mirror of
https://github.com/photonstorm/phaser
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431 lines
12 KiB
JavaScript
431 lines
12 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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* @module Phaser.Animation
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*/
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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, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
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*
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* @class Phaser.Animation
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Phaser.Sprite} parent - A reference to the owner of this Animation.
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* @param {string} name - The unique name for this animation, used in playback commands.
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* @param {Phaser.Animation.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
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* @param {(Array.<number>|Array.<string>)} frames - An array of numbers or strings indicating which frames to play in which order.
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* @param {number} delay - The time between each frame of the animation, given in ms.
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* @param {boolean} looped - Should this animation loop or play through once.
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*/
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Phaser.Animation = function (game, parent, name, frameData, frames, delay, looped) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation.
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* @private
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*/
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this._parent = parent;
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/**
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* @property {Phaser.FrameData} _frameData - The FrameData the Animation uses.
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* @private
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*/
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this._frameData = frameData;
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/**
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* @property {string} name - The user defined name given to this Animation.
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*/
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this.name = name;
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/**
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* @property {object} _frames
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* @private
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*/
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this._frames = [];
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this._frames = this._frames.concat(frames);
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/**
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* @property {number} delay - The delay in ms between each frame of the Animation.
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*/
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this.delay = 1000 / delay;
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/**
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* @property {boolean} looped - The loop state of the Animation.
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*/
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this.looped = looped;
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/**
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* @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback.
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* @default
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*/
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this.isFinished = false;
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/**
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* @property {boolean} isPlaying - The playing state of the Animation. Set to false once playback completes, true during playback.
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* @default
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*/
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this.isPlaying = false;
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/**
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* @property {boolean} isPaused - The paused state of the Animation.
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* @default
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*/
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this.isPaused = false;
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/**
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* @property {boolean} _pauseStartTime - The time the animation paused.
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* @private
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* @default
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*/
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this._pauseStartTime = 0;
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/**
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* @property {number} _frameIndex
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* @private
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* @default
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*/
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this._frameIndex = 0;
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/**
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* @property {number} _frameDiff
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* @private
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* @default
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*/
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this._frameDiff = 0;
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/**
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* @property {number} _frameSkip
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* @private
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* @default
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*/
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this._frameSkip = 1;
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/**
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* @property {Phaser.Animation.Frame} currentFrame - The currently displayed frame of the Animation.
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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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Phaser.Animation.prototype = {
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/**
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* Plays this animation.
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*
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* @method play
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* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
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* @param {boolean} [loop=null] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
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* @return {Phaser.Animation} - A reference to this Animation instance.
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*/
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play: function (frameRate, loop) {
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if (typeof frameRate === 'number')
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{
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// If they set a new frame rate then use it, otherwise use the one set on creation
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this.delay = 1000 / frameRate;
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}
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if (typeof loop === 'boolean')
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{
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// If they set a new loop value then use it, otherwise use the one 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.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
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if (this._parent.events)
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{
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this._parent.events.onAnimationStart.dispatch(this._parent, this);
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}
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return this;
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},
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/**
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* Sets this animation back to the first frame and restarts the animation.
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*
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* @method restart
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*/
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restart: function () {
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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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* Stops playback of this animation and set it to a finished state. If a resetFrame is provided it will stop playback and set frame to the first in the animation.
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*
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* @method stop
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* @param {boolean} [resetFrame=false] - If true after the animation stops the currentFrame value will be set to the first frame in this animation.
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*/
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stop: function (resetFrame) {
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if (typeof resetFrame === 'undefined') { resetFrame = false; }
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this.isPlaying = false;
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this.isFinished = true;
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if (resetFrame)
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{
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this.currentFrame = this._frameData.getFrame(this._frames[0]);
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}
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},
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/**
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* Updates this animation. Called automatically by the AnimationManager.
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*
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* @method update
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*/
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update: function () {
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if (this.isPaused)
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{
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return false;
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}
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if (this.isPlaying == true && this.game.time.now >= this._timeNextFrame)
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{
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this._frameSkip = 1;
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// Lagging?
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this._frameDiff = this.game.time.now - this._timeNextFrame;
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this._timeLastFrame = this.game.time.now;
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if (this._frameDiff > this.delay)
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{
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// We need to skip a frame, work out how many
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this._frameSkip = Math.floor(this._frameDiff / this.delay);
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this._frameDiff -= (this._frameSkip * this.delay);
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}
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// And what's left now?
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this._timeNextFrame = this.game.time.now + (this.delay - this._frameDiff);
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this._frameIndex += this._frameSkip;
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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 %= this._frames.length;
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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if (this.currentFrame)
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{
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this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
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}
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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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this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
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}
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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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* Cleans up this animation ready for deletion. Nulls all values and references.
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*
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* @method destroy
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*/
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destroy: function () {
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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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* Called internally when the animation finishes playback. Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent.
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*
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* @method onComplete
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*/
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onComplete: function () {
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this.isPlaying = false;
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this.isFinished = true;
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if (this._parent.events)
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{
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this._parent.events.onAnimationComplete.dispatch(this._parent, this);
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}
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}
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};
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/**
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* Sets the paused state of the Animation.
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* @param {boolean} value - Set to true to pause the animation or false to resume it if previous paused.
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*
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*//**
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*
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* Returns the paused state of the Animation.
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* @returns {boolean}
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*
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*/
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Object.defineProperty(Phaser.Animation.prototype, "paused", {
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get: function () {
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return this.isPaused;
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},
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set: function (value) {
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this.isPaused = value;
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if (value)
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{
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// Paused
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this._pauseStartTime = this.game.time.now;
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}
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else
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{
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// Un-paused
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if (this.isPlaying)
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{
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this._timeNextFrame = this.game.time.now + this.delay;
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}
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}
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}
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});
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/**
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*
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* Returns the total number of frames in this Animation.
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* @return {number}
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*
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*/
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Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
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get: function () {
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return this._frames.length;
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}
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});
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/**
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* Sets the current frame to the given frame index and updates the texture cache.
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* @param {number} value - The frame to display
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*
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*//**
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*
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* Returns the current frame, or if not set the index of the most recent frame.
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* @returns {Animation.Frame}
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*
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*/
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Object.defineProperty(Phaser.Animation.prototype, "frame", {
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get: function () {
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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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set: function (value) {
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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._frameIndex = value;
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this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
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}
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}
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});
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/**
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* Really handy function for when you are creating arrays of animation data but it's using frame names and not numbers.
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* For example imagine you've got 30 frames named: 'explosion_0001-large' to 'explosion_0030-large'
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* You could use this function to generate those by doing: Phaser.Animation.generateFrameNames('explosion_', 1, 30, '-large', 4);
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*
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* @param {string} prefix - The start of the filename. If the filename was 'explosion_0001-large' the prefix would be 'explosion_'.
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* @param {number} min - The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the min is 1.
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* @param {number} max - The number to count up to. If your frames are named 'explosion_0001' to 'explosion_0034' the max is 34.
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* @param {string} [suffix=''] - The end of the filename. If the filename was 'explosion_0001-large' the prefix would be '-large'.
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* @param {number} [zeroPad=0] - The number of zeroes to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4.
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* @method generateFrameNames
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*/
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Phaser.Animation.generateFrameNames = function (prefix, min, max, suffix, zeroPad) {
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if (typeof suffix == 'undefined') { suffix = ''; }
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var output = [];
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var frame = '';
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for (var i = min; i <= max; i++)
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{
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if (typeof zeroPad == 'number')
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{
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// str, len, pad, dir
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frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
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}
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else
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{
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frame = i.toString();
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}
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frame = prefix + frame + suffix;
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output.push(frame);
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}
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return output;
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}
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