mirror of
https://github.com/photonstorm/phaser
synced 2024-12-17 16:43:30 +00:00
565 lines
16 KiB
JavaScript
565 lines
16 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Animation Manager is used to add, play and update Phaser Animations.
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* Any Game Object such as Phaser.Sprite that supports animation contains a single AnimationManager instance.
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*
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* @class Phaser.AnimationManager
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* @constructor
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* @param {Phaser.Sprite} sprite - A reference to the Game Object that owns this AnimationManager.
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*/
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Phaser.AnimationManager = function (sprite) {
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/**
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* @property {Phaser.Sprite} sprite - A reference to the parent Sprite that owns this AnimationManager.
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*/
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this.sprite = sprite;
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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 = sprite.game;
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/**
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* The currently displayed Frame of animation, if any.
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* This property is only set once an Animation starts playing. Until that point it remains set as `null`.
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*
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* @property {Phaser.Frame} currentFrame
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* @default
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*/
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this.currentFrame = null;
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/**
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* @property {Phaser.Animation} currentAnim - The currently displayed animation, if any.
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* @default
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*/
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this.currentAnim = null;
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/**
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* @property {boolean} updateIfVisible - Should the animation data continue to update even if the Sprite.visible is set to false.
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* @default
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*/
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this.updateIfVisible = true;
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/**
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* @property {boolean} isLoaded - Set to true once animation data has been loaded.
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* @default
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*/
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this.isLoaded = false;
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/**
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* @property {Phaser.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData.
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* @private
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* @default
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*/
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this._frameData = null;
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/**
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* @property {object} _anims - An internal object that stores all of the Animation instances.
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* @private
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*/
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this._anims = {};
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/**
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* @property {object} _outputFrames - An internal object to help avoid gc.
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* @private
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*/
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this._outputFrames = [];
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};
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Phaser.AnimationManager.prototype = {
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/**
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* Loads FrameData into the internal temporary vars and resets the frame index to zero.
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* This is called automatically when a new Sprite is created.
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*
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* @method Phaser.AnimationManager#loadFrameData
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* @private
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* @param {Phaser.FrameData} frameData - The FrameData set to load.
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* @param {string|number} frame - The frame to default to.
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* @return {boolean} Returns `true` if the frame data was loaded successfully, otherwise `false`
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*/
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loadFrameData: function (frameData, frame) {
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if (frameData === undefined)
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{
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return false;
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}
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if (this.isLoaded)
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{
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// We need to update the frameData that the animations are using
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for (var anim in this._anims)
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{
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this._anims[anim].updateFrameData(frameData);
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}
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}
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this._frameData = frameData;
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if (frame === undefined || frame === null)
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{
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this.frame = 0;
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}
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else
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{
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if (typeof frame === 'string')
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{
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this.frameName = frame;
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}
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else
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{
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this.frame = frame;
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}
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}
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this.isLoaded = true;
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return true;
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},
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/**
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* Loads FrameData into the internal temporary vars and resets the frame index to zero.
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* This is called automatically when a new Sprite is created.
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*
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* @method Phaser.AnimationManager#copyFrameData
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* @private
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* @param {Phaser.FrameData} frameData - The FrameData set to load.
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* @param {string|number} frame - The frame to default to.
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* @return {boolean} Returns `true` if the frame data was loaded successfully, otherwise `false`
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*/
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copyFrameData: function (frameData, frame) {
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this._frameData = frameData.clone();
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if (this.isLoaded)
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{
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// We need to update the frameData that the animations are using
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for (var anim in this._anims)
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{
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this._anims[anim].updateFrameData(this._frameData);
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}
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}
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if (frame === undefined || frame === null)
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{
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this.frame = 0;
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}
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else
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{
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if (typeof frame === 'string')
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{
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this.frameName = frame;
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}
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else
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{
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this.frame = frame;
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}
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}
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this.isLoaded = true;
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return true;
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},
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/**
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* Adds a new animation under the given key. Optionally set the frames, frame rate and loop.
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* Animations added in this way are played back with the play function.
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*
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* @method Phaser.AnimationManager#add
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* @param {string} name - The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk".
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* @param {Array} [frames=null] - An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used.
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* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.
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* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.
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* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings?
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* @return {Phaser.Animation} The Animation object that was created.
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*/
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add: function (name, frames, frameRate, loop, useNumericIndex) {
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frames = frames || [];
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frameRate = frameRate || 60;
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if (loop === undefined) { loop = false; }
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// If they didn't set the useNumericIndex then let's at least try and guess it
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if (useNumericIndex === undefined)
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{
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if (frames && typeof frames[0] === 'number')
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{
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useNumericIndex = true;
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}
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else
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{
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useNumericIndex = false;
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}
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}
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this._outputFrames = [];
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this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames);
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this._anims[name] = new Phaser.Animation(this.game, this.sprite, name, this._frameData, this._outputFrames, frameRate, loop);
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this.currentAnim = this._anims[name];
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if (this.sprite.tilingTexture)
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{
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this.sprite.refreshTexture = true;
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}
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return this._anims[name];
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},
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/**
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* Check whether the frames in the given array are valid and exist.
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*
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* @method Phaser.AnimationManager#validateFrames
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* @param {Array} frames - An array of frames to be validated.
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* @param {boolean} [useNumericIndex=true] - Validate the frames based on their numeric index (true) or string index (false)
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* @return {boolean} True if all given Frames are valid, otherwise false.
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*/
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validateFrames: function (frames, useNumericIndex) {
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if (useNumericIndex === undefined) { useNumericIndex = true; }
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for (var i = 0; i < frames.length; i++)
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{
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if (useNumericIndex === true)
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{
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if (frames[i] > this._frameData.total)
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{
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return false;
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}
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}
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else
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{
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if (this._frameData.checkFrameName(frames[i]) === false)
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{
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return false;
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}
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}
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}
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return true;
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},
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/**
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* Play an animation based on the given key. The animation should previously have been added via `animations.add`
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*
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* If the requested animation is already playing this request will be ignored.
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* If you need to reset an already running animation do so directly on the Animation object itself.
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*
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* @method Phaser.AnimationManager#play
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* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
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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=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
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* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
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* @return {Phaser.Animation} A reference to playing Animation instance.
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*/
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play: function (name, frameRate, loop, killOnComplete) {
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if (this._anims[name])
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{
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if (this.currentAnim === this._anims[name])
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{
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if (this.currentAnim.isPlaying === false)
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{
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this.currentAnim.paused = false;
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return this.currentAnim.play(frameRate, loop, killOnComplete);
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}
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return this.currentAnim;
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}
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else
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{
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if (this.currentAnim && this.currentAnim.isPlaying)
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{
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this.currentAnim.stop();
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}
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this.currentAnim = this._anims[name];
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this.currentAnim.paused = false;
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this.currentFrame = this.currentAnim.currentFrame;
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return this.currentAnim.play(frameRate, loop, killOnComplete);
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}
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}
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},
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/**
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* Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped.
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* The currentAnim property of the AnimationManager is automatically set to the animation given.
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*
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* @method Phaser.AnimationManager#stop
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* @param {string} [name=null] - The name of the animation to be stopped, e.g. "fire". If none is given the currently running animation is stopped.
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* @param {boolean} [resetFrame=false] - When the animation is stopped should the currentFrame be set to the first frame of the animation (true) or paused on the last frame displayed (false)
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*/
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stop: function (name, resetFrame) {
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if (resetFrame === undefined) { resetFrame = false; }
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if (this.currentAnim && (typeof name !== 'string' || name === this.currentAnim.name))
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{
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this.currentAnim.stop(resetFrame);
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}
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},
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/**
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* The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events.
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*
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* @method Phaser.AnimationManager#update
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* @protected
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* @return {boolean} True if a new animation frame has been set, otherwise false.
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*/
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update: function () {
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if (this.updateIfVisible && !this.sprite.visible)
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{
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return false;
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}
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if (this.currentAnim && this.currentAnim.update())
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{
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this.currentFrame = this.currentAnim.currentFrame;
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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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* Advances by the given number of frames in the current animation, taking the loop value into consideration.
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*
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* @method Phaser.AnimationManager#next
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* @param {number} [quantity=1] - The number of frames to advance.
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*/
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next: function (quantity) {
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if (this.currentAnim)
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{
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this.currentAnim.next(quantity);
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this.currentFrame = this.currentAnim.currentFrame;
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}
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},
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/**
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* Moves backwards the given number of frames in the current animation, taking the loop value into consideration.
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*
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* @method Phaser.AnimationManager#previous
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* @param {number} [quantity=1] - The number of frames to move back.
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*/
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previous: function (quantity) {
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if (this.currentAnim)
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{
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this.currentAnim.previous(quantity);
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this.currentFrame = this.currentAnim.currentFrame;
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}
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},
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/**
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* Returns an animation that was previously added by name.
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*
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* @method Phaser.AnimationManager#getAnimation
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* @param {string} name - The name of the animation to be returned, e.g. "fire".
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* @return {Phaser.Animation} The Animation instance, if found, otherwise null.
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*/
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getAnimation: function (name) {
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if (typeof name === 'string')
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{
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if (this._anims[name])
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{
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return this._anims[name];
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}
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}
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return null;
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},
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/**
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* Refreshes the current frame data back to the parent Sprite and also resets the texture data.
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*
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* @method Phaser.AnimationManager#refreshFrame
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*/
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refreshFrame: function () {
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// TODO
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// this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
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},
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/**
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* Destroys all references this AnimationManager contains.
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* Iterates through the list of animations stored in this manager and calls destroy on each of them.
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*
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* @method Phaser.AnimationManager#destroy
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*/
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destroy: function () {
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var anim = null;
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for (var anim in this._anims)
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{
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if (this._anims.hasOwnProperty(anim))
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{
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this._anims[anim].destroy();
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}
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}
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this._anims = {};
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this._outputFrames = [];
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this._frameData = null;
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this.currentAnim = null;
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this.currentFrame = null;
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this.sprite = null;
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this.game = null;
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}
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};
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Phaser.AnimationManager.prototype.constructor = Phaser.AnimationManager;
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/**
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* @name Phaser.AnimationManager#frameData
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* @property {Phaser.FrameData} frameData - The current animations FrameData.
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* @readonly
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*/
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Object.defineProperty(Phaser.AnimationManager.prototype, 'frameData', {
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get: function () {
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return this._frameData;
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}
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});
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/**
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* @name Phaser.AnimationManager#frameTotal
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* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
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* @readonly
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*/
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Object.defineProperty(Phaser.AnimationManager.prototype, 'frameTotal', {
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get: function () {
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return this._frameData.total;
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}
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});
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/**
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* @name Phaser.AnimationManager#paused
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* @property {boolean} paused - Gets and sets the paused state of the current animation.
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*/
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Object.defineProperty(Phaser.AnimationManager.prototype, 'paused', {
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get: function () {
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return this.currentAnim.isPaused;
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},
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set: function (value) {
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this.currentAnim.paused = value;
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}
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});
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/**
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* @name Phaser.AnimationManager#name
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* @property {string} name - Gets the current animation name, if set.
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*/
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Object.defineProperty(Phaser.AnimationManager.prototype, 'name', {
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get: function () {
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if (this.currentAnim)
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{
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return this.currentAnim.name;
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}
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}
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});
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/**
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* @name Phaser.AnimationManager#frame
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* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
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*/
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Object.defineProperty(Phaser.AnimationManager.prototype, 'frame', {
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get: function () {
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if (this.currentFrame)
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{
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return this.currentFrame.index;
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}
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},
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set: function (value) {
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if (typeof value === 'number' && this._frameData && this._frameData.getFrame(value) !== null)
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{
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this.currentFrame = this._frameData.getFrame(value);
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if (this.currentFrame)
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{
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this.sprite.setFrame(this.currentFrame);
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}
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}
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}
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});
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/**
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* @name Phaser.AnimationManager#frameName
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* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
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*/
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Object.defineProperty(Phaser.AnimationManager.prototype, 'frameName', {
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get: function () {
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if (this.currentFrame)
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{
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return this.currentFrame.name;
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}
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},
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set: function (value) {
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if (typeof value === 'string' && this._frameData && this._frameData.getFrameByName(value) !== null)
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{
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this.currentFrame = this._frameData.getFrameByName(value);
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if (this.currentFrame)
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{
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this._frameIndex = this.currentFrame.index;
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this.sprite.setFrame(this.currentFrame);
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}
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}
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else
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{
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console.warn('Cannot set frameName: ' + value);
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}
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}
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});
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