phaser/src/animations/Animation.js
2023-01-02 17:36:27 +00:00

923 lines
27 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Clamp = require('../math/Clamp');
var Class = require('../utils/Class');
var Events = require('./events');
var FindClosestInSorted = require('../utils/array/FindClosestInSorted');
var Frame = require('./AnimationFrame');
var GetValue = require('../utils/object/GetValue');
var SortByDigits = require('../utils/array/SortByDigits');
/**
* @classdesc
* A Frame based Animation.
*
* Animations in Phaser consist of a sequence of `AnimationFrame` objects, which are managed by
* this class, along with properties that impact playback, such as the animations frame rate
* or delay.
*
* This class contains all of the properties and methods needed to handle playback of the animation
* directly to an `AnimationState` instance, which is owned by a Sprite, or similar Game Object.
*
* You don't typically create an instance of this class directly, but instead go via
* either the `AnimationManager` or the `AnimationState` and use their `create` methods,
* depending on if you need a global animation, or local to a specific Sprite.
*
* @class Animation
* @memberof Phaser.Animations
* @constructor
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationManager} manager - A reference to the global Animation Manager
* @param {string} key - The unique identifying string for this animation.
* @param {Phaser.Types.Animations.Animation} config - The Animation configuration.
*/
var Animation = new Class({
initialize:
function Animation (manager, key, config)
{
/**
* A reference to the global Animation Manager.
*
* @name Phaser.Animations.Animation#manager
* @type {Phaser.Animations.AnimationManager}
* @since 3.0.0
*/
this.manager = manager;
/**
* The unique identifying string for this animation.
*
* @name Phaser.Animations.Animation#key
* @type {string}
* @since 3.0.0
*/
this.key = key;
/**
* A frame based animation (as opposed to a bone based animation)
*
* @name Phaser.Animations.Animation#type
* @type {string}
* @default frame
* @since 3.0.0
*/
this.type = 'frame';
/**
* Extract all the frame data into the frames array.
*
* @name Phaser.Animations.Animation#frames
* @type {Phaser.Animations.AnimationFrame[]}
* @since 3.0.0
*/
this.frames = this.getFrames(
manager.textureManager,
GetValue(config, 'frames', []),
GetValue(config, 'defaultTextureKey', null),
GetValue(config, 'sortFrames', true)
);
/**
* The frame rate of playback in frames per second (default 24 if duration is null)
*
* @name Phaser.Animations.Animation#frameRate
* @type {number}
* @default 24
* @since 3.0.0
*/
this.frameRate = GetValue(config, 'frameRate', null);
/**
* How long the animation should play for, in milliseconds.
* If the `frameRate` property has been set then it overrides this value,
* otherwise the `frameRate` is derived from `duration`.
*
* @name Phaser.Animations.Animation#duration
* @type {number}
* @since 3.0.0
*/
this.duration = GetValue(config, 'duration', null);
/**
* How many ms per frame, not including frame specific modifiers.
*
* @name Phaser.Animations.Animation#msPerFrame
* @type {number}
* @since 3.0.0
*/
this.msPerFrame;
/**
* Skip frames if the time lags, or always advanced anyway?
*
* @name Phaser.Animations.Animation#skipMissedFrames
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.skipMissedFrames = GetValue(config, 'skipMissedFrames', true);
/**
* The delay in ms before the playback will begin.
*
* @name Phaser.Animations.Animation#delay
* @type {number}
* @default 0
* @since 3.0.0
*/
this.delay = GetValue(config, 'delay', 0);
/**
* Number of times to repeat the animation. Set to -1 to repeat forever.
*
* @name Phaser.Animations.Animation#repeat
* @type {number}
* @default 0
* @since 3.0.0
*/
this.repeat = GetValue(config, 'repeat', 0);
/**
* The delay in ms before the a repeat play starts.
*
* @name Phaser.Animations.Animation#repeatDelay
* @type {number}
* @default 0
* @since 3.0.0
*/
this.repeatDelay = GetValue(config, 'repeatDelay', 0);
/**
* Should the animation yoyo (reverse back down to the start) before repeating?
*
* @name Phaser.Animations.Animation#yoyo
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.yoyo = GetValue(config, 'yoyo', false);
/**
* If the animation has a delay set, before playback will begin, this
* controls when the first frame is set on the Sprite. If this property
* is 'false' then the frame is set only after the delay has expired.
* This is the default behavior.
*
* @name Phaser.Animations.Animation#showBeforeDelay
* @type {boolean}
* @default false
* @since 3.60.0
*/
this.showBeforeDelay = GetValue(config, 'showBeforeDelay', false);
/**
* Should the GameObject's `visible` property be set to `true` when the animation starts to play?
*
* @name Phaser.Animations.Animation#showOnStart
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.showOnStart = GetValue(config, 'showOnStart', false);
/**
* Should the GameObject's `visible` property be set to `false` when the animation finishes?
*
* @name Phaser.Animations.Animation#hideOnComplete
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.hideOnComplete = GetValue(config, 'hideOnComplete', false);
/**
* Global pause. All Game Objects using this Animation instance are impacted by this property.
*
* @name Phaser.Animations.Animation#paused
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.paused = false;
this.calculateDuration(this, this.getTotalFrames(), this.duration, this.frameRate);
if (this.manager.on)
{
this.manager.on(Events.PAUSE_ALL, this.pause, this);
this.manager.on(Events.RESUME_ALL, this.resume, this);
}
},
/**
* Gets the total number of frames in this animation.
*
* @method Phaser.Animations.Animation#getTotalFrames
* @since 3.50.0
*
* @return {number} The total number of frames in this animation.
*/
getTotalFrames: function ()
{
return this.frames.length;
},
/**
* Calculates the duration, frame rate and msPerFrame values.
*
* @method Phaser.Animations.Animation#calculateDuration
* @since 3.50.0
*
* @param {Phaser.Animations.Animation} target - The target to set the values on.
* @param {number} totalFrames - The total number of frames in the animation.
* @param {?number} [duration] - The duration to calculate the frame rate from. Pass `null` if you wish to set the `frameRate` instead.
* @param {?number} [frameRate] - The frame rate to calculate the duration from.
*/
calculateDuration: function (target, totalFrames, duration, frameRate)
{
if (duration === null && frameRate === null)
{
// No duration or frameRate given, use default frameRate of 24fps
target.frameRate = 24;
target.duration = (24 / totalFrames) * 1000;
}
else if (duration && frameRate === null)
{
// Duration given but no frameRate, so set the frameRate based on duration
// I.e. 12 frames in the animation, duration = 4000 ms
// So frameRate is 12 / (4000 / 1000) = 3 fps
target.duration = duration;
target.frameRate = totalFrames / (duration / 1000);
}
else
{
// frameRate given, derive duration from it (even if duration also specified)
// I.e. 15 frames in the animation, frameRate = 30 fps
// So duration is 15 / 30 = 0.5 * 1000 (half a second, or 500ms)
target.frameRate = frameRate;
target.duration = (totalFrames / frameRate) * 1000;
}
target.msPerFrame = 1000 / target.frameRate;
},
/**
* Add frames to the end of the animation.
*
* @method Phaser.Animations.Animation#addFrame
* @since 3.0.0
*
* @param {(string|Phaser.Types.Animations.AnimationFrame[])} config - Either a string, in which case it will use all frames from a texture with the matching key, or an array of Animation Frame configuration objects.
*
* @return {this} This Animation object.
*/
addFrame: function (config)
{
return this.addFrameAt(this.frames.length, config);
},
/**
* Add frame/s into the animation.
*
* @method Phaser.Animations.Animation#addFrameAt
* @since 3.0.0
*
* @param {number} index - The index to insert the frame at within the animation.
* @param {(string|Phaser.Types.Animations.AnimationFrame[])} config - Either a string, in which case it will use all frames from a texture with the matching key, or an array of Animation Frame configuration objects.
*
* @return {this} This Animation object.
*/
addFrameAt: function (index, config)
{
var newFrames = this.getFrames(this.manager.textureManager, config);
if (newFrames.length > 0)
{
if (index === 0)
{
this.frames = newFrames.concat(this.frames);
}
else if (index === this.frames.length)
{
this.frames = this.frames.concat(newFrames);
}
else
{
var pre = this.frames.slice(0, index);
var post = this.frames.slice(index);
this.frames = pre.concat(newFrames, post);
}
this.updateFrameSequence();
}
return this;
},
/**
* Check if the given frame index is valid.
*
* @method Phaser.Animations.Animation#checkFrame
* @since 3.0.0
*
* @param {number} index - The index to be checked.
*
* @return {boolean} `true` if the index is valid, otherwise `false`.
*/
checkFrame: function (index)
{
return (index >= 0 && index < this.frames.length);
},
/**
* Called internally when this Animation first starts to play.
* Sets the accumulator and nextTick properties.
*
* @method Phaser.Animations.Animation#getFirstTick
* @protected
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationState} state - The Animation State belonging to the Game Object invoking this call.
*/
getFirstTick: function (state)
{
// When is the first update due?
state.accumulator = 0;
state.nextTick = state.msPerFrame + state.currentFrame.duration;
},
/**
* Returns the AnimationFrame at the provided index
*
* @method Phaser.Animations.Animation#getFrameAt
* @protected
* @since 3.0.0
*
* @param {number} index - The index in the AnimationFrame array
*
* @return {Phaser.Animations.AnimationFrame} The frame at the index provided from the animation sequence
*/
getFrameAt: function (index)
{
return this.frames[index];
},
/**
* Creates AnimationFrame instances based on the given frame data.
*
* @method Phaser.Animations.Animation#getFrames
* @since 3.0.0
*
* @param {Phaser.Textures.TextureManager} textureManager - A reference to the global Texture Manager.
* @param {(string|Phaser.Types.Animations.AnimationFrame[])} frames - Either a string, in which case it will use all frames from a texture with the matching key, or an array of Animation Frame configuration objects.
* @param {string} [defaultTextureKey] - The key to use if no key is set in the frame configuration object.
*
* @return {Phaser.Animations.AnimationFrame[]} An array of newly created AnimationFrame instances.
*/
getFrames: function (textureManager, frames, defaultTextureKey, sortFrames)
{
if (sortFrames === undefined) { sortFrames = true; }
var out = [];
var prev;
var animationFrame;
var index = 1;
var i;
var textureKey;
// if frames is a string, we'll get all the frames from the texture manager as if it's a sprite sheet
if (typeof frames === 'string')
{
textureKey = frames;
var texture = textureManager.get(textureKey);
var frameKeys = texture.getFrameNames();
if (sortFrames)
{
SortByDigits(frameKeys);
}
frames = [];
frameKeys.forEach(function (value)
{
frames.push({ key: textureKey, frame: value });
});
}
if (!Array.isArray(frames) || frames.length === 0)
{
return out;
}
for (i = 0; i < frames.length; i++)
{
var item = frames[i];
var key = GetValue(item, 'key', defaultTextureKey);
if (!key)
{
continue;
}
// Could be an integer or a string
var frame = GetValue(item, 'frame', 0);
// The actual texture frame
var textureFrame = textureManager.getFrame(key, frame);
animationFrame = new Frame(key, frame, index, textureFrame);
animationFrame.duration = GetValue(item, 'duration', 0);
animationFrame.isFirst = (!prev);
// The previously created animationFrame
if (prev)
{
prev.nextFrame = animationFrame;
animationFrame.prevFrame = prev;
}
out.push(animationFrame);
prev = animationFrame;
index++;
}
if (out.length > 0)
{
animationFrame.isLast = true;
// Link them end-to-end, so they loop
animationFrame.nextFrame = out[0];
out[0].prevFrame = animationFrame;
// Generate the progress data
var slice = 1 / (out.length - 1);
for (i = 0; i < out.length; i++)
{
out[i].progress = i * slice;
}
}
return out;
},
/**
* Called internally. Sets the accumulator and nextTick values of the current Animation.
*
* @method Phaser.Animations.Animation#getNextTick
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationState} state - The Animation State belonging to the Game Object invoking this call.
*/
getNextTick: function (state)
{
state.accumulator -= state.nextTick;
state.nextTick = state.msPerFrame + state.currentFrame.duration;
},
/**
* Returns the frame closest to the given progress value between 0 and 1.
*
* @method Phaser.Animations.Animation#getFrameByProgress
* @since 3.4.0
*
* @param {number} value - A value between 0 and 1.
*
* @return {Phaser.Animations.AnimationFrame} The frame closest to the given progress value.
*/
getFrameByProgress: function (value)
{
value = Clamp(value, 0, 1);
return FindClosestInSorted(value, this.frames, 'progress');
},
/**
* Advance the animation frame.
*
* @method Phaser.Animations.Animation#nextFrame
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationState} state - The Animation State to advance.
*/
nextFrame: function (state)
{
var frame = state.currentFrame;
if (frame.isLast)
{
// We're at the end of the animation
// Yoyo? (happens before repeat)
if (state.yoyo)
{
this.handleYoyoFrame(state, false);
}
else if (state.repeatCounter > 0)
{
// Repeat (happens before complete)
if (state.inReverse && state.forward)
{
state.forward = false;
}
else
{
this.repeatAnimation(state);
}
}
else
{
state.complete();
}
}
else
{
this.updateAndGetNextTick(state, frame.nextFrame);
}
},
/**
* Handle the yoyo functionality in nextFrame and previousFrame methods.
*
* @method Phaser.Animations.Animation#handleYoyoFrame
* @private
* @since 3.12.0
*
* @param {Phaser.Animations.AnimationState} state - The Animation State to advance.
* @param {boolean} isReverse - Is animation in reverse mode? (Default: false)
*/
handleYoyoFrame: function (state, isReverse)
{
if (!isReverse) { isReverse = false; }
if (state.inReverse === !isReverse && state.repeatCounter > 0)
{
if (state.repeatDelay === 0 || state.pendingRepeat)
{
state.forward = isReverse;
}
this.repeatAnimation(state);
return;
}
if (state.inReverse !== isReverse && state.repeatCounter === 0)
{
state.complete();
return;
}
state.forward = isReverse;
var frame = (isReverse) ? state.currentFrame.nextFrame : state.currentFrame.prevFrame;
this.updateAndGetNextTick(state, frame);
},
/**
* Returns the animation last frame.
*
* @method Phaser.Animations.Animation#getLastFrame
* @since 3.12.0
*
* @return {Phaser.Animations.AnimationFrame} The last Animation Frame.
*/
getLastFrame: function ()
{
return this.frames[this.frames.length - 1];
},
/**
* Called internally when the Animation is playing backwards.
* Sets the previous frame, causing a yoyo, repeat, complete or update, accordingly.
*
* @method Phaser.Animations.Animation#previousFrame
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationState} state - The Animation State belonging to the Game Object invoking this call.
*/
previousFrame: function (state)
{
var frame = state.currentFrame;
if (frame.isFirst)
{
// We're at the start of the animation
if (state.yoyo)
{
this.handleYoyoFrame(state, true);
}
else if (state.repeatCounter > 0)
{
if (state.inReverse && !state.forward)
{
this.repeatAnimation(state);
}
else
{
// Repeat (happens before complete)
state.forward = true;
this.repeatAnimation(state);
}
}
else
{
state.complete();
}
}
else
{
this.updateAndGetNextTick(state, frame.prevFrame);
}
},
/**
* Update Frame and Wait next tick.
*
* @method Phaser.Animations.Animation#updateAndGetNextTick
* @private
* @since 3.12.0
*
* @param {Phaser.Animations.AnimationState} state - The Animation State.
* @param {Phaser.Animations.AnimationFrame} frame - An Animation frame.
*/
updateAndGetNextTick: function (state, frame)
{
state.setCurrentFrame(frame);
this.getNextTick(state);
},
/**
* Removes the given AnimationFrame from this Animation instance.
* This is a global action. Any Game Object using this Animation will be impacted by this change.
*
* @method Phaser.Animations.Animation#removeFrame
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationFrame} frame - The AnimationFrame to be removed.
*
* @return {this} This Animation object.
*/
removeFrame: function (frame)
{
var index = this.frames.indexOf(frame);
if (index !== -1)
{
this.removeFrameAt(index);
}
return this;
},
/**
* Removes a frame from the AnimationFrame array at the provided index
* and updates the animation accordingly.
*
* @method Phaser.Animations.Animation#removeFrameAt
* @since 3.0.0
*
* @param {number} index - The index in the AnimationFrame array
*
* @return {this} This Animation object.
*/
removeFrameAt: function (index)
{
this.frames.splice(index, 1);
this.updateFrameSequence();
return this;
},
/**
* Called internally during playback. Forces the animation to repeat, providing there are enough counts left
* in the repeat counter.
*
* @method Phaser.Animations.Animation#repeatAnimation
* @fires Phaser.Animations.Events#ANIMATION_REPEAT
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_REPEAT
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_REPEAT
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationState} state - The Animation State belonging to the Game Object invoking this call.
*/
repeatAnimation: function (state)
{
if (state._pendingStop === 2)
{
if (state._pendingStopValue === 0)
{
return state.stop();
}
else
{
state._pendingStopValue--;
}
}
if (state.repeatDelay > 0 && !state.pendingRepeat)
{
state.pendingRepeat = true;
state.accumulator -= state.nextTick;
state.nextTick += state.repeatDelay;
}
else
{
state.repeatCounter--;
if (state.forward)
{
state.setCurrentFrame(state.currentFrame.nextFrame);
}
else
{
state.setCurrentFrame(state.currentFrame.prevFrame);
}
if (state.isPlaying)
{
this.getNextTick(state);
state.handleRepeat();
}
}
},
/**
* Converts the animation data to JSON.
*
* @method Phaser.Animations.Animation#toJSON
* @since 3.0.0
*
* @return {Phaser.Types.Animations.JSONAnimation} The resulting JSONAnimation formatted object.
*/
toJSON: function ()
{
var output = {
key: this.key,
type: this.type,
frames: [],
frameRate: this.frameRate,
duration: this.duration,
skipMissedFrames: this.skipMissedFrames,
delay: this.delay,
repeat: this.repeat,
repeatDelay: this.repeatDelay,
yoyo: this.yoyo,
showBeforeDelay: this.showBeforeDelay,
showOnStart: this.showOnStart,
hideOnComplete: this.hideOnComplete
};
this.frames.forEach(function (frame)
{
output.frames.push(frame.toJSON());
});
return output;
},
/**
* Called internally whenever frames are added to, or removed from, this Animation.
*
* @method Phaser.Animations.Animation#updateFrameSequence
* @since 3.0.0
*
* @return {this} This Animation object.
*/
updateFrameSequence: function ()
{
var len = this.frames.length;
var slice = 1 / (len - 1);
var frame;
for (var i = 0; i < len; i++)
{
frame = this.frames[i];
frame.index = i + 1;
frame.isFirst = false;
frame.isLast = false;
frame.progress = i * slice;
if (i === 0)
{
frame.isFirst = true;
if (len === 1)
{
frame.isLast = true;
frame.nextFrame = frame;
frame.prevFrame = frame;
}
else
{
frame.isLast = false;
frame.prevFrame = this.frames[len - 1];
frame.nextFrame = this.frames[i + 1];
}
}
else if (i === len - 1 && len > 1)
{
frame.isLast = true;
frame.prevFrame = this.frames[len - 2];
frame.nextFrame = this.frames[0];
}
else if (len > 1)
{
frame.prevFrame = this.frames[i - 1];
frame.nextFrame = this.frames[i + 1];
}
}
return this;
},
/**
* Pauses playback of this Animation. The paused state is set immediately.
*
* @method Phaser.Animations.Animation#pause
* @since 3.0.0
*
* @return {this} This Animation object.
*/
pause: function ()
{
this.paused = true;
return this;
},
/**
* Resumes playback of this Animation. The paused state is reset immediately.
*
* @method Phaser.Animations.Animation#resume
* @since 3.0.0
*
* @return {this} This Animation object.
*/
resume: function ()
{
this.paused = false;
return this;
},
/**
* Destroys this Animation instance. It will remove all event listeners,
* remove this animation and its key from the global Animation Manager,
* and then destroy all Animation Frames in turn.
*
* @method Phaser.Animations.Animation#destroy
* @since 3.0.0
*/
destroy: function ()
{
if (this.manager.off)
{
this.manager.off(Events.PAUSE_ALL, this.pause, this);
this.manager.off(Events.RESUME_ALL, this.resume, this);
}
this.manager.remove(this.key);
for (var i = 0; i < this.frames.length; i++)
{
this.frames[i].destroy();
}
this.frames = [];
this.manager = null;
}
});
module.exports = Animation;