phaser/TS Source/animation/Animation.js
2013-08-28 07:02:57 +01:00

153 lines
6 KiB
JavaScript

/// <reference path="../_definitions.ts" />
/**
* Animation
*
* An Animation instance contains a single animation and the controls to play it.
* It is created by the AnimationManager and belongs to Game Objects such as Sprite.
*
* @package Phaser.Animation
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
*/
var Phaser;
(function (Phaser) {
var Animation = (function () {
/**
* Animation constructor
* Create a new <code>Animation</code>.
*
* @param parent {Sprite} Owner sprite of this animation.
* @param frameData {FrameData} The FrameData object contains animation data.
* @param name {string} Unique name of this animation.
* @param frames {number[]/string[]} An array of numbers or strings indicating what frames to play in what order.
* @param delay {number} Time between frames in ms.
* @param looped {bool} Whether or not the animation is looped or just plays once.
*/
function Animation(game, parent, 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;
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
}
Object.defineProperty(Animation.prototype, "frameTotal", {
get: function () {
return this._frames.length;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Animation.prototype, "frame", {
get: function () {
if(this.currentFrame !== null) {
return this.currentFrame.index;
} else {
return this._frameIndex;
}
},
set: function (value) {
this.currentFrame = this._frameData.getFrame(value);
if(this.currentFrame !== null) {
this._parent.texture.width = this.currentFrame.width;
this._parent.texture.height = this.currentFrame.height;
this._frameIndex = value;
}
},
enumerable: true,
configurable: true
});
Animation.prototype.play = /**
* Play this animation.
* @param frameRate {number} FrameRate you want to specify instead of using default.
* @param loop {bool} Whether or not the animation is looped or just plays once.
*/
function (frameRate, loop) {
if (typeof frameRate === "undefined") { frameRate = null; }
if (typeof loop === "undefined") { loop = null; }
if(frameRate !== null) {
this.delay = 1000 / frameRate;
}
if(loop !== null) {
// If they set a new loop value then use it, otherwise use the default set on creation
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]);
this._parent.events.onAnimationStart.dispatch(this._parent, this);
return this;
};
Animation.prototype.restart = /**
* Play this animation from the first frame.
*/
function () {
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]);
};
Animation.prototype.stop = /**
* Stop playing animation and set it finished.
*/
function () {
this.isPlaying = false;
this.isFinished = true;
};
Animation.prototype.update = /**
* Update animation frames.
*/
function () {
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]);
this._parent.events.onAnimationLoop.dispatch(this._parent, this);
} 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;
};
Animation.prototype.destroy = /**
* Clean up animation memory.
*/
function () {
this.game = null;
this._parent = null;
this._frames = null;
this._frameData = null;
this.currentFrame = null;
this.isPlaying = false;
};
Animation.prototype.onComplete = /**
* Animation complete callback method.
*/
function () {
this.isPlaying = false;
this.isFinished = true;
this._parent.events.onAnimationComplete.dispatch(this._parent, this);
};
return Animation;
})();
Phaser.Animation = Animation;
})(Phaser || (Phaser = {}));