mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
274 lines
No EOL
7.7 KiB
TypeScript
274 lines
No EOL
7.7 KiB
TypeScript
/// <reference path="../../Game.ts" />
|
|
/// <reference path="../../gameobjects/Sprite.ts" />
|
|
/// <reference path="../../loader/AnimationLoader.ts" />
|
|
/// <reference path="Animation.ts" />
|
|
/// <reference path="Frame.ts" />
|
|
/// <reference path="FrameData.ts" />
|
|
|
|
/**
|
|
* Phaser - AnimationManager
|
|
*
|
|
* Any Sprite that has animation contains an instance of the AnimationManager, which is used to add, play and update
|
|
* sprite specific animations.
|
|
*/
|
|
|
|
module Phaser {
|
|
|
|
export class AnimationManager {
|
|
|
|
/**
|
|
* AnimationManager constructor
|
|
* Create a new <code>AnimationManager</code>.
|
|
*
|
|
* @param parent {Sprite} Owner sprite of this manager.
|
|
*/
|
|
constructor(game: Game, parent: Sprite) {
|
|
|
|
this._game = game;
|
|
this._parent = parent;
|
|
this._anims = {};
|
|
|
|
}
|
|
|
|
/**
|
|
* Local private reference to game.
|
|
*/
|
|
private _game: Game;
|
|
|
|
/**
|
|
* Local private reference to its owner sprite.
|
|
*/
|
|
private _parent: Sprite;
|
|
|
|
/**
|
|
* Animation key-value container.
|
|
*/
|
|
private _anims: {};
|
|
|
|
/**
|
|
* Index of current frame.
|
|
* @type {number}
|
|
*/
|
|
private _frameIndex: number;
|
|
|
|
/**
|
|
* Data contains animation frames.
|
|
* @type {FrameData}
|
|
*/
|
|
private _frameData: FrameData = null;
|
|
|
|
/**
|
|
* Keeps track of the current animation being played.
|
|
*/
|
|
public currentAnim: Animation;
|
|
|
|
/**
|
|
* Keeps track of the current frame of animation.
|
|
*/
|
|
public currentFrame: Frame = null;
|
|
|
|
/**
|
|
* Load animation frame data.
|
|
* @param frameData Data to be loaded.
|
|
*/
|
|
public loadFrameData(frameData: FrameData) {
|
|
|
|
this._frameData = frameData;
|
|
|
|
this.frame = 0;
|
|
|
|
}
|
|
|
|
/**
|
|
* Add a new animation.
|
|
* @param name {string} What this animation should be called (e.g. "run").
|
|
* @param frames {any[]} An array of numbers/strings indicating what frames to play in what order (e.g. [1, 2, 3] or ['run0', 'run1', run2]).
|
|
* @param frameRate {number} The speed in frames per second that the animation should play at (e.g. 60 fps).
|
|
* @param loop {boolean} Whether or not the animation is looped or just plays once.
|
|
* @param useNumericIndex {boolean} Use number indexes instead of string indexes?
|
|
* @return {Animation} The Animation that was created
|
|
*/
|
|
public add(name: string, frames: any[] = null, frameRate: number = 60, loop: bool = false, useNumericIndex: bool = true): Animation {
|
|
|
|
if (this._frameData == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (frames == null)
|
|
{
|
|
frames = this._frameData.getFrameIndexes();
|
|
}
|
|
else
|
|
{
|
|
if (this.validateFrames(frames, useNumericIndex) == false)
|
|
{
|
|
throw Error('Invalid frames given to Animation ' + name);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (useNumericIndex == false)
|
|
{
|
|
frames = this._frameData.getFrameIndexesByName(frames);
|
|
}
|
|
|
|
this._anims[name] = new Animation(this._game, this._parent, this._frameData, name, frames, frameRate, loop);
|
|
|
|
this.currentAnim = this._anims[name];
|
|
this.currentFrame = this.currentAnim.currentFrame;
|
|
|
|
return this._anims[name];
|
|
|
|
}
|
|
|
|
/**
|
|
* Check whether the frames is valid.
|
|
* @param frames {any[]} Frames to be validated.
|
|
* @param useNumericIndex {boolean} Does these frames use number indexes or string indexes?
|
|
* @return {boolean} True if they're valid, otherwise return false.
|
|
*/
|
|
private validateFrames(frames: any[], useNumericIndex: bool): bool {
|
|
|
|
for (var i = 0; i < frames.length; i++)
|
|
{
|
|
if (useNumericIndex == true)
|
|
{
|
|
if (frames[i] > this._frameData.total)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this._frameData.checkFrameName(frames[i]) == false)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
/**
|
|
* Play animation with specific name.
|
|
* @param name {string} The string name of the animation you want to play.
|
|
* @param frameRate {number} FrameRate you want to specify instead of using default.
|
|
* @param loop {boolean} Whether or not the animation is looped or just plays once.
|
|
*/
|
|
public play(name: string, frameRate?: number = null, loop?: bool) {
|
|
|
|
if (this._anims[name])
|
|
{
|
|
if (this.currentAnim == this._anims[name])
|
|
{
|
|
if (this.currentAnim.isPlaying == false)
|
|
{
|
|
this.currentAnim.play(frameRate, loop);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.currentAnim = this._anims[name];
|
|
this.currentAnim.play(frameRate, loop);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Stop animation by name.
|
|
* Current animation will be automatically set to the stopped one.
|
|
*/
|
|
public stop(name: string) {
|
|
|
|
if (this._anims[name])
|
|
{
|
|
this.currentAnim = this._anims[name];
|
|
this.currentAnim.stop();
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Update animation and parent sprite's bounds.
|
|
*/
|
|
public update() {
|
|
|
|
if (this.currentAnim && this.currentAnim.update() == true)
|
|
{
|
|
this.currentFrame = this.currentAnim.currentFrame;
|
|
this._parent.frameBounds.width = this.currentFrame.width;
|
|
this._parent.frameBounds.height = this.currentFrame.height;
|
|
}
|
|
|
|
}
|
|
|
|
public get frameData(): FrameData {
|
|
return this._frameData;
|
|
}
|
|
|
|
public get frameTotal(): number {
|
|
|
|
if (this._frameData)
|
|
{
|
|
return this._frameData.total;
|
|
}
|
|
else
|
|
{
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
public get frame(): number {
|
|
return this._frameIndex;
|
|
}
|
|
|
|
public set frame(value: number) {
|
|
|
|
if (this._frameData.getFrame(value) !== null)
|
|
{
|
|
this.currentFrame = this._frameData.getFrame(value);
|
|
|
|
this._parent.frameBounds.width = this.currentFrame.width;
|
|
this._parent.frameBounds.height = this.currentFrame.height;
|
|
this._frameIndex = value;
|
|
}
|
|
|
|
}
|
|
|
|
public get frameName(): string {
|
|
return this.currentFrame.name;
|
|
}
|
|
|
|
public set frameName(value: string) {
|
|
|
|
if (this._frameData.getFrameByName(value) !== null)
|
|
{
|
|
this.currentFrame = this._frameData.getFrameByName(value);
|
|
|
|
this._parent.frameBounds.width = this.currentFrame.width;
|
|
this._parent.frameBounds.height = this.currentFrame.height;
|
|
this._frameIndex = this.currentFrame.index;
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Removes all related references
|
|
*/
|
|
public destroy() {
|
|
|
|
this._anims = {};
|
|
this._frameData = null;
|
|
this._frameIndex = 0;
|
|
this.currentAnim = null;
|
|
this.currentFrame = null;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} |