phaser/src/gameobjects/components/Animation.js

1172 lines
35 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var BaseAnimation = require('../../animations/Animation');
var Class = require('../../utils/Class');
var Events = require('../../animations/events');
/**
* @classdesc
* A Game Object Animation Controller.
*
* This controller lives as an instance within a Game Object, accessible as `sprite.anims`.
*
* @class Animation
* @memberof Phaser.GameObjects.Components
* @constructor
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} parent - The Game Object to which this animation controller belongs.
*/
var Animation = new Class({
initialize:
function Animation (parent)
{
/**
* The Game Object to which this animation controller belongs.
*
* @name Phaser.GameObjects.Components.Animation#parent
* @type {Phaser.GameObjects.GameObject}
* @since 3.0.0
*/
this.parent = parent;
/**
* A reference to the global Animation Manager.
*
* @name Phaser.GameObjects.Components.Animation#animationManager
* @type {Phaser.Animations.AnimationManager}
* @since 3.0.0
*/
this.animationManager = parent.scene.sys.anims;
this.animationManager.once(Events.REMOVE_ANIMATION, this.remove, this);
/**
* Is an animation currently playing or not?
*
* @name Phaser.GameObjects.Components.Animation#isPlaying
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.isPlaying = false;
/**
* The current Animation loaded into this Animation Controller.
*
* @name Phaser.GameObjects.Components.Animation#currentAnim
* @type {?Phaser.Animations.Animation}
* @default null
* @since 3.0.0
*/
this.currentAnim = null;
/**
* The current AnimationFrame being displayed by this Animation Controller.
*
* @name Phaser.GameObjects.Components.Animation#currentFrame
* @type {?Phaser.Animations.AnimationFrame}
* @default null
* @since 3.0.0
*/
this.currentFrame = null;
/**
* The key of the next Animation to be loaded into this Animation Controller when the current animation completes.
*
* @name Phaser.GameObjects.Components.Animation#nextAnim
* @type {?string}
* @default null
* @since 3.16.0
*/
this.nextAnim = null;
/**
* Time scale factor.
*
* @name Phaser.GameObjects.Components.Animation#_timeScale
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
this._timeScale = 1;
/**
* The frame rate of playback in frames per second.
* The default is 24 if the `duration` property is `null`.
*
* @name Phaser.GameObjects.Components.Animation#frameRate
* @type {number}
* @default 0
* @since 3.0.0
*/
this.frameRate = 0;
/**
* 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.GameObjects.Components.Animation#duration
* @type {number}
* @default 0
* @since 3.0.0
*/
this.duration = 0;
/**
* ms per frame, not including frame specific modifiers that may be present in the Animation data.
*
* @name Phaser.GameObjects.Components.Animation#msPerFrame
* @type {number}
* @default 0
* @since 3.0.0
*/
this.msPerFrame = 0;
/**
* Skip frames if the time lags, or always advanced anyway?
*
* @name Phaser.GameObjects.Components.Animation#skipMissedFrames
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.skipMissedFrames = true;
/**
* A delay before starting playback, in milliseconds.
*
* @name Phaser.GameObjects.Components.Animation#_delay
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._delay = 0;
/**
* Number of times to repeat the animation (-1 for infinity)
*
* @name Phaser.GameObjects.Components.Animation#_repeat
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._repeat = 0;
/**
* Delay before the repeat starts, in milliseconds.
*
* @name Phaser.GameObjects.Components.Animation#_repeatDelay
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._repeatDelay = 0;
/**
* Should the animation yoyo? (reverse back down to the start) before repeating?
*
* @name Phaser.GameObjects.Components.Animation#_yoyo
* @type {boolean}
* @private
* @default false
* @since 3.0.0
*/
this._yoyo = false;
/**
* Will the playhead move forwards (`true`) or in reverse (`false`).
*
* @name Phaser.GameObjects.Components.Animation#forward
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.forward = true;
/**
* An Internal trigger that's play the animation in reverse mode ('true') or not ('false'),
* needed because forward can be changed by yoyo feature.
*
* @name Phaser.GameObjects.Components.Animation#_reverse
* @type {boolean}
* @default false
* @private
* @since 3.12.0
*/
this._reverse = false;
/**
* Internal time overflow accumulator.
*
* @name Phaser.GameObjects.Components.Animation#accumulator
* @type {number}
* @default 0
* @since 3.0.0
*/
this.accumulator = 0;
/**
* The time point at which the next animation frame will change.
*
* @name Phaser.GameObjects.Components.Animation#nextTick
* @type {number}
* @default 0
* @since 3.0.0
*/
this.nextTick = 0;
/**
* An internal counter keeping track of how many repeats are left to play.
*
* @name Phaser.GameObjects.Components.Animation#repeatCounter
* @type {number}
* @default 0
* @since 3.0.0
*/
this.repeatCounter = 0;
/**
* An internal flag keeping track of pending repeats.
*
* @name Phaser.GameObjects.Components.Animation#pendingRepeat
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.pendingRepeat = false;
/**
* Is the Animation paused?
*
* @name Phaser.GameObjects.Components.Animation#_paused
* @type {boolean}
* @private
* @default false
* @since 3.0.0
*/
this._paused = false;
/**
* Was the animation previously playing before being paused?
*
* @name Phaser.GameObjects.Components.Animation#_wasPlaying
* @type {boolean}
* @private
* @default false
* @since 3.0.0
*/
this._wasPlaying = false;
/**
* Internal property tracking if this Animation is waiting to stop.
*
* 0 = No
* 1 = Waiting for ms to pass
* 2 = Waiting for repeat
* 3 = Waiting for specific frame
*
* @name Phaser.GameObjects.Components.Animation#_pendingStop
* @type {integer}
* @private
* @since 3.4.0
*/
this._pendingStop = 0;
/**
* Internal property used by _pendingStop.
*
* @name Phaser.GameObjects.Components.Animation#_pendingStopValue
* @type {any}
* @private
* @since 3.4.0
*/
this._pendingStopValue;
},
/**
* Sets an animation to be played immediately after the current one completes.
*
* The current animation must enter a 'completed' state for this to happen, i.e. finish all of its repeats, delays, etc, or have the `stop` method called directly on it.
*
* An animation set to repeat forever will never enter a completed state.
*
* You can chain a new animation at any point, including before the current one starts playing, during it, or when it ends (via its `animationcomplete` callback).
* Chained animations are specific to a Game Object, meaning different Game Objects can have different chained animations without impacting the global animation they're playing.
*
* Call this method with no arguments to reset the chained animation.
*
* @method Phaser.GameObjects.Components.Animation#chain
* @since 3.16.0
*
* @param {(string|Phaser.Animations.Animation)} [key] - The string-based key of the animation to play next, as defined previously in the Animation Manager. Or an Animation instance.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
chain: function (key)
{
if (key instanceof BaseAnimation)
{
key = key.key;
}
this.nextAnim = key;
return this.parent;
},
/**
* Sets the amount of time, in milliseconds, that the animation will be delayed before starting playback.
*
* @method Phaser.GameObjects.Components.Animation#setDelay
* @since 3.4.0
*
* @param {integer} [value=0] - The amount of time, in milliseconds, to wait before starting playback.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
setDelay: function (value)
{
if (value === undefined) { value = 0; }
this._delay = value;
return this.parent;
},
/**
* Gets the amount of time, in milliseconds that the animation will be delayed before starting playback.
*
* @method Phaser.GameObjects.Components.Animation#getDelay
* @since 3.4.0
*
* @return {integer} The amount of time, in milliseconds, the Animation will wait before starting playback.
*/
getDelay: function ()
{
return this._delay;
},
/**
* Waits for the specified delay, in milliseconds, then starts playback of the requested animation.
*
* @method Phaser.GameObjects.Components.Animation#delayedPlay
* @since 3.0.0
*
* @param {integer} delay - The delay, in milliseconds, to wait before starting the animation playing.
* @param {string} key - The key of the animation to play.
* @param {integer} [startFrame=0] - The frame of the animation to start from.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
delayedPlay: function (delay, key, startFrame)
{
this.play(key, true, startFrame);
this.nextTick += delay;
return this.parent;
},
/**
* Returns the key of the animation currently loaded into this component.
*
* @method Phaser.GameObjects.Components.Animation#getCurrentKey
* @since 3.0.0
*
* @return {string} The key of the Animation loaded into this component.
*/
getCurrentKey: function ()
{
if (this.currentAnim)
{
return this.currentAnim.key;
}
},
/**
* Internal method used to load an animation into this component.
*
* @method Phaser.GameObjects.Components.Animation#load
* @protected
* @since 3.0.0
*
* @param {string} key - The key of the animation to load.
* @param {integer} [startFrame=0] - The start frame of the animation to load.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
load: function (key, startFrame)
{
if (startFrame === undefined) { startFrame = 0; }
if (this.isPlaying)
{
this.stop();
}
// Load the new animation in
this.animationManager.load(this, key, startFrame);
return this.parent;
},
/**
* Pause the current animation and set the `isPlaying` property to `false`.
* You can optionally pause it at a specific frame.
*
* @method Phaser.GameObjects.Components.Animation#pause
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationFrame} [atFrame] - An optional frame to set after pausing the animation.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
pause: function (atFrame)
{
if (!this._paused)
{
this._paused = true;
this._wasPlaying = this.isPlaying;
this.isPlaying = false;
}
if (atFrame !== undefined)
{
this.updateFrame(atFrame);
}
return this.parent;
},
/**
* Resumes playback of a paused animation and sets the `isPlaying` property to `true`.
* You can optionally tell it to start playback from a specific frame.
*
* @method Phaser.GameObjects.Components.Animation#resume
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationFrame} [fromFrame] - An optional frame to set before restarting playback.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
resume: function (fromFrame)
{
if (this._paused)
{
this._paused = false;
this.isPlaying = this._wasPlaying;
}
if (fromFrame !== undefined)
{
this.updateFrame(fromFrame);
}
return this.parent;
},
/**
* `true` if the current animation is paused, otherwise `false`.
*
* @name Phaser.GameObjects.Components.Animation#isPaused
* @readonly
* @type {boolean}
* @since 3.4.0
*/
isPaused: {
get: function ()
{
return this._paused;
}
},
/**
* Plays an Animation on a Game Object that has the Animation component, such as a Sprite.
*
* Animations are stored in the global Animation Manager and are referenced by a unique string-based key.
*
* @method Phaser.GameObjects.Components.Animation#play
* @fires Phaser.GameObjects.Components.Animation#onStartEvent
* @since 3.0.0
*
* @param {(string|Phaser.Animations.Animation)} key - The string-based key of the animation to play, as defined previously in the Animation Manager. Or an Animation instance.
* @param {boolean} [ignoreIfPlaying=false] - If this animation is already playing then ignore this call.
* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
play: function (key, ignoreIfPlaying, startFrame)
{
if (ignoreIfPlaying === undefined) { ignoreIfPlaying = false; }
if (startFrame === undefined) { startFrame = 0; }
if (key instanceof BaseAnimation)
{
key = key.key;
}
if (ignoreIfPlaying && this.isPlaying && this.currentAnim.key === key)
{
return this.parent;
}
this.forward = true;
this._reverse = false;
this._paused = false;
this._wasPlaying = true;
return this._startAnimation(key, startFrame);
},
/**
* Plays an Animation (in reverse mode) on the Game Object that owns this Animation Component.
*
* @method Phaser.GameObjects.Components.Animation#playReverse
* @fires Phaser.GameObjects.Components.Animation#onStartEvent
* @since 3.12.0
*
* @param {(string|Phaser.Animations.Animation)} key - The string-based key of the animation to play, as defined previously in the Animation Manager. Or an Animation instance.
* @param {boolean} [ignoreIfPlaying=false] - If an animation is already playing then ignore this call.
* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
playReverse: function (key, ignoreIfPlaying, startFrame)
{
if (ignoreIfPlaying === undefined) { ignoreIfPlaying = false; }
if (startFrame === undefined) { startFrame = 0; }
if (key instanceof BaseAnimation)
{
key = key.key;
}
if (ignoreIfPlaying && this.isPlaying && this.currentAnim.key === key)
{
return this.parent;
}
this.forward = false;
this._reverse = true;
return this._startAnimation(key, startFrame);
},
/**
* Load an Animation and fires 'onStartEvent' event, extracted from 'play' method.
*
* @method Phaser.GameObjects.Components.Animation#_startAnimation
* @fires Phaser.Animations.Events#START_ANIMATION_EVENT
* @fires Phaser.Animations.Events#SPRITE_START_ANIMATION_EVENT
* @fires Phaser.Animations.Events#SPRITE_START_KEY_ANIMATION_EVENT
* @since 3.12.0
*
* @param {string} key - The string-based key of the animation to play, as defined previously in the Animation Manager.
* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
_startAnimation: function (key, startFrame)
{
this.load(key, startFrame);
var anim = this.currentAnim;
var gameObject = this.parent;
if (!anim)
{
return gameObject;
}
// Should give us 9,007,199,254,740,991 safe repeats
this.repeatCounter = (this._repeat === -1) ? Number.MAX_VALUE : this._repeat;
anim.getFirstTick(this);
this.isPlaying = true;
this.pendingRepeat = false;
if (anim.showOnStart)
{
gameObject.visible = true;
}
var frame = this.currentFrame;
anim.emit(Events.ANIMATION_START, anim, frame, gameObject);
gameObject.emit(Events.SPRITE_ANIMATION_KEY_START + key, anim, frame, gameObject);
gameObject.emit(Events.SPRITE_ANIMATION_START, anim, frame, gameObject);
return gameObject;
},
/**
* Reverse the Animation that is already playing on the Game Object.
*
* @method Phaser.GameObjects.Components.Animation#reverse
* @since 3.12.0
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
reverse: function ()
{
if (this.isPlaying)
{
this._reverse = !this._reverse;
this.forward = !this.forward;
}
return this.parent;
},
/**
* Returns a value between 0 and 1 indicating how far this animation is through, ignoring repeats and yoyos.
* If the animation has a non-zero repeat defined, `getProgress` and `getTotalProgress` will be different
* because `getProgress` doesn't include any repeats or repeat delays, whereas `getTotalProgress` does.
*
* @method Phaser.GameObjects.Components.Animation#getProgress
* @since 3.4.0
*
* @return {number} The progress of the current animation, between 0 and 1.
*/
getProgress: function ()
{
var p = this.currentFrame.progress;
if (!this.forward)
{
p = 1 - p;
}
return p;
},
/**
* Takes a value between 0 and 1 and uses it to set how far this animation is through playback.
* Does not factor in repeats or yoyos, but does handle playing forwards or backwards.
*
* @method Phaser.GameObjects.Components.Animation#setProgress
* @since 3.4.0
*
* @param {number} [value=0] - The progress value, between 0 and 1.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
setProgress: function (value)
{
if (!this.forward)
{
value = 1 - value;
}
this.setCurrentFrame(this.currentAnim.getFrameByProgress(value));
return this.parent;
},
/**
* Handle the removal of an animation from the Animation Manager.
*
* @method Phaser.GameObjects.Components.Animation#remove
* @since 3.0.0
*
* @param {string} [key] - The key of the removed Animation.
* @param {Phaser.Animations.Animation} [animation] - The removed Animation.
*/
remove: function (key, animation)
{
if (animation === undefined) { animation = this.currentAnim; }
if (this.isPlaying && animation.key === this.currentAnim.key)
{
this.stop();
this.setCurrentFrame(this.currentAnim.frames[0]);
}
},
/**
* Gets the number of times that the animation will repeat
* after its first iteration. For example, if returns 1, the animation will
* play a total of twice (the initial play plus 1 repeat).
* A value of -1 means the animation will repeat indefinitely.
*
* @method Phaser.GameObjects.Components.Animation#getRepeat
* @since 3.4.0
*
* @return {integer} The number of times that the animation will repeat.
*/
getRepeat: function ()
{
return this._repeat;
},
/**
* Sets the number of times that the animation should repeat
* after its first iteration. For example, if repeat is 1, the animation will
* play a total of twice (the initial play plus 1 repeat).
* To repeat indefinitely, use -1. repeat should always be an integer.
*
* @method Phaser.GameObjects.Components.Animation#setRepeat
* @since 3.4.0
*
* @param {integer} value - The number of times that the animation should repeat.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
setRepeat: function (value)
{
this._repeat = value;
this.repeatCounter = (value === -1) ? Number.MAX_VALUE : value;
return this.parent;
},
/**
* Gets the amount of delay between repeats, if any.
*
* @method Phaser.GameObjects.Components.Animation#getRepeatDelay
* @since 3.4.0
*
* @return {number} The delay between repeats.
*/
getRepeatDelay: function ()
{
return this._repeatDelay;
},
/**
* Sets the amount of time in seconds between repeats.
* For example, if `repeat` is 2 and `repeatDelay` is 10, the animation will play initially,
* then wait for 10 seconds before repeating, then play again, then wait another 10 seconds
* before doing its final repeat.
*
* @method Phaser.GameObjects.Components.Animation#setRepeatDelay
* @since 3.4.0
*
* @param {number} value - The delay to wait between repeats, in seconds.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
setRepeatDelay: function (value)
{
this._repeatDelay = value;
return this.parent;
},
/**
* Restarts the current animation from its beginning, optionally including its delay value.
*
* @method Phaser.GameObjects.Components.Animation#restart
* @fires Phaser.Animations.Events#RESTART_ANIMATION_EVENT
* @fires Phaser.Animations.Events#SPRITE_RESTART_ANIMATION_EVENT
* @fires Phaser.Animations.Events#SPRITE_RESTART_KEY_ANIMATION_EVENT
* @since 3.0.0
*
* @param {boolean} [includeDelay=false] - Whether to include the delay value of the animation when restarting.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
restart: function (includeDelay)
{
if (includeDelay === undefined) { includeDelay = false; }
var anim = this.currentAnim;
anim.getFirstTick(this, includeDelay);
this.forward = true;
this.isPlaying = true;
this.pendingRepeat = false;
this._paused = false;
// Set frame
this.updateFrame(anim.frames[0]);
var gameObject = this.parent;
var frame = this.currentFrame;
anim.emit(Events.ANIMATION_RESTART, anim, frame, gameObject);
gameObject.emit(Events.SPRITE_ANIMATION_KEY_RESTART + anim.key, anim, frame, gameObject);
gameObject.emit(Events.SPRITE_ANIMATION_RESTART, anim, frame, gameObject);
return this.parent;
},
/**
* Immediately stops the current animation from playing and dispatches the `animationcomplete` event.
*
* If no animation is set, no event will be dispatched.
*
* If there is another animation queued (via the `chain` method) then it will start playing immediately.
*
* @method Phaser.GameObjects.Components.Animation#stop
* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
* @since 3.0.0
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
stop: function ()
{
this._pendingStop = 0;
this.isPlaying = false;
var gameObject = this.parent;
var anim = this.currentAnim;
var frame = this.currentFrame;
if (anim)
{
anim.emit(Events.ANIMATION_COMPLETE, anim, frame, gameObject);
gameObject.emit(Events.SPRITE_ANIMATION_KEY_COMPLETE + anim.key, anim, frame, gameObject);
gameObject.emit(Events.SPRITE_ANIMATION_COMPLETE, anim, frame, gameObject);
}
if (this.nextAnim)
{
var key = this.nextAnim;
this.nextAnim = null;
this.play(key);
}
return gameObject;
},
/**
* Stops the current animation from playing after the specified time delay, given in milliseconds.
*
* @method Phaser.GameObjects.Components.Animation#stopAfterDelay
* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
* @since 3.4.0
*
* @param {integer} delay - The number of milliseconds to wait before stopping this animation.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
stopAfterDelay: function (delay)
{
this._pendingStop = 1;
this._pendingStopValue = delay;
return this.parent;
},
/**
* Stops the current animation from playing when it next repeats.
*
* @method Phaser.GameObjects.Components.Animation#stopOnRepeat
* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
* @since 3.4.0
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
stopOnRepeat: function ()
{
this._pendingStop = 2;
return this.parent;
},
/**
* Stops the current animation from playing when it next sets the given frame.
* If this frame doesn't exist within the animation it will not stop it from playing.
*
* @method Phaser.GameObjects.Components.Animation#stopOnFrame
* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
* @since 3.4.0
*
* @param {Phaser.Animations.AnimationFrame} frame - The frame to check before stopping this animation.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
stopOnFrame: function (frame)
{
this._pendingStop = 3;
this._pendingStopValue = frame;
return this.parent;
},
/**
* Sets the Time Scale factor, allowing you to make the animation go go faster or slower than default.
* Where 1 = normal speed (the default), 0.5 = half speed, 2 = double speed, etc.
*
* @method Phaser.GameObjects.Components.Animation#setTimeScale
* @since 3.4.0
*
* @param {number} [value=1] - The time scale factor, where 1 is no change, 0.5 is half speed, etc.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
setTimeScale: function (value)
{
if (value === undefined) { value = 1; }
this._timeScale = value;
return this.parent;
},
/**
* Gets the Time Scale factor.
*
* @method Phaser.GameObjects.Components.Animation#getTimeScale
* @since 3.4.0
*
* @return {number} The Time Scale value.
*/
getTimeScale: function ()
{
return this._timeScale;
},
/**
* Returns the total number of frames in this animation.
*
* @method Phaser.GameObjects.Components.Animation#getTotalFrames
* @since 3.4.0
*
* @return {integer} The total number of frames in this animation.
*/
getTotalFrames: function ()
{
return this.currentAnim.frames.length;
},
/**
* The internal update loop for the Animation Component.
*
* @method Phaser.GameObjects.Components.Animation#update
* @since 3.0.0
*
* @param {number} time - The current timestamp.
* @param {number} delta - The delta time, in ms, elapsed since the last frame.
*/
update: function (time, delta)
{
if (!this.currentAnim || !this.isPlaying || this.currentAnim.paused)
{
return;
}
this.accumulator += delta * this._timeScale;
if (this._pendingStop === 1)
{
this._pendingStopValue -= delta;
if (this._pendingStopValue <= 0)
{
return this.currentAnim.completeAnimation(this);
}
}
if (this.accumulator >= this.nextTick)
{
this.currentAnim.setFrame(this);
}
},
/**
* Sets the given Animation Frame as being the current frame
* and applies it to the parent Game Object, adjusting its size and origin as needed.
*
* @method Phaser.GameObjects.Components.Animation#setCurrentFrame
* @since 3.4.0
*
* @param {Phaser.Animations.AnimationFrame} animationFrame - The Animation Frame to set as being current.
*
* @return {Phaser.GameObjects.GameObject} The Game Object this Animation Component belongs to.
*/
setCurrentFrame: function (animationFrame)
{
var gameObject = this.parent;
this.currentFrame = animationFrame;
gameObject.texture = animationFrame.frame.texture;
gameObject.frame = animationFrame.frame;
if (gameObject.isCropped)
{
gameObject.frame.updateCropUVs(gameObject._crop, gameObject.flipX, gameObject.flipY);
}
gameObject.setSizeToFrame();
if (gameObject._originComponent)
{
if (animationFrame.frame.customPivot)
{
gameObject.setOrigin(animationFrame.frame.pivotX, animationFrame.frame.pivotY);
}
else
{
gameObject.updateDisplayOrigin();
}
}
return gameObject;
},
/**
* Internal frame change handler.
*
* @method Phaser.GameObjects.Components.Animation#updateFrame
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_UPDATE_EVENT
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_UPDATE_EVENT
* @private
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationFrame} animationFrame - The animation frame to change to.
*/
updateFrame: function (animationFrame)
{
var gameObject = this.setCurrentFrame(animationFrame);
if (this.isPlaying)
{
if (animationFrame.setAlpha)
{
gameObject.alpha = animationFrame.alpha;
}
var anim = this.currentAnim;
gameObject.emit(Events.SPRITE_ANIMATION_KEY_UPDATE + anim.key, anim, animationFrame, gameObject);
gameObject.emit(Events.SPRITE_ANIMATION_UPDATE, anim, animationFrame, gameObject);
if (this._pendingStop === 3 && this._pendingStopValue === animationFrame)
{
this.currentAnim.completeAnimation(this);
}
}
},
/**
* Advances the animation to the next frame, regardless of the time or animation state.
* If the animation is set to repeat, or yoyo, this will still take effect.
*
* Calling this does not change the direction of the animation. I.e. if it was currently
* playing in reverse, calling this method doesn't then change the direction to forwards.
*
* @method Phaser.GameObjects.Components.Animation#nextFrame
* @since 3.16.0
*
* @return {Phaser.GameObjects.GameObject} The Game Object this Animation Component belongs to.
*/
nextFrame: function ()
{
if (this.currentAnim)
{
this.currentAnim.nextFrame(this);
}
return this.parent;
},
/**
* Advances the animation to the previous frame, regardless of the time or animation state.
* If the animation is set to repeat, or yoyo, this will still take effect.
*
* Calling this does not change the direction of the animation. I.e. if it was currently
* playing in forwards, calling this method doesn't then change the direction to backwards.
*
* @method Phaser.GameObjects.Components.Animation#previousFrame
* @since 3.16.0
*
* @return {Phaser.GameObjects.GameObject} The Game Object this Animation Component belongs to.
*/
previousFrame: function ()
{
if (this.currentAnim)
{
this.currentAnim.previousFrame(this);
}
return this.parent;
},
/**
* Sets if the current Animation will yoyo when it reaches the end.
* A yoyo'ing animation will play through consecutively, and then reverse-play back to the start again.
*
* @method Phaser.GameObjects.Components.Animation#setYoyo
* @since 3.4.0
*
* @param {boolean} [value=false] - `true` if the animation should yoyo, `false` to not.
*
* @return {Phaser.GameObjects.GameObject} The Game Object this Animation Component belongs to.
*/
setYoyo: function (value)
{
if (value === undefined) { value = false; }
this._yoyo = value;
return this.parent;
},
/**
* Gets if the current Animation will yoyo when it reaches the end.
* A yoyo'ing animation will play through consecutively, and then reverse-play back to the start again.
*
* @method Phaser.GameObjects.Components.Animation#getYoyo
* @since 3.4.0
*
* @return {boolean} `true` if the animation is set to yoyo, `false` if not.
*/
getYoyo: function ()
{
return this._yoyo;
},
/**
* Destroy this Animation component.
*
* Unregisters event listeners and cleans up its references.
*
* @method Phaser.GameObjects.Components.Animation#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.animationManager.off(Events.REMOVE_ANIMATION, this.remove, this);
this.animationManager = null;
this.parent = null;
this.currentAnim = null;
this.currentFrame = null;
}
});
module.exports = Animation;