var Phaser; (function (Phaser) { /// /** * AnimationManager * * Any Game Object that supports animation contains a single AnimationManager instance. It is used to add, * play and update Phaser.Animation objects. * * @package Phaser.Components.AnimationManager * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License */ (function (Components) { var AnimationManager = (function () { /** * AnimationManager constructor * Create a new AnimationManager. * * @param parent {Sprite} Owner sprite of this manager. */ function AnimationManager(parent) { /** * Data contains animation frames. * @type {FrameData} */ this._frameData = null; /** * When an animation frame changes you can choose to automatically update the physics bounds of the parent Sprite * to the width and height of the new frame. If you've set a specific physics bounds that you don't want changed during * animation then set this to false, otherwise leave it set to true. * @type {boolean} */ this.autoUpdateBounds = true; /** * Keeps track of the current frame of animation. */ this.currentFrame = null; this._parent = parent; this.game = parent.game; this._anims = {}; } /** * Load animation frame data. * @param frameData Data to be loaded. */ AnimationManager.prototype.loadFrameData = function (frameData) { this._frameData = frameData; this.frame = 0; }; /** * Add a new animation. * @param name {string} What this animation should be called (e.g. "run"). * @param frames {any[]} An array of numbers/strings indicating what frames to play in what order (e.g. [1, 2, 3] or ['run0', 'run1', run2]). * @param frameRate {number} The speed in frames per second that the animation should play at (e.g. 60 fps). * @param loop {boolean} Whether or not the animation is looped or just plays once. * @param useNumericIndex {boolean} Use number indexes instead of string indexes? * @return {Animation} The Animation that was created */ AnimationManager.prototype.add = function (name, frames, frameRate, loop, useNumericIndex) { if (typeof frames === "undefined") { frames = null; } if (typeof frameRate === "undefined") { frameRate = 60; } if (typeof loop === "undefined") { loop = false; } if (typeof useNumericIndex === "undefined") { useNumericIndex = true; } if (this._frameData == null) { return; } if (this._parent.events.onAnimationStart == null) { this._parent.events.onAnimationStart = new Phaser.Signal(); this._parent.events.onAnimationComplete = new Phaser.Signal(); this._parent.events.onAnimationLoop = new Phaser.Signal(); } 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 Phaser.Animation(this.game, this._parent, this._frameData, name, frames, frameRate, loop); this.currentAnim = this._anims[name]; this.currentFrame = this.currentAnim.currentFrame; return this._anims[name]; }; /** * Check whether the frames is valid. * @param frames {any[]} Frames to be validated. * @param useNumericIndex {boolean} Does these frames use number indexes or string indexes? * @return {boolean} True if they're valid, otherwise return false. */ AnimationManager.prototype.validateFrames = function (frames, useNumericIndex) { 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 {string} The string name of the animation you want to play. * @param frameRate {number} FrameRate you want to specify instead of using default. * @param loop {boolean} Whether or not the animation is looped or just plays once. */ AnimationManager.prototype.play = function (name, frameRate, loop) { if (typeof frameRate === "undefined") { frameRate = null; } if (typeof loop === "undefined") { loop = false; } if (this._anims[name]) { if (this.currentAnim == this._anims[name]) { if (this.currentAnim.isPlaying == false) { return this.currentAnim.play(frameRate, loop); } } else { this.currentAnim = this._anims[name]; return this.currentAnim.play(frameRate, loop); } } }; /** * Stop animation by name. * Current animation will be automatically set to the stopped one. */ AnimationManager.prototype.stop = function (name) { if (this._anims[name]) { this.currentAnim = this._anims[name]; this.currentAnim.stop(); } }; /** * Update animation and parent sprite's bounds. */ AnimationManager.prototype.update = function () { if (this.currentAnim && this.currentAnim.update() == true) { this.currentFrame = this.currentAnim.currentFrame; this._parent.texture.width = this.currentFrame.width; this._parent.texture.height = this.currentFrame.height; } }; Object.defineProperty(AnimationManager.prototype, "frameData", { get: function () { return this._frameData; }, enumerable: true, configurable: true }); Object.defineProperty(AnimationManager.prototype, "frameTotal", { get: function () { if (this._frameData) { return this._frameData.total; } else { return -1; } }, enumerable: true, configurable: true }); Object.defineProperty(AnimationManager.prototype, "frame", { get: function () { return this._frameIndex; }, set: /** * * @param value */ function (value) { if (this._frameData && this._frameData.getFrame(value) !== null) { this.currentFrame = this._frameData.getFrame(value); this._parent.texture.width = this.currentFrame.width; this._parent.texture.height = this.currentFrame.height; if (this.autoUpdateBounds && this._parent['body']) { this._parent.body.bounds.width = this.currentFrame.width; this._parent.body.bounds.height = this.currentFrame.height; } this._frameIndex = value; } }, enumerable: true, configurable: true }); Object.defineProperty(AnimationManager.prototype, "frameName", { get: function () { return this.currentFrame.name; }, set: function (value) { if (this._frameData && this._frameData.getFrameByName(value)) { this.currentFrame = this._frameData.getFrameByName(value); this._parent.texture.width = this.currentFrame.width; this._parent.texture.height = this.currentFrame.height; this._frameIndex = this.currentFrame.index; } else { throw new Error("Cannot set frameName: " + value); } }, enumerable: true, configurable: true }); /** * Removes all related references */ AnimationManager.prototype.destroy = function () { this._anims = {}; this._frameData = null; this._frameIndex = 0; this.currentAnim = null; this.currentFrame = null; }; return AnimationManager; })(); Components.AnimationManager = AnimationManager; })(Phaser.Components || (Phaser.Components = {})); var Components = Phaser.Components; })(Phaser || (Phaser = {}));