === !isReverse && component.repeatCounter > 0) { if (!component._repeatDelay || component.pendingRepeat) { component.forward = isReverse; } this.repeatAnimation(component); return; } if (component._reverse !== isReverse && component.repeatCounter === 0) { this.completeAnimation(component); return; } component.forward = isReverse; var frame = (isReverse) ? component.currentFrame.nextFrame : component.currentFrame.prevFrame; this.updateAndGetNextTick(component, frame); }, /** * Returns the animation last frame. * * @method Phaser.Animations.Animation#getLastFrame * @since 3.12.0 * * @return {Phaser.Animations.AnimationFrame} component - The Animation Last Frame. */ getLastFrame: function () { return this.frames[this.frames.length - 1]; }, /** * Called internally when the Animation is playing backwards. * Sets the previous frame, causing a yoyo, repeat, complete or update, accordingly. * * @method Phaser.Animations.Animation#previousFrame * @since 3.0.0 * * @param {Phaser.GameObjects.Components.Animation} component - The Animation Component belonging to the Game Object invoking this call. */ previousFrame: function (component) { var frame = component.currentFrame; // TODO: Add frame skip support if (frame.isFirst) { // We're at the start of the animation if (component._yoyo) { this.handleYoyoFrame(component, true); } else if (component.repeatCounter > 0) { if (component._reverse && !component.forward) { component.currentFrame = this.getLastFrame(); this.repeatAnimation(component); } else { // Repeat (happens before complete) component.forward = true; this.repeatAnimation(component); } } else { this.completeAnimation(component); } } else { this.updateAndGetNextTick(component, frame.prevFrame); } }, /** * Update Frame and Wait next tick. * * @method Phaser.Animations.Animation#updateAndGetNextTick * @private * @since 3.12.0 * * @param {Phaser.Animations.AnimationFrame} frame - An Animation frame. */ updateAndGetNextTick: function (component, frame) { component.updateFrame(frame); this.getNextTick(component); }, /** * Removes the given AnimationFrame from this Animation instance. * This is a global action. Any Game Object using this Animation will be impacted by this change. * * @method Phaser.Animations.Animation#removeFrame * @since 3.0.0 * * @param {Phaser.Animations.AnimationFrame} frame - The AnimationFrame to be removed. * * @return {this} This Animation object. */ removeFrame: function (frame) { var index = this.frames.indexOf(frame); if (index !== -1) { this.removeFrameAt(index); } return this; }, /** * Removes a frame from the AnimationFrame array at the provided index * and updates the animation accordingly. * * @method Phaser.Animations.Animation#removeFrameAt * @since 3.0.0 * * @param {integer} index - The index in the AnimationFrame array * * @return {this} This Animation object. */ removeFrameAt: function (index) { this.frames.splice(index, 1); this.updateFrameSequence(); return this; }, /** * Called internally during playback. Forces the animation to repeat, providing there are enough counts left * in the repeat counter. * * @method Phaser.Animations.Animation#repeatAnimation * @fires Phaser.Animations.Events#ANIMATION_REPEAT * @fires Phaser.Animations.Events#SPRITE_ANIMATION_REPEAT * @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_REPEAT * @since 3.0.0 * * @param {Phaser.GameObjects.Components.Animation} component - The Animation Component belonging to the Game Object invoking this call. */ repeatAnimation: function (component) { if (component._pendingStop === 2) { return this.completeAnimation(component); } if (component._repeatDelay > 0 && component.pendingRepeat === false) { component.pendingRepeat = true; component.accumulator -= component.nextTick; component.nextTick += component._repeatDelay; } else { component.repeatCounter--; component.updateFrame(component.currentFrame[(component.forward) ? 'nextFrame' : 'prevFrame']); if (component.isPlaying) { this.getNextTick(component); component.pendingRepeat = false; var frame = component.currentFrame; var parent = component.parent; this.emit(Events.ANIMATION_REPEAT, this, frame); parent.emit(Events.SPRITE_ANIMATION_KEY_REPEAT + this.key, this, frame, component.repeatCounter, parent); parent.emit(Events.SPRITE_ANIMATION_REPEAT, this, frame, component.repeatCounter, parent); } } }, /** * Sets the texture frame the animation uses for rendering. * * @method Phaser.Animations.Animation#setFrame * @since 3.0.0 * * @param {Phaser.GameObjects.Components.Animation} component - The Animation Component belonging to the Game Object invoking this call. */ setFrame: function (component) { // Work out which frame should be set next on the child, and set it if (component.forward) { this.nextFrame(component); } else { this.previousFrame(component); } }, /** * Converts the animation data to JSON. * * @method Phaser.Animations.Animation#toJSON * @since 3.0.0 * * @return {Phaser.Types.Animations.JSONAnimation} The resulting JSONAnimation formatted object. */ toJSON: function () { var output = { key: this.key, type: this.type, frames: [], frameRate: this.frameRate, duration: this.duration, skipMissedFrames: this.skipMissedFrames, delay: this.delay, repeat: this.repeat, repeatDelay: this.repeatDelay, yoyo: this.yoyo, showOnStart: this.showOnStart, hideOnComplete: this.hideOnComplete }; this.frames.forEach(function (frame) { output.frames.push(frame.toJSON()); }); return output; }, /** * Called internally whenever frames are added to, or removed from, this Animation. * * @method Phaser.Animations.Animation#updateFrameSequence * @since 3.0.0 * * @return {this} This Animation object. */ updateFrameSequence: function () { var len = this.frames.length; var slice = 1 / (len - 1); var frame; for (var i = 0; i < len; i++) { frame = this.frames[i]; frame.index = i + 1; frame.isFirst = false; frame.isLast = false; frame.progress = i * slice; if (i === 0) { frame.isFirst = true; if (len === 1) { frame.isLast = true; frame.nextFrame = frame; frame.prevFrame = frame; } else { frame.isLast = false; frame.prevFrame = this.frames[len - 1]; frame.nextFrame = this.frames[i + 1]; } } else if (i === len - 1 && len > 1) { frame.isLast = true; frame.prevFrame = this.frames[len - 2]; frame.nextFrame = this.frames[0]; } else if (len > 1) { frame.prevFrame = this.frames[i - 1]; frame.nextFrame = this.frames[i + 1]; } } return this; }, /** * Pauses playback of this Animation. The paused state is set immediately. * * @method Phaser.Animations.Animation#pause * @since 3.0.0 * * @return {this} This Animation object. */ pause: function () { this.paused = true; return this; }, /** * Resumes playback of this Animation. The paused state is reset immediately. * * @method Phaser.Animations.Animation#resume * @since 3.0.0 * * @return {this} This Animation object. */ resume: function () { this.paused = false; return this; }, /** * Destroys this Animation instance. It will remove all event listeners, * remove this animation and its key from the global Animation Manager, * and then destroy all Animation Frames in turn. * * @method Phaser.Animations.Animation#destroy * @since 3.0.0 */ destroy: function () { this.removeAllListeners(); this.manager.off(Events.PAUSE_ALL, this.pause, this); this.manager.off(Events.RESUME_ALL, this.resume, this); this.manager.remove(this.key); for (var i = 0; i < this.frames.length; i++) { this.frames[i].destroy(); } this.frames = []; this.manager = null; } }); module.exports = Animation;