mirror of
https://github.com/photonstorm/phaser
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278 lines
No EOL
7.3 KiB
TypeScript
278 lines
No EOL
7.3 KiB
TypeScript
/// <reference path="../_definitions.ts" />
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/**
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* Animation
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*
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* An Animation instance contains a single animation and the controls to play it.
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* It is created by the AnimationManager and belongs to Game Objects such as Sprite.
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*
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* @package Phaser.Animation
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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*/
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module Phaser {
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export class Animation {
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/**
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* Animation constructor
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* Create a new <code>Animation</code>.
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*
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* @param parent {Sprite} Owner sprite of this animation.
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* @param frameData {FrameData} The FrameData object contains animation data.
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* @param name {string} Unique name of this animation.
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* @param frames {number[]/string[]} An array of numbers or strings indicating what frames to play in what order.
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* @param delay {number} Time between frames in ms.
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* @param looped {bool} Whether or not the animation is looped or just plays once.
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*/
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constructor(game: Game, parent: Sprite, frameData: FrameData, name: string, frames, delay: number, looped: bool) {
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this.game = game;
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this._parent = parent;
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this._frames = frames;
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this._frameData = frameData;
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this.name = name;
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this.delay = 1000 / delay;
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this.looped = looped;
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this.isFinished = false;
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this.isPlaying = false;
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this._frameIndex = 0;
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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}
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public game: Phaser.Game;
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/**
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* Local private reference to its owner sprite.
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* @type {Sprite}
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*/
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private _parent: Sprite;
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/**
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* Animation frame container.
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* @type {number[]}
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*/
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private _frames: number[];
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/**
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* Frame data of this animation.(parsed from sprite sheet)
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* @type {FrameData}
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*/
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private _frameData: FrameData;
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/**
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* Index of current frame.
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* @type {number}
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*/
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private _frameIndex: number;
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/**
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* Time when switched to last frame (in ms).
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* @type number
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*/
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private _timeLastFrame: number;
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/**
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* Time when this will switch to next frame (in ms).
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* @type number
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*/
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private _timeNextFrame: number;
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/**
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* Name of this animation.
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* @type {string}
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*/
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public name: string;
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/**
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* Currently played frame instance.
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* @type {Frame}
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*/
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public currentFrame: Frame;
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/**
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* Whether or not this animation finished playing.
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* @type {bool}
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*/
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public isFinished: bool;
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/**
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* Whethor or not this animation is currently playing.
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* @type {bool}
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*/
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public isPlaying: bool;
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/**
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* Whether or not the animation is looped.
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* @type {bool}
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*/
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public looped: bool;
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/**
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* Time between frames in ms.
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* @type {number}
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*/
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public delay: number;
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public get frameTotal(): number {
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return this._frames.length;
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}
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public get frame(): number {
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if (this.currentFrame !== null)
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{
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return this.currentFrame.index;
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}
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else
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{
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return this._frameIndex;
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}
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}
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public set frame(value: number) {
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this.currentFrame = this._frameData.getFrame(value);
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if (this.currentFrame !== null)
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{
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this._parent.texture.width = this.currentFrame.width;
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this._parent.texture.height = this.currentFrame.height;
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this._frameIndex = value;
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}
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}
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/**
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* Play this animation.
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* @param frameRate {number} FrameRate you want to specify instead of using default.
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* @param loop {bool} Whether or not the animation is looped or just plays once.
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*/
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public play(frameRate: number = null, loop: bool = null) {
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if (frameRate !== null)
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{
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this.delay = 1000 / frameRate;
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}
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if (loop !== null)
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{
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// If they set a new loop value then use it, otherwise use the default set on creation
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this.looped = loop;
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}
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this.isPlaying = true;
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this.isFinished = false;
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this._timeLastFrame = this.game.time.now;
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this._timeNextFrame = this.game.time.now + this.delay;
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this._frameIndex = 0;
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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this._parent.events.onAnimationStart.dispatch(this._parent, this);
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return this;
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}
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/**
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* Play this animation from the first frame.
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*/
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public restart() {
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this.isPlaying = true;
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this.isFinished = false;
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this._timeLastFrame = this.game.time.now;
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this._timeNextFrame = this.game.time.now + this.delay;
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this._frameIndex = 0;
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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}
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/**
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* Stop playing animation and set it finished.
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*/
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public stop() {
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this.isPlaying = false;
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this.isFinished = true;
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}
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/**
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* Update animation frames.
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*/
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public update(): bool {
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if (this.isPlaying == true && this.game.time.now >= this._timeNextFrame)
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{
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this._frameIndex++;
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if (this._frameIndex == this._frames.length)
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{
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if (this.looped)
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{
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this._frameIndex = 0;
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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this._parent.events.onAnimationLoop.dispatch(this._parent, this);
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}
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else
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{
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this.onComplete();
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}
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}
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else
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{
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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}
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this._timeLastFrame = this.game.time.now;
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this._timeNextFrame = this.game.time.now + this.delay;
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return true;
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}
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return false;
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}
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/**
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* Clean up animation memory.
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*/
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public destroy() {
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this.game = null;
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this._parent = null;
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this._frames = null;
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this._frameData = null;
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this.currentFrame = null;
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this.isPlaying = false;
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}
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/**
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* Animation complete callback method.
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*/
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private onComplete() {
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this.isPlaying = false;
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this.isFinished = true;
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this._parent.events.onAnimationComplete.dispatch(this._parent, this);
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}
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}
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} |