mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 19:43:28 +00:00
923 lines
27 KiB
JavaScript
923 lines
27 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013-2023 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Clamp = require('../math/Clamp');
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var Class = require('../utils/Class');
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var Events = require('./events');
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var FindClosestInSorted = require('../utils/array/FindClosestInSorted');
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var Frame = require('./AnimationFrame');
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var GetValue = require('../utils/object/GetValue');
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var SortByDigits = require('../utils/array/SortByDigits');
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/**
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* @classdesc
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* A Frame based Animation.
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*
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* Animations in Phaser consist of a sequence of `AnimationFrame` objects, which are managed by
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* this class, along with properties that impact playback, such as the animations frame rate
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* or delay.
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*
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* This class contains all of the properties and methods needed to handle playback of the animation
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* directly to an `AnimationState` instance, which is owned by a Sprite, or similar Game Object.
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*
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* You don't typically create an instance of this class directly, but instead go via
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* either the `AnimationManager` or the `AnimationState` and use their `create` methods,
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* depending on if you need a global animation, or local to a specific Sprite.
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*
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* @class Animation
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* @memberof Phaser.Animations
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Animations.AnimationManager} manager - A reference to the global Animation Manager
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* @param {string} key - The unique identifying string for this animation.
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* @param {Phaser.Types.Animations.Animation} config - The Animation configuration.
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*/
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var Animation = new Class({
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initialize:
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function Animation (manager, key, config)
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{
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/**
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* A reference to the global Animation Manager.
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*
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* @name Phaser.Animations.Animation#manager
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* @type {Phaser.Animations.AnimationManager}
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* @since 3.0.0
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*/
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this.manager = manager;
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/**
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* The unique identifying string for this animation.
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*
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* @name Phaser.Animations.Animation#key
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* @type {string}
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* @since 3.0.0
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*/
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this.key = key;
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/**
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* A frame based animation (as opposed to a bone based animation)
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*
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* @name Phaser.Animations.Animation#type
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* @type {string}
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* @default frame
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* @since 3.0.0
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*/
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this.type = 'frame';
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/**
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* Extract all the frame data into the frames array.
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*
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* @name Phaser.Animations.Animation#frames
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* @type {Phaser.Animations.AnimationFrame[]}
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* @since 3.0.0
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*/
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this.frames = this.getFrames(
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manager.textureManager,
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GetValue(config, 'frames', []),
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GetValue(config, 'defaultTextureKey', null),
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GetValue(config, 'sortFrames', true)
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);
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/**
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* The frame rate of playback in frames per second (default 24 if duration is null)
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*
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* @name Phaser.Animations.Animation#frameRate
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* @type {number}
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* @default 24
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* @since 3.0.0
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*/
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this.frameRate = GetValue(config, 'frameRate', null);
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/**
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* How long the animation should play for, in milliseconds.
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* If the `frameRate` property has been set then it overrides this value,
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* otherwise the `frameRate` is derived from `duration`.
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*
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* @name Phaser.Animations.Animation#duration
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* @type {number}
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* @since 3.0.0
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*/
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this.duration = GetValue(config, 'duration', null);
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/**
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* How many ms per frame, not including frame specific modifiers.
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*
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* @name Phaser.Animations.Animation#msPerFrame
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* @type {number}
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* @since 3.0.0
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*/
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this.msPerFrame;
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/**
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* Skip frames if the time lags, or always advanced anyway?
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*
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* @name Phaser.Animations.Animation#skipMissedFrames
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* @type {boolean}
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* @default true
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* @since 3.0.0
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*/
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this.skipMissedFrames = GetValue(config, 'skipMissedFrames', true);
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/**
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* The delay in ms before the playback will begin.
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*
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* @name Phaser.Animations.Animation#delay
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.delay = GetValue(config, 'delay', 0);
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/**
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* Number of times to repeat the animation. Set to -1 to repeat forever.
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*
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* @name Phaser.Animations.Animation#repeat
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.repeat = GetValue(config, 'repeat', 0);
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/**
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* The delay in ms before the a repeat play starts.
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*
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* @name Phaser.Animations.Animation#repeatDelay
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.repeatDelay = GetValue(config, 'repeatDelay', 0);
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/**
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* Should the animation yoyo (reverse back down to the start) before repeating?
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*
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* @name Phaser.Animations.Animation#yoyo
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.yoyo = GetValue(config, 'yoyo', false);
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/**
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* If the animation has a delay set, before playback will begin, this
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* controls when the first frame is set on the Sprite. If this property
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* is 'false' then the frame is set only after the delay has expired.
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* This is the default behavior.
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*
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* @name Phaser.Animations.Animation#showBeforeDelay
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* @type {boolean}
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* @default false
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* @since 3.60.0
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*/
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this.showBeforeDelay = GetValue(config, 'showBeforeDelay', false);
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/**
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* Should the GameObject's `visible` property be set to `true` when the animation starts to play?
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*
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* @name Phaser.Animations.Animation#showOnStart
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.showOnStart = GetValue(config, 'showOnStart', false);
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/**
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* Should the GameObject's `visible` property be set to `false` when the animation finishes?
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*
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* @name Phaser.Animations.Animation#hideOnComplete
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.hideOnComplete = GetValue(config, 'hideOnComplete', false);
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/**
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* Global pause. All Game Objects using this Animation instance are impacted by this property.
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*
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* @name Phaser.Animations.Animation#paused
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.paused = false;
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this.calculateDuration(this, this.getTotalFrames(), this.duration, this.frameRate);
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if (this.manager.on)
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{
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this.manager.on(Events.PAUSE_ALL, this.pause, this);
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this.manager.on(Events.RESUME_ALL, this.resume, this);
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}
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},
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/**
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* Gets the total number of frames in this animation.
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*
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* @method Phaser.Animations.Animation#getTotalFrames
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* @since 3.50.0
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*
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* @return {number} The total number of frames in this animation.
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*/
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getTotalFrames: function ()
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{
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return this.frames.length;
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},
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/**
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* Calculates the duration, frame rate and msPerFrame values.
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*
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* @method Phaser.Animations.Animation#calculateDuration
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* @since 3.50.0
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*
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* @param {Phaser.Animations.Animation} target - The target to set the values on.
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* @param {number} totalFrames - The total number of frames in the animation.
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* @param {?number} [duration] - The duration to calculate the frame rate from. Pass `null` if you wish to set the `frameRate` instead.
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* @param {?number} [frameRate] - The frame rate to calculate the duration from.
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*/
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calculateDuration: function (target, totalFrames, duration, frameRate)
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{
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if (duration === null && frameRate === null)
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{
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// No duration or frameRate given, use default frameRate of 24fps
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target.frameRate = 24;
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target.duration = (24 / totalFrames) * 1000;
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}
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else if (duration && frameRate === null)
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{
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// Duration given but no frameRate, so set the frameRate based on duration
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// I.e. 12 frames in the animation, duration = 4000 ms
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// So frameRate is 12 / (4000 / 1000) = 3 fps
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target.duration = duration;
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target.frameRate = totalFrames / (duration / 1000);
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}
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else
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{
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// frameRate given, derive duration from it (even if duration also specified)
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// I.e. 15 frames in the animation, frameRate = 30 fps
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// So duration is 15 / 30 = 0.5 * 1000 (half a second, or 500ms)
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target.frameRate = frameRate;
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target.duration = (totalFrames / frameRate) * 1000;
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}
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target.msPerFrame = 1000 / target.frameRate;
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},
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/**
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* Add frames to the end of the animation.
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*
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* @method Phaser.Animations.Animation#addFrame
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* @since 3.0.0
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*
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* @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.
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*
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* @return {this} This Animation object.
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*/
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addFrame: function (config)
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{
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return this.addFrameAt(this.frames.length, config);
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},
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/**
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* Add frame/s into the animation.
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*
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* @method Phaser.Animations.Animation#addFrameAt
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* @since 3.0.0
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*
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* @param {number} index - The index to insert the frame at within the animation.
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* @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.
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*
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* @return {this} This Animation object.
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*/
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addFrameAt: function (index, config)
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{
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var newFrames = this.getFrames(this.manager.textureManager, config);
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if (newFrames.length > 0)
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{
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if (index === 0)
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{
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this.frames = newFrames.concat(this.frames);
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}
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else if (index === this.frames.length)
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{
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this.frames = this.frames.concat(newFrames);
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}
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else
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{
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var pre = this.frames.slice(0, index);
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var post = this.frames.slice(index);
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this.frames = pre.concat(newFrames, post);
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}
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this.updateFrameSequence();
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}
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return this;
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},
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/**
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* Check if the given frame index is valid.
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*
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* @method Phaser.Animations.Animation#checkFrame
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* @since 3.0.0
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*
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* @param {number} index - The index to be checked.
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*
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* @return {boolean} `true` if the index is valid, otherwise `false`.
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*/
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checkFrame: function (index)
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{
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return (index >= 0 && index < this.frames.length);
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},
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/**
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* Called internally when this Animation first starts to play.
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* Sets the accumulator and nextTick properties.
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*
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* @method Phaser.Animations.Animation#getFirstTick
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* @protected
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* @since 3.0.0
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*
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* @param {Phaser.Animations.AnimationState} state - The Animation State belonging to the Game Object invoking this call.
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*/
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getFirstTick: function (state)
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{
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// When is the first update due?
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state.accumulator = 0;
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state.nextTick = state.msPerFrame + state.currentFrame.duration;
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},
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/**
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* Returns the AnimationFrame at the provided index
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*
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* @method Phaser.Animations.Animation#getFrameAt
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* @protected
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* @since 3.0.0
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*
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* @param {number} index - The index in the AnimationFrame array
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*
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* @return {Phaser.Animations.AnimationFrame} The frame at the index provided from the animation sequence
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*/
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getFrameAt: function (index)
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{
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return this.frames[index];
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},
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/**
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* Creates AnimationFrame instances based on the given frame data.
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*
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* @method Phaser.Animations.Animation#getFrames
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* @since 3.0.0
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*
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* @param {Phaser.Textures.TextureManager} textureManager - A reference to the global Texture Manager.
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* @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.
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* @param {string} [defaultTextureKey] - The key to use if no key is set in the frame configuration object.
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*
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* @return {Phaser.Animations.AnimationFrame[]} An array of newly created AnimationFrame instances.
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*/
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getFrames: function (textureManager, frames, defaultTextureKey, sortFrames)
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{
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if (sortFrames === undefined) { sortFrames = true; }
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var out = [];
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var prev;
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var animationFrame;
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var index = 1;
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var i;
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var textureKey;
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// if frames is a string, we'll get all the frames from the texture manager as if it's a sprite sheet
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if (typeof frames === 'string')
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{
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textureKey = frames;
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var texture = textureManager.get(textureKey);
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var frameKeys = texture.getFrameNames();
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if (sortFrames)
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{
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SortByDigits(frameKeys);
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}
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frames = [];
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frameKeys.forEach(function (value)
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{
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frames.push({ key: textureKey, frame: value });
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});
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}
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if (!Array.isArray(frames) || frames.length === 0)
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{
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return out;
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}
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for (i = 0; i < frames.length; i++)
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{
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var item = frames[i];
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var key = GetValue(item, 'key', defaultTextureKey);
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if (!key)
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{
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continue;
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}
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// Could be an integer or a string
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var frame = GetValue(item, 'frame', 0);
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// The actual texture frame
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var textureFrame = textureManager.getFrame(key, frame);
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animationFrame = new Frame(key, frame, index, textureFrame);
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animationFrame.duration = GetValue(item, 'duration', 0);
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animationFrame.isFirst = (!prev);
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// The previously created animationFrame
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if (prev)
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{
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prev.nextFrame = animationFrame;
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animationFrame.prevFrame = prev;
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}
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out.push(animationFrame);
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prev = animationFrame;
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index++;
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}
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if (out.length > 0)
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{
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animationFrame.isLast = true;
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// Link them end-to-end, so they loop
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animationFrame.nextFrame = out[0];
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out[0].prevFrame = animationFrame;
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// Generate the progress data
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var slice = 1 / (out.length - 1);
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for (i = 0; i < out.length; i++)
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{
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out[i].progress = i * slice;
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}
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}
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return out;
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},
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/**
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* Called internally. Sets the accumulator and nextTick values of the current Animation.
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*
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* @method Phaser.Animations.Animation#getNextTick
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* @since 3.0.0
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*
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* @param {Phaser.Animations.AnimationState} state - The Animation State belonging to the Game Object invoking this call.
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*/
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getNextTick: function (state)
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{
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state.accumulator -= state.nextTick;
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state.nextTick = state.msPerFrame + state.currentFrame.duration;
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},
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/**
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* Returns the frame closest to the given progress value between 0 and 1.
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*
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* @method Phaser.Animations.Animation#getFrameByProgress
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* @since 3.4.0
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*
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* @param {number} value - A value between 0 and 1.
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*
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* @return {Phaser.Animations.AnimationFrame} The frame closest to the given progress value.
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*/
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getFrameByProgress: function (value)
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{
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value = Clamp(value, 0, 1);
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return FindClosestInSorted(value, this.frames, 'progress');
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},
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/**
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* Advance the animation frame.
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*
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* @method Phaser.Animations.Animation#nextFrame
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* @since 3.0.0
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*
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* @param {Phaser.Animations.AnimationState} state - The Animation State to advance.
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*/
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nextFrame: function (state)
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{
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var frame = state.currentFrame;
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if (frame.isLast)
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{
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// We're at the end of the animation
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// Yoyo? (happens before repeat)
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if (state.yoyo)
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{
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this.handleYoyoFrame(state, false);
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}
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else if (state.repeatCounter > 0)
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{
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// Repeat (happens before complete)
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if (state.inReverse && state.forward)
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{
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state.forward = false;
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}
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else
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{
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this.repeatAnimation(state);
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}
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}
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else
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{
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state.complete();
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}
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}
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else
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{
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this.updateAndGetNextTick(state, frame.nextFrame);
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}
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},
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/**
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* Handle the yoyo functionality in nextFrame and previousFrame methods.
|
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*
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* @method Phaser.Animations.Animation#handleYoyoFrame
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* @private
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* @since 3.12.0
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*
|
|
* @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;
|