/// /// /// /// /// /** * Animation * * @desc Loads Sprite Sheets and Texture Atlas formats into a unified FrameData object * * @version 1.0 - 22nd March 2013 * @author Richard Davey */ class Animation { constructor(game: Game, parent: Sprite, frameData: 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; } private _game: Game; private _parent: Sprite; private _frames: number[]; private _frameData: FrameData; private _frameIndex: number; private _timeLastFrame: number; private _timeNextFrame: number; public name: string; public currentFrame: Frame; public isFinished: bool; public isPlaying: bool; public looped: bool; public delay: number; public get frameTotal(): number { return this._frames.length; } public get frame(): number { return this._frameIndex; } public set frame(value: number) { this.currentFrame = this._frameData.getFrame(value); if (this.currentFrame !== null) { this._parent.bounds.width = this.currentFrame.width; this._parent.bounds.height = this.currentFrame.height; this._frameIndex = value; } } public play(frameRate?: number = null, loop?: bool) { if (frameRate !== null) { this.delay = 1000 / frameRate; } if (loop !== undefined) { 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]); } private onComplete() { this.isPlaying = false; this.isFinished = true; // callback } public stop() { this.isPlaying = false; this.isFinished = true; } public update():bool { 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]); } 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; } public destroy() { this._game = null; this._parent = null; this._frames = null; this._frameData = null; this.currentFrame = null; this.isPlaying = false; } }