/** * @author Richard Davey * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Animation Manager is used to add, play and update Phaser Animations. * Any Game Object such as Phaser.Sprite that supports animation contains a single AnimationManager instance. * * @class Phaser.AnimationManager * @constructor * @param {Phaser.Sprite} sprite - A reference to the Game Object that owns this AnimationManager. */ Phaser.AnimationManager = function (sprite) { /** * @property {Phaser.Sprite} sprite - A reference to the parent Sprite that owns this AnimationManager. */ this.sprite = sprite; /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = sprite.game; /** * The currently displayed Frame of animation, if any. * This property is only set once an Animation starts playing. Until that point it remains set as `null`. * * @property {Phaser.Frame} currentFrame * @default */ this.currentFrame = null; /** * @property {Phaser.Animation} currentAnim - The currently displayed animation, if any. * @default */ this.currentAnim = null; /** * @property {boolean} updateIfVisible - Should the animation data continue to update even if the Sprite.visible is set to false. * @default */ this.updateIfVisible = true; /** * @property {boolean} isLoaded - Set to true once animation data has been loaded. * @default */ this.isLoaded = false; /** * @property {Phaser.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData. * @private * @default */ this._frameData = null; /** * @property {object} _anims - An internal object that stores all of the Animation instances. * @private */ this._anims = {}; /** * @property {object} _outputFrames - An internal object to help avoid gc. * @private */ this._outputFrames = []; }; Phaser.AnimationManager.prototype = { /** * Loads FrameData into the internal temporary vars and resets the frame index to zero. * This is called automatically when a new Sprite is created. * * @method Phaser.AnimationManager#loadFrameData * @private * @param {Phaser.FrameData} frameData - The FrameData set to load. * @param {string|number} frame - The frame to default to. * @return {boolean} Returns `true` if the frame data was loaded successfully, otherwise `false` */ loadFrameData: function (frameData, frame) { if (typeof frameData === 'undefined') { return false; } if (this.isLoaded) { // We need to update the frameData that the animations are using for (var anim in this._anims) { this._anims[anim].updateFrameData(frameData); } } this._frameData = frameData; if (typeof frame === 'undefined' || frame === null) { this.frame = 0; } else { if (typeof frame === 'string') { this.frameName = frame; } else { this.frame = frame; } } this.isLoaded = true; return true; }, /** * Loads FrameData into the internal temporary vars and resets the frame index to zero. * This is called automatically when a new Sprite is created. * * @method Phaser.AnimationManager#copyFrameData * @private * @param {Phaser.FrameData} frameData - The FrameData set to load. * @param {string|number} frame - The frame to default to. * @return {boolean} Returns `true` if the frame data was loaded successfully, otherwise `false` */ copyFrameData: function (frameData, frame) { this._frameData = frameData.clone(); if (this.isLoaded) { // We need to update the frameData that the animations are using for (var anim in this._anims) { this._anims[anim].updateFrameData(this._frameData); } } if (typeof frame === 'undefined' || frame === null) { this.frame = 0; } else { if (typeof frame === 'string') { this.frameName = frame; } else { this.frame = frame; } } this.isLoaded = true; return true; }, /** * Adds a new animation under the given key. Optionally set the frames, frame rate and loop. * Animations added in this way are played back with the play function. * * @method Phaser.AnimationManager#add * @param {string} name - The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk". * @param {Array} [frames=null] - An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used. * @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. * @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings? * @return {Phaser.Animation} The Animation object that was created. */ add: function (name, frames, frameRate, loop, useNumericIndex) { frames = frames || []; frameRate = frameRate || 60; if (typeof loop === 'undefined') { loop = false; } // If they didn't set the useNumericIndex then let's at least try and guess it if (typeof useNumericIndex === 'undefined') { if (frames && typeof frames[0] === 'number') { useNumericIndex = true; } else { useNumericIndex = false; } } this._outputFrames = []; this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames); this._anims[name] = new Phaser.Animation(this.game, this.sprite, name, this._frameData, this._outputFrames, frameRate, loop); this.currentAnim = this._anims[name]; // This shouldn't be set until the Animation is played, surely? // this.currentFrame = this.currentAnim.currentFrame; if (this.sprite.tilingTexture) { this.sprite.refreshTexture = true; } return this._anims[name]; }, /** * Check whether the frames in the given array are valid and exist. * * @method Phaser.AnimationManager#validateFrames * @param {Array} frames - An array of frames to be validated. * @param {boolean} [useNumericIndex=true] - Validate the frames based on their numeric index (true) or string index (false) * @return {boolean} True if all given Frames are valid, otherwise false. */ validateFrames: function (frames, useNumericIndex) { if (typeof useNumericIndex === 'undefined') { useNumericIndex = true; } 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 an animation based on the given key. The animation should previously have been added via `animations.add` * * If the requested animation is already playing this request will be ignored. * If you need to reset an already running animation do so directly on the Animation object itself. * * @method Phaser.AnimationManager#play * @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump". * @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 playing Animation instance. */ play: function (name, frameRate, loop, killOnComplete) { if (this._anims[name]) { if (this.currentAnim === this._anims[name]) { if (this.currentAnim.isPlaying === false) { this.currentAnim.paused = false; return this.currentAnim.play(frameRate, loop, killOnComplete); } return this.currentAnim; } else { if (this.currentAnim && this.currentAnim.isPlaying) { this.currentAnim.stop(); } this.currentAnim = this._anims[name]; this.currentAnim.paused = false; this.currentFrame = this.currentAnim.currentFrame; return this.currentAnim.play(frameRate, loop, killOnComplete); } } }, /** * Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped. * The currentAnim property of the AnimationManager is automatically set to the animation given. * * @method Phaser.AnimationManager#stop * @param {string} [name=null] - The name of the animation to be stopped, e.g. "fire". If none is given the currently running animation is stopped. * @param {boolean} [resetFrame=false] - When the animation is stopped should the currentFrame be set to the first frame of the animation (true) or paused on the last frame displayed (false) */ stop: function (name, resetFrame) { if (typeof resetFrame === 'undefined') { resetFrame = false; } if (typeof name === 'string') { if (this._anims[name]) { this.currentAnim = this._anims[name]; this.currentAnim.stop(resetFrame); } } else { if (this.currentAnim) { this.currentAnim.stop(resetFrame); } } }, /** * The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events. * * @method Phaser.AnimationManager#update * @protected * @return {boolean} True if a new animation frame has been set, otherwise false. */ update: function () { if (this.updateIfVisible && !this.sprite.visible) { return false; } if (this.currentAnim && this.currentAnim.update()) { this.currentFrame = this.currentAnim.currentFrame; return true; } return false; }, /** * Advances by the given number of frames in the current animation, taking the loop value into consideration. * * @method Phaser.AnimationManager#next * @param {number} [quantity=1] - The number of frames to advance. */ next: function (quantity) { if (this.currentAnim) { this.currentAnim.next(quantity); this.currentFrame = this.currentAnim.currentFrame; } }, /** * Moves backwards the given number of frames in the current animation, taking the loop value into consideration. * * @method Phaser.AnimationManager#previous * @param {number} [quantity=1] - The number of frames to move back. */ previous: function (quantity) { if (this.currentAnim) { this.currentAnim.previous(quantity); this.currentFrame = this.currentAnim.currentFrame; } }, /** * Returns an animation that was previously added by name. * * @method Phaser.AnimationManager#getAnimation * @param {string} name - The name of the animation to be returned, e.g. "fire". * @return {Phaser.Animation} The Animation instance, if found, otherwise null. */ getAnimation: function (name) { if (typeof name === 'string') { if (this._anims[name]) { return this._anims[name]; } } return null; }, /** * Refreshes the current frame data back to the parent Sprite and also resets the texture data. * * @method Phaser.AnimationManager#refreshFrame */ refreshFrame: function () { // TODO this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]); }, /** * Destroys all references this AnimationManager contains. * Iterates through the list of animations stored in this manager and calls destroy on each of them. * * @method Phaser.AnimationManager#destroy */ destroy: function () { var anim = null; for (var anim in this._anims) { if (this._anims.hasOwnProperty(anim)) { this._anims[anim].destroy(); } } this._anims = {}; this._outputFrames = []; this._frameData = null; this.currentAnim = null; this.currentFrame = null; this.sprite = null; this.game = null; } }; Phaser.AnimationManager.prototype.constructor = Phaser.AnimationManager; /** * @name Phaser.AnimationManager#frameData * @property {Phaser.FrameData} frameData - The current animations FrameData. * @readonly */ Object.defineProperty(Phaser.AnimationManager.prototype, 'frameData', { get: function () { return this._frameData; } }); /** * @name Phaser.AnimationManager#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.AnimationManager.prototype, 'frameTotal', { get: function () { return this._frameData.total; } }); /** * @name Phaser.AnimationManager#paused * @property {boolean} paused - Gets and sets the paused state of the current animation. */ Object.defineProperty(Phaser.AnimationManager.prototype, 'paused', { get: function () { return this.currentAnim.isPaused; }, set: function (value) { this.currentAnim.paused = value; } }); /** * @name Phaser.AnimationManager#name * @property {string} name - Gets the current animation name, if set. */ Object.defineProperty(Phaser.AnimationManager.prototype, 'name', { get: function () { if (this.currentAnim) { return this.currentAnim.name; } } }); /** * @name Phaser.AnimationManager#frame * @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display. */ Object.defineProperty(Phaser.AnimationManager.prototype, 'frame', { get: function () { if (this.currentFrame) { return this.currentFrame.index; } }, set: function (value) { if (typeof value === 'number' && this._frameData && this._frameData.getFrame(value) !== null) { this.currentFrame = this._frameData.getFrame(value); if (this.currentFrame) { this.sprite.setFrame(this.currentFrame); } } } }); /** * @name Phaser.AnimationManager#frameName * @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display. */ Object.defineProperty(Phaser.AnimationManager.prototype, 'frameName', { get: function () { if (this.currentFrame) { return this.currentFrame.name; } }, set: function (value) { if (typeof value === 'string' && this._frameData && this._frameData.getFrameByName(value) !== null) { this.currentFrame = this._frameData.getFrameByName(value); if (this.currentFrame) { this._frameIndex = this.currentFrame.index; this.sprite.setFrame(this.currentFrame); } } else { console.warn('Cannot set frameName: ' + value); } } });