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<h1 class="page-title">Source: animation/AnimationManager.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 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.
|
|
*/
|
|
this.sprite = sprite;
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running Game.
|
|
*/
|
|
this.game = sprite.game;
|
|
|
|
/**
|
|
* @property {Phaser.Frame} currentFrame - The currently displayed Frame of animation, if any.
|
|
* @default
|
|
*/
|
|
this.currentFrame = null;
|
|
|
|
/**
|
|
* @property {Phaser.Animation} currentAnim - The currently displayed animation, if any.
|
|
* @default
|
|
*/
|
|
this.currentAnim = null;
|
|
|
|
/**
|
|
* @property {boolean} updateIfVisible - Should the animation data continue to update even if the Sprite.visible is set to false.
|
|
* @default
|
|
*/
|
|
this.updateIfVisible = true;
|
|
|
|
/**
|
|
* @property {boolean} isLoaded - Set to true once animation data has been loaded.
|
|
* @default
|
|
*/
|
|
this.isLoaded = false;
|
|
|
|
/**
|
|
* @property {Phaser.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData.
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._frameData = null;
|
|
|
|
/**
|
|
* @property {object} _anims - An internal object that stores all of the Animation instances.
|
|
* @private
|
|
*/
|
|
this._anims = {};
|
|
|
|
/**
|
|
* @property {object} _outputFrames - An internal object to help avoid gc.
|
|
* @private
|
|
*/
|
|
this._outputFrames = [];
|
|
|
|
};
|
|
|
|
Phaser.AnimationManager.prototype = {
|
|
|
|
/**
|
|
* Loads FrameData into the internal temporary vars and resets the frame index to zero.
|
|
* This is called automatically when a new Sprite is created.
|
|
*
|
|
* @method Phaser.AnimationManager#loadFrameData
|
|
* @private
|
|
* @param {Phaser.FrameData} frameData - The FrameData set to load.
|
|
* @param {string|number} frame - The frame to default to.
|
|
* @return {boolean} Returns `true` if the frame data was loaded successfully, otherwise `false`
|
|
*/
|
|
loadFrameData: function (frameData, frame) {
|
|
|
|
this._frameData = frameData;
|
|
|
|
if (typeof frame === 'undefined' || frame === null)
|
|
{
|
|
this.frame = 0;
|
|
}
|
|
else
|
|
{
|
|
if (typeof frame === 'string')
|
|
{
|
|
this.frameName = frame;
|
|
}
|
|
else
|
|
{
|
|
this.frame = frame;
|
|
}
|
|
}
|
|
|
|
this.isLoaded = true;
|
|
|
|
if (this._frameData)
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds a new animation under the given key. Optionally set the frames, frame rate and loop.
|
|
* Animations added in this way are played back with the play function.
|
|
*
|
|
* @method Phaser.AnimationManager#add
|
|
* @param {string} name - The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk".
|
|
* @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.
|
|
* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.
|
|
* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.
|
|
* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings?
|
|
* @return {Phaser.Animation} The Animation object that was created.
|
|
*/
|
|
add: function (name, frames, frameRate, loop, useNumericIndex) {
|
|
|
|
if (this._frameData === null)
|
|
{
|
|
console.warn('No FrameData available for Phaser.Animation ' + name);
|
|
return;
|
|
}
|
|
|
|
frames = frames || [];
|
|
frameRate = frameRate || 60;
|
|
|
|
if (typeof loop === 'undefined') { loop = false; }
|
|
|
|
// If they didn't set the useNumericIndex then let's at least try and guess it
|
|
if (typeof useNumericIndex === 'undefined')
|
|
{
|
|
if (frames && typeof frames[0] === 'number')
|
|
{
|
|
useNumericIndex = true;
|
|
}
|
|
else
|
|
{
|
|
useNumericIndex = false;
|
|
}
|
|
}
|
|
|
|
// Create the signals the AnimationManager will emit
|
|
if (this.sprite.events.onAnimationStart === null)
|
|
{
|
|
this.sprite.events.onAnimationStart = new Phaser.Signal();
|
|
this.sprite.events.onAnimationComplete = new Phaser.Signal();
|
|
this.sprite.events.onAnimationLoop = new Phaser.Signal();
|
|
}
|
|
|
|
this._outputFrames.length = 0;
|
|
|
|
this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames);
|
|
|
|
this._anims[name] = new Phaser.Animation(this.game, this.sprite, name, this._frameData, this._outputFrames, frameRate, loop);
|
|
|
|
this.currentAnim = this._anims[name];
|
|
this.currentFrame = this.currentAnim.currentFrame;
|
|
|
|
// this.sprite.setFrame(this.currentFrame);
|
|
|
|
// CHECK WE STILL NEED THIS - PRETTY SURE IT DOESN'T ACTUALLY DO ANYTHING!
|
|
if (this.sprite.__tilePattern)
|
|
{
|
|
// this.__tilePattern = false;
|
|
this.sprite.__tilePattern = false;
|
|
this.tilingTexture = false;
|
|
}
|
|
|
|
return this._anims[name];
|
|
|
|
},
|
|
|
|
/**
|
|
* Check whether the frames in the given array are valid and exist.
|
|
*
|
|
* @method Phaser.AnimationManager#validateFrames
|
|
* @param {Array} frames - An array of frames to be validated.
|
|
* @param {boolean} [useNumericIndex=true] - Validate the frames based on their numeric index (true) or string index (false)
|
|
* @return {boolean} True if all given Frames are valid, otherwise false.
|
|
*/
|
|
validateFrames: function (frames, useNumericIndex) {
|
|
|
|
if (typeof useNumericIndex == 'undefined') { useNumericIndex = true; }
|
|
|
|
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 an animation based on the given key. The animation should previously have been added via sprite.animations.add()
|
|
* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
|
|
*
|
|
* @method Phaser.AnimationManager#play
|
|
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
|
|
* @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.
|
|
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
|
|
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
|
|
* @return {Phaser.Animation} A reference to playing Animation instance.
|
|
*/
|
|
play: function (name, frameRate, loop, killOnComplete) {
|
|
|
|
if (this._anims[name])
|
|
{
|
|
if (this.currentAnim === this._anims[name])
|
|
{
|
|
if (this.currentAnim.isPlaying === false)
|
|
{
|
|
this.currentAnim.paused = false;
|
|
return this.currentAnim.play(frameRate, loop, killOnComplete);
|
|
}
|
|
return this.currentAnim;
|
|
}
|
|
else
|
|
{
|
|
if (this.currentAnim && this.currentAnim.isPlaying)
|
|
{
|
|
this.currentAnim.stop();
|
|
}
|
|
|
|
this.currentAnim = this._anims[name];
|
|
this.currentAnim.paused = false;
|
|
return this.currentAnim.play(frameRate, loop, killOnComplete);
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped.
|
|
* The currentAnim property of the AnimationManager is automatically set to the animation given.
|
|
*
|
|
* @method Phaser.AnimationManager#stop
|
|
* @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.
|
|
* @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)
|
|
*/
|
|
stop: function (name, resetFrame) {
|
|
|
|
if (typeof resetFrame == 'undefined') { resetFrame = false; }
|
|
|
|
if (typeof name == 'string')
|
|
{
|
|
if (this._anims[name])
|
|
{
|
|
this.currentAnim = this._anims[name];
|
|
this.currentAnim.stop(resetFrame);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this.currentAnim)
|
|
{
|
|
this.currentAnim.stop(resetFrame);
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events.
|
|
*
|
|
* @method Phaser.AnimationManager#update
|
|
* @protected
|
|
* @return {boolean} True if a new animation frame has been set, otherwise false.
|
|
*/
|
|
update: function () {
|
|
|
|
if (this.updateIfVisible && !this.sprite.visible)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (this.currentAnim && this.currentAnim.update() === true)
|
|
{
|
|
this.currentFrame = this.currentAnim.currentFrame;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Advances by the given number of frames in the current animation, taking the loop value into consideration.
|
|
*
|
|
* @method Phaser.AnimationManager#next
|
|
* @param {number} [quantity=1] - The number of frames to advance.
|
|
*/
|
|
next: function (quantity) {
|
|
|
|
if (this.currentAnim)
|
|
{
|
|
this.currentAnim.next(quantity);
|
|
this.currentFrame = this.currentAnim.currentFrame;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Moves backwards the given number of frames in the current animation, taking the loop value into consideration.
|
|
*
|
|
* @method Phaser.AnimationManager#previous
|
|
* @param {number} [quantity=1] - The number of frames to move back.
|
|
*/
|
|
previous: function (quantity) {
|
|
|
|
if (this.currentAnim)
|
|
{
|
|
this.currentAnim.previous(quantity);
|
|
this.currentFrame = this.currentAnim.currentFrame;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns an animation that was previously added by name.
|
|
*
|
|
* @method Phaser.AnimationManager#getAnimation
|
|
* @param {string} name - The name of the animation to be returned, e.g. "fire".
|
|
* @return {Phaser.Animation} The Animation instance, if found, otherwise null.
|
|
*/
|
|
getAnimation: function (name) {
|
|
|
|
if (typeof name === 'string')
|
|
{
|
|
if (this._anims[name])
|
|
{
|
|
return this._anims[name];
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Refreshes the current frame data back to the parent Sprite and also resets the texture data.
|
|
*
|
|
* @method Phaser.AnimationManager#refreshFrame
|
|
*/
|
|
refreshFrame: function () {
|
|
|
|
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
|
|
|
if (this.sprite.__tilePattern)
|
|
{
|
|
this.__tilePattern = false;
|
|
this.tilingTexture = false;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Destroys all references this AnimationManager contains.
|
|
* Iterates through the list of animations stored in this manager and calls destroy on each of them.
|
|
*
|
|
* @method Phaser.AnimationManager#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
var anim = null;
|
|
|
|
for (var anim in this._anims)
|
|
{
|
|
if (this._anims.hasOwnProperty(anim))
|
|
{
|
|
this._anims[anim].destroy();
|
|
}
|
|
}
|
|
|
|
this._anims = {};
|
|
this._frameData = null;
|
|
this._frameIndex = 0;
|
|
this.currentAnim = null;
|
|
this.currentFrame = null;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.AnimationManager.prototype.constructor = Phaser.AnimationManager;
|
|
|
|
/**
|
|
* @name Phaser.AnimationManager#frameData
|
|
* @property {Phaser.FrameData} frameData - The current animations FrameData.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameData', {
|
|
|
|
get: function () {
|
|
return this._frameData;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.AnimationManager#frameTotal
|
|
* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameTotal', {
|
|
|
|
get: function () {
|
|
|
|
if (this._frameData)
|
|
{
|
|
return this._frameData.total;
|
|
}
|
|
else
|
|
{
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.AnimationManager#paused
|
|
* @property {boolean} paused - Gets and sets the paused state of the current animation.
|
|
*/
|
|
Object.defineProperty(Phaser.AnimationManager.prototype, 'paused', {
|
|
|
|
get: function () {
|
|
|
|
return this.currentAnim.isPaused;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.currentAnim.paused = value;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.AnimationManager#frame
|
|
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
|
|
*/
|
|
Object.defineProperty(Phaser.AnimationManager.prototype, 'frame', {
|
|
|
|
get: function () {
|
|
|
|
if (this.currentFrame)
|
|
{
|
|
return this._frameIndex;
|
|
}
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (typeof value === 'number' && this._frameData && this._frameData.getFrame(value) !== null)
|
|
{
|
|
this.currentFrame = this._frameData.getFrame(value);
|
|
|
|
if (this.currentFrame)
|
|
{
|
|
this._frameIndex = value;
|
|
|
|
this.sprite.setFrame(this.currentFrame);
|
|
|
|
if (this.sprite.__tilePattern)
|
|
{
|
|
this.__tilePattern = false;
|
|
this.tilingTexture = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.AnimationManager#frameName
|
|
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
|
|
*/
|
|
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameName', {
|
|
|
|
get: function () {
|
|
|
|
if (this.currentFrame)
|
|
{
|
|
return this.currentFrame.name;
|
|
}
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (typeof value === 'string' && this._frameData && this._frameData.getFrameByName(value) !== null)
|
|
{
|
|
this.currentFrame = this._frameData.getFrameByName(value);
|
|
|
|
if (this.currentFrame)
|
|
{
|
|
this._frameIndex = this.currentFrame.index;
|
|
|
|
this.sprite.setFrame(this.currentFrame);
|
|
|
|
if (this.sprite.__tilePattern)
|
|
{
|
|
this.__tilePattern = false;
|
|
this.tilingTexture = false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
console.warn('Cannot set frameName: ' + value);
|
|
}
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
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|
|
<div class="clearfix"></div>
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<footer>
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|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
|
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|
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<span class="jsdoc-message">
|
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Thu Jul 10 2014 20:18:55 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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|
|
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
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} );
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</script>
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</body>
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</html>
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