mirror of
https://github.com/photonstorm/phaser
synced 2024-12-02 17:41:06 +00:00
226 lines
10 KiB
JavaScript
226 lines
10 KiB
JavaScript
var Phaser;
|
|
(function (Phaser) {
|
|
/// <reference path="../_definitions.ts" />
|
|
/**
|
|
* AnimationManager
|
|
*
|
|
* Any Game Object that supports animation contains a single AnimationManager instance. It is used to add,
|
|
* play and update Phaser.Animation objects.
|
|
*
|
|
* @package Phaser.Components.AnimationManager
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2013 Photon Storm Ltd.
|
|
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
|
|
*/
|
|
(function (Components) {
|
|
var AnimationManager = (function () {
|
|
/**
|
|
* AnimationManager constructor
|
|
* Create a new <code>AnimationManager</code>.
|
|
*
|
|
* @param parent {Sprite} Owner sprite of this manager.
|
|
*/
|
|
function AnimationManager(parent) {
|
|
/**
|
|
* Data contains animation frames.
|
|
* @type {FrameData}
|
|
*/
|
|
this._frameData = null;
|
|
/**
|
|
* When an animation frame changes you can choose to automatically update the physics bounds of the parent Sprite
|
|
* to the width and height of the new frame. If you've set a specific physics bounds that you don't want changed during
|
|
* animation then set this to false, otherwise leave it set to true.
|
|
* @type {bool}
|
|
*/
|
|
this.autoUpdateBounds = true;
|
|
/**
|
|
* Keeps track of the current frame of animation.
|
|
*/
|
|
this.currentFrame = null;
|
|
this._parent = parent;
|
|
this.game = parent.game;
|
|
this._anims = {
|
|
};
|
|
}
|
|
AnimationManager.prototype.loadFrameData = /**
|
|
* Load animation frame data.
|
|
* @param frameData Data to be loaded.
|
|
*/
|
|
function (frameData) {
|
|
this._frameData = frameData;
|
|
this.frame = 0;
|
|
};
|
|
AnimationManager.prototype.add = /**
|
|
* 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 {bool} Whether or not the animation is looped or just plays once.
|
|
* @param useNumericIndex {bool} Use number indexes instead of string indexes?
|
|
* @return {Animation} The Animation that was created
|
|
*/
|
|
function (name, frames, frameRate, loop, useNumericIndex) {
|
|
if (typeof frames === "undefined") { frames = null; }
|
|
if (typeof frameRate === "undefined") { frameRate = 60; }
|
|
if (typeof loop === "undefined") { loop = false; }
|
|
if (typeof useNumericIndex === "undefined") { useNumericIndex = true; }
|
|
if(this._frameData == null) {
|
|
return;
|
|
}
|
|
// Create the signals the AnimationManager will emit
|
|
if(this._parent.events.onAnimationStart == null) {
|
|
this._parent.events.onAnimationStart = new Phaser.Signal();
|
|
this._parent.events.onAnimationComplete = new Phaser.Signal();
|
|
this._parent.events.onAnimationLoop = new Phaser.Signal();
|
|
}
|
|
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 Phaser.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];
|
|
};
|
|
AnimationManager.prototype.validateFrames = /**
|
|
* Check whether the frames is valid.
|
|
* @param frames {any[]} Frames to be validated.
|
|
* @param useNumericIndex {bool} Does these frames use number indexes or string indexes?
|
|
* @return {bool} True if they're valid, otherwise return false.
|
|
*/
|
|
function (frames, useNumericIndex) {
|
|
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;
|
|
};
|
|
AnimationManager.prototype.play = /**
|
|
* 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 {bool} Whether or not the animation is looped or just plays once.
|
|
*/
|
|
function (name, frameRate, loop) {
|
|
if (typeof frameRate === "undefined") { frameRate = null; }
|
|
if (typeof loop === "undefined") { loop = null; }
|
|
if(this._anims[name]) {
|
|
if(this.currentAnim == this._anims[name]) {
|
|
if(this.currentAnim.isPlaying == false) {
|
|
return this.currentAnim.play(frameRate, loop);
|
|
}
|
|
} else {
|
|
this.currentAnim = this._anims[name];
|
|
return this.currentAnim.play(frameRate, loop);
|
|
}
|
|
}
|
|
};
|
|
AnimationManager.prototype.stop = /**
|
|
* Stop animation by name.
|
|
* Current animation will be automatically set to the stopped one.
|
|
*/
|
|
function (name) {
|
|
if(this._anims[name]) {
|
|
this.currentAnim = this._anims[name];
|
|
this.currentAnim.stop();
|
|
}
|
|
};
|
|
AnimationManager.prototype.update = /**
|
|
* Update animation and parent sprite's bounds.
|
|
*/
|
|
function () {
|
|
if(this.currentAnim && this.currentAnim.update() == true) {
|
|
this.currentFrame = this.currentAnim.currentFrame;
|
|
this._parent.texture.width = this.currentFrame.width;
|
|
this._parent.texture.height = this.currentFrame.height;
|
|
}
|
|
};
|
|
Object.defineProperty(AnimationManager.prototype, "frameData", {
|
|
get: function () {
|
|
return this._frameData;
|
|
},
|
|
enumerable: true,
|
|
configurable: true
|
|
});
|
|
Object.defineProperty(AnimationManager.prototype, "frameTotal", {
|
|
get: function () {
|
|
if(this._frameData) {
|
|
return this._frameData.total;
|
|
} else {
|
|
return -1;
|
|
}
|
|
},
|
|
enumerable: true,
|
|
configurable: true
|
|
});
|
|
Object.defineProperty(AnimationManager.prototype, "frame", {
|
|
get: function () {
|
|
return this._frameIndex;
|
|
},
|
|
set: /**
|
|
*
|
|
* @param value
|
|
*/
|
|
function (value) {
|
|
if(this._frameData && this._frameData.getFrame(value) !== null) {
|
|
this.currentFrame = this._frameData.getFrame(value);
|
|
this._parent.texture.width = this.currentFrame.width;
|
|
this._parent.texture.height = this.currentFrame.height;
|
|
if(this.autoUpdateBounds && this._parent['body']) {
|
|
this._parent.body.bounds.width = this.currentFrame.width;
|
|
this._parent.body.bounds.height = this.currentFrame.height;
|
|
}
|
|
this._frameIndex = value;
|
|
}
|
|
},
|
|
enumerable: true,
|
|
configurable: true
|
|
});
|
|
Object.defineProperty(AnimationManager.prototype, "frameName", {
|
|
get: function () {
|
|
return this.currentFrame.name;
|
|
},
|
|
set: function (value) {
|
|
if(this._frameData && this._frameData.getFrameByName(value)) {
|
|
this.currentFrame = this._frameData.getFrameByName(value);
|
|
this._parent.texture.width = this.currentFrame.width;
|
|
this._parent.texture.height = this.currentFrame.height;
|
|
this._frameIndex = this.currentFrame.index;
|
|
} else {
|
|
throw new Error("Cannot set frameName: " + value);
|
|
}
|
|
},
|
|
enumerable: true,
|
|
configurable: true
|
|
});
|
|
AnimationManager.prototype.destroy = /**
|
|
* Removes all related references
|
|
*/
|
|
function () {
|
|
this._anims = {
|
|
};
|
|
this._frameData = null;
|
|
this._frameIndex = 0;
|
|
this.currentAnim = null;
|
|
this.currentFrame = null;
|
|
};
|
|
return AnimationManager;
|
|
})();
|
|
Components.AnimationManager = AnimationManager;
|
|
})(Phaser.Components || (Phaser.Components = {}));
|
|
var Components = Phaser.Components;
|
|
})(Phaser || (Phaser = {}));
|