mirror of
https://github.com/photonstorm/phaser
synced 2024-12-03 09:59:42 +00:00
153 lines
6 KiB
JavaScript
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 = {}));
|