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1837 lines
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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class="caret"></b></a>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
|
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
|
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
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<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
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<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/learn">Weekly Coding Tips</a></li>
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<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/community/irc">IRC</a></li>
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<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">Donate to the project</a></li>
|
|
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
|
|
</ul>
|
|
</li>
|
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|
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</ul>
|
|
</div>
|
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</div>
|
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<div class="row-fluid">
|
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<div class="span12">
|
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<div id="main">
|
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|
|
|
|
|
|
<h1 class="page-title">Source: src/animation/Animation.js</h1>
|
|
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|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2015 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* An Animation instance contains a single animation and the controls to play it.
|
|
*
|
|
* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
|
|
*
|
|
* @class Phaser.Animation
|
|
* @constructor
|
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
|
* @param {Phaser.Sprite} parent - A reference to the owner of this Animation.
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|
* @param {string} name - The unique name for this animation, used in playback commands.
|
|
* @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
|
|
* @param {number[]|string[]} frames - An array of numbers or strings indicating which frames to play in which order.
|
|
* @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} loop - Should this animation loop when it reaches the end or play through once.
|
|
*/
|
|
Phaser.Animation = function (game, parent, name, frameData, frames, frameRate, loop) {
|
|
|
|
if (typeof loop === 'undefined') { loop = false; }
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|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running Game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation.
|
|
* @private
|
|
*/
|
|
this._parent = parent;
|
|
|
|
/**
|
|
* @property {Phaser.FrameData} _frameData - The FrameData the Animation uses.
|
|
* @private
|
|
*/
|
|
this._frameData = frameData;
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|
|
|
/**
|
|
* @property {string} name - The user defined name given to this Animation.
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|
*/
|
|
this.name = name;
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|
|
|
/**
|
|
* @property {array} _frames
|
|
* @private
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|
*/
|
|
this._frames = [];
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|
this._frames = this._frames.concat(frames);
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|
|
|
/**
|
|
* @property {number} delay - The delay in ms between each frame of the Animation, based on the given frameRate.
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|
*/
|
|
this.delay = 1000 / frameRate;
|
|
|
|
/**
|
|
* @property {boolean} loop - The loop state of the Animation.
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|
*/
|
|
this.loop = loop;
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|
|
|
/**
|
|
* @property {number} loopCount - The number of times the animation has looped since it was last started.
|
|
*/
|
|
this.loopCount = 0;
|
|
|
|
/**
|
|
* @property {boolean} killOnComplete - Should the parent of this Animation be killed when the animation completes?
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|
* @default
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|
*/
|
|
this.killOnComplete = false;
|
|
|
|
/**
|
|
* @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback.
|
|
* @default
|
|
*/
|
|
this.isFinished = false;
|
|
|
|
/**
|
|
* @property {boolean} isPlaying - The playing state of the Animation. Set to false once playback completes, true during playback.
|
|
* @default
|
|
*/
|
|
this.isPlaying = false;
|
|
|
|
/**
|
|
* @property {boolean} isPaused - The paused state of the Animation.
|
|
* @default
|
|
*/
|
|
this.isPaused = false;
|
|
|
|
/**
|
|
* @property {boolean} _pauseStartTime - The time the animation paused.
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._pauseStartTime = 0;
|
|
|
|
/**
|
|
* @property {number} _frameIndex
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._frameIndex = 0;
|
|
|
|
/**
|
|
* @property {number} _frameDiff
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._frameDiff = 0;
|
|
|
|
/**
|
|
* @property {number} _frameSkip
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._frameSkip = 1;
|
|
|
|
/**
|
|
* @property {Phaser.Frame} currentFrame - The currently displayed frame of the Animation.
|
|
*/
|
|
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onStart - This event is dispatched when this Animation starts playback.
|
|
*/
|
|
this.onStart = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {Phaser.Signal|null} onUpdate - This event is dispatched when the Animation changes frame. By default this event is disabled due to its intensive nature. Enable it with: `Animation.enableUpdate = true`.
|
|
* @default
|
|
*/
|
|
this.onUpdate = null;
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onComplete - This event is dispatched when this Animation completes playback. If the animation is set to loop this is never fired, listen for onAnimationLoop instead.
|
|
*/
|
|
this.onComplete = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onLoop - This event is dispatched when this Animation loops.
|
|
*/
|
|
this.onLoop = new Phaser.Signal();
|
|
|
|
// Set-up some event listeners
|
|
this.game.onPause.add(this.onPause, this);
|
|
this.game.onResume.add(this.onResume, this);
|
|
|
|
};
|
|
|
|
Phaser.Animation.prototype = {
|
|
|
|
/**
|
|
* Plays this animation.
|
|
*
|
|
* @method Phaser.Animation#play
|
|
* @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 this Animation instance.
|
|
*/
|
|
play: function (frameRate, loop, killOnComplete) {
|
|
|
|
if (typeof frameRate === 'number')
|
|
{
|
|
// If they set a new frame rate then use it, otherwise use the one set on creation
|
|
this.delay = 1000 / frameRate;
|
|
}
|
|
|
|
if (typeof loop === 'boolean')
|
|
{
|
|
// If they set a new loop value then use it, otherwise use the one set on creation
|
|
this.loop = loop;
|
|
}
|
|
|
|
if (typeof killOnComplete !== 'undefined')
|
|
{
|
|
// Remove the parent sprite once the animation has finished?
|
|
this.killOnComplete = killOnComplete;
|
|
}
|
|
|
|
this.isPlaying = true;
|
|
this.isFinished = false;
|
|
this.paused = false;
|
|
this.loopCount = 0;
|
|
|
|
this._timeLastFrame = this.game.time.time;
|
|
this._timeNextFrame = this.game.time.time + this.delay;
|
|
|
|
this._frameIndex = 0;
|
|
this.updateCurrentFrame(false);
|
|
|
|
this._parent.events.onAnimationStart$dispatch(this._parent, this);
|
|
|
|
this.onStart.dispatch(this._parent, this);
|
|
|
|
this._parent.animations.currentAnim = this;
|
|
this._parent.animations.currentFrame = this.currentFrame;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets this animation back to the first frame and restarts the animation.
|
|
*
|
|
* @method Phaser.Animation#restart
|
|
*/
|
|
restart: function () {
|
|
|
|
this.isPlaying = true;
|
|
this.isFinished = false;
|
|
this.paused = false;
|
|
this.loopCount = 0;
|
|
|
|
this._timeLastFrame = this.game.time.time;
|
|
this._timeNextFrame = this.game.time.time + this.delay;
|
|
|
|
this._frameIndex = 0;
|
|
|
|
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
|
|
|
|
this._parent.setFrame(this.currentFrame);
|
|
|
|
this._parent.animations.currentAnim = this;
|
|
this._parent.animations.currentFrame = this.currentFrame;
|
|
|
|
this.onStart.dispatch(this._parent, this);
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets this animations playback to a given frame with the given ID.
|
|
*
|
|
* @method Phaser.Animation#setFrame
|
|
* @param {string|number} [frameId] - The identifier of the frame to set. Can be the name of the frame, the sprite index of the frame, or the animation-local frame index.
|
|
* @param {boolean} [useLocalFrameIndex=false] - If you provide a number for frameId, should it use the numeric indexes of the frameData, or the 0-indexed frame index local to the animation.
|
|
*/
|
|
setFrame: function(frameId, useLocalFrameIndex) {
|
|
|
|
var frameIndex;
|
|
|
|
if (typeof useLocalFrameIndex === 'undefined')
|
|
{
|
|
useLocalFrameIndex = false;
|
|
}
|
|
|
|
// Find the index to the desired frame.
|
|
if (typeof frameId === "string")
|
|
{
|
|
for (var i = 0; i < this._frames.length; i++)
|
|
{
|
|
if (this._frameData.getFrame(this._frames[i]).name === frameId)
|
|
{
|
|
frameIndex = i;
|
|
}
|
|
}
|
|
}
|
|
else if (typeof frameId === "number")
|
|
{
|
|
if (useLocalFrameIndex)
|
|
{
|
|
frameIndex = frameId;
|
|
}
|
|
else
|
|
{
|
|
for (var i = 0; i < this._frames.length; i++)
|
|
{
|
|
if (this._frames[i] === frameIndex)
|
|
{
|
|
frameIndex = i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (frameIndex)
|
|
{
|
|
// Set the current frame index to the found index. Subtract 1 so that it animates to the desired frame on update.
|
|
this._frameIndex = frameIndex - 1;
|
|
|
|
// Make the animation update at next update
|
|
this._timeNextFrame = this.game.time.time;
|
|
|
|
this.update();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops playback of this animation and set it to a finished state. If a resetFrame is provided it will stop playback and set frame to the first in the animation.
|
|
* If `dispatchComplete` is true it will dispatch the complete events, otherwise they'll be ignored.
|
|
*
|
|
* @method Phaser.Animation#stop
|
|
* @param {boolean} [resetFrame=false] - If true after the animation stops the currentFrame value will be set to the first frame in this animation.
|
|
* @param {boolean} [dispatchComplete=false] - Dispatch the Animation.onComplete and parent.onAnimationComplete events?
|
|
*/
|
|
stop: function (resetFrame, dispatchComplete) {
|
|
|
|
if (typeof resetFrame === 'undefined') { resetFrame = false; }
|
|
if (typeof dispatchComplete === 'undefined') { dispatchComplete = false; }
|
|
|
|
this.isPlaying = false;
|
|
this.isFinished = true;
|
|
this.paused = false;
|
|
|
|
if (resetFrame)
|
|
{
|
|
this.currentFrame = this._frameData.getFrame(this._frames[0]);
|
|
this._parent.setFrame(this.currentFrame);
|
|
}
|
|
|
|
if (dispatchComplete)
|
|
{
|
|
this._parent.events.onAnimationComplete$dispatch(this._parent, this);
|
|
this.onComplete.dispatch(this._parent, this);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when the Game enters a paused state.
|
|
*
|
|
* @method Phaser.Animation#onPause
|
|
*/
|
|
onPause: function () {
|
|
|
|
if (this.isPlaying)
|
|
{
|
|
this._frameDiff = this._timeNextFrame - this.game.time.time;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when the Game resumes from a paused state.
|
|
*
|
|
* @method Phaser.Animation#onResume
|
|
*/
|
|
onResume: function () {
|
|
|
|
if (this.isPlaying)
|
|
{
|
|
this._timeNextFrame = this.game.time.time + this._frameDiff;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates this animation. Called automatically by the AnimationManager.
|
|
*
|
|
* @method Phaser.Animation#update
|
|
*/
|
|
update: function () {
|
|
|
|
if (this.isPaused)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (this.isPlaying && this.game.time.time >= this._timeNextFrame)
|
|
{
|
|
this._frameSkip = 1;
|
|
|
|
// Lagging?
|
|
this._frameDiff = this.game.time.time - this._timeNextFrame;
|
|
|
|
this._timeLastFrame = this.game.time.time;
|
|
|
|
if (this._frameDiff > this.delay)
|
|
{
|
|
// We need to skip a frame, work out how many
|
|
this._frameSkip = Math.floor(this._frameDiff / this.delay);
|
|
this._frameDiff -= (this._frameSkip * this.delay);
|
|
}
|
|
|
|
// And what's left now?
|
|
this._timeNextFrame = this.game.time.time + (this.delay - this._frameDiff);
|
|
|
|
this._frameIndex += this._frameSkip;
|
|
|
|
if (this._frameIndex >= this._frames.length)
|
|
{
|
|
if (this.loop)
|
|
{
|
|
// Update current state before event callback
|
|
this._frameIndex %= this._frames.length;
|
|
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
|
|
this.loopCount++;
|
|
this._parent.events.onAnimationLoop$dispatch(this._parent, this);
|
|
this.onLoop.dispatch(this._parent, this);
|
|
return this.updateCurrentFrame(true);
|
|
}
|
|
else
|
|
{
|
|
this.complete();
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return this.updateCurrentFrame(true);
|
|
}
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Changes the currentFrame per the _frameIndex, updates the display state,
|
|
* and triggers the update signal.
|
|
*
|
|
* Returns true if the current frame update was 'successful', false otherwise.
|
|
*
|
|
* @method Phaser.Animation#updateCurrentFrame
|
|
* @param {bool} signalUpdate - If true th onUpdate signal will be triggered.
|
|
* @private
|
|
*/
|
|
updateCurrentFrame: function (signalUpdate) {
|
|
|
|
if (!this._frameData)
|
|
{
|
|
// The animation is already destroyed, probably from a callback
|
|
return false;
|
|
}
|
|
|
|
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
|
|
|
|
if (this.currentFrame)
|
|
{
|
|
this._parent.setFrame(this.currentFrame);
|
|
|
|
if (this._parent.__tilePattern)
|
|
{
|
|
this._parent.__tilePattern = false;
|
|
this._parent.tilingTexture = false;
|
|
}
|
|
}
|
|
|
|
if (this.onUpdate && signalUpdate)
|
|
{
|
|
this.onUpdate.dispatch(this, this.currentFrame);
|
|
// False if the animation was destroyed from within a callback
|
|
return !!this._frameData;
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Advances by the given number of frames in the Animation, taking the loop value into consideration.
|
|
*
|
|
* @method Phaser.Animation#next
|
|
* @param {number} [quantity=1] - The number of frames to advance.
|
|
*/
|
|
next: function (quantity) {
|
|
|
|
if (typeof quantity === 'undefined') { quantity = 1; }
|
|
|
|
var frame = this._frameIndex + quantity;
|
|
|
|
if (frame >= this._frames.length)
|
|
{
|
|
if (this.loop)
|
|
{
|
|
frame %= this._frames.length;
|
|
}
|
|
else
|
|
{
|
|
frame = this._frames.length - 1;
|
|
}
|
|
}
|
|
|
|
if (frame !== this._frameIndex)
|
|
{
|
|
this._frameIndex = frame;
|
|
this.updateCurrentFrame(true);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Moves backwards the given number of frames in the Animation, taking the loop value into consideration.
|
|
*
|
|
* @method Phaser.Animation#previous
|
|
* @param {number} [quantity=1] - The number of frames to move back.
|
|
*/
|
|
previous: function (quantity) {
|
|
|
|
if (typeof quantity === 'undefined') { quantity = 1; }
|
|
|
|
var frame = this._frameIndex - quantity;
|
|
|
|
if (frame < 0)
|
|
{
|
|
if (this.loop)
|
|
{
|
|
frame = this._frames.length + frame;
|
|
}
|
|
else
|
|
{
|
|
frame++;
|
|
}
|
|
}
|
|
|
|
if (frame !== this._frameIndex)
|
|
{
|
|
this._frameIndex = frame;
|
|
this.updateCurrentFrame(true);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Changes the FrameData object this Animation is using.
|
|
*
|
|
* @method Phaser.Animation#updateFrameData
|
|
* @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
|
|
*/
|
|
updateFrameData: function (frameData) {
|
|
|
|
this._frameData = frameData;
|
|
this.currentFrame = this._frameData ? this._frameData.getFrame(this._frames[this._frameIndex % this._frames.length]) : null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Cleans up this animation ready for deletion. Nulls all values and references.
|
|
*
|
|
* @method Phaser.Animation#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
if (!this._frameData)
|
|
{
|
|
// Already destroyed
|
|
return;
|
|
}
|
|
|
|
this.game.onPause.remove(this.onPause, this);
|
|
this.game.onResume.remove(this.onResume, this);
|
|
|
|
this.game = null;
|
|
this._parent = null;
|
|
this._frames = null;
|
|
this._frameData = null;
|
|
this.currentFrame = null;
|
|
this.isPlaying = false;
|
|
|
|
this.onStart.dispose();
|
|
this.onLoop.dispose();
|
|
this.onComplete.dispose();
|
|
|
|
if (this.onUpdate)
|
|
{
|
|
this.onUpdate.dispose();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called internally when the animation finishes playback.
|
|
* Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent and local onComplete event.
|
|
*
|
|
* @method Phaser.Animation#complete
|
|
*/
|
|
complete: function () {
|
|
|
|
this._frameIndex = this._frames.length - 1;
|
|
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
|
|
|
|
this.isPlaying = false;
|
|
this.isFinished = true;
|
|
this.paused = false;
|
|
|
|
this._parent.events.onAnimationComplete$dispatch(this._parent, this);
|
|
|
|
this.onComplete.dispatch(this._parent, this);
|
|
|
|
if (this.killOnComplete)
|
|
{
|
|
this._parent.kill();
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Animation.prototype.constructor = Phaser.Animation;
|
|
|
|
/**
|
|
* @name Phaser.Animation#paused
|
|
* @property {boolean} paused - Gets and sets the paused state of this Animation.
|
|
*/
|
|
Object.defineProperty(Phaser.Animation.prototype, 'paused', {
|
|
|
|
get: function () {
|
|
|
|
return this.isPaused;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.isPaused = value;
|
|
|
|
if (value)
|
|
{
|
|
// Paused
|
|
this._pauseStartTime = this.game.time.time;
|
|
}
|
|
else
|
|
{
|
|
// Un-paused
|
|
if (this.isPlaying)
|
|
{
|
|
this._timeNextFrame = this.game.time.time + this.delay;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Animation#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.Animation.prototype, 'frameTotal', {
|
|
|
|
get: function () {
|
|
return this._frames.length;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Animation#frame
|
|
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
|
|
*/
|
|
Object.defineProperty(Phaser.Animation.prototype, 'frame', {
|
|
|
|
get: function () {
|
|
|
|
if (this.currentFrame !== null)
|
|
{
|
|
return this.currentFrame.index;
|
|
}
|
|
else
|
|
{
|
|
return this._frameIndex;
|
|
}
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.currentFrame = this._frameData.getFrame(this._frames[value]);
|
|
|
|
if (this.currentFrame !== null)
|
|
{
|
|
this._frameIndex = value;
|
|
this._parent.setFrame(this.currentFrame);
|
|
|
|
if (this.onUpdate)
|
|
{
|
|
this.onUpdate.dispatch(this, this.currentFrame);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Animation#speed
|
|
* @property {number} speed - Gets or sets the current speed of the animation in frames per second. Changing this in a playing animation will take effect from the next frame. Minimum value is 1.
|
|
*/
|
|
Object.defineProperty(Phaser.Animation.prototype, 'speed', {
|
|
|
|
get: function () {
|
|
|
|
return Math.round(1000 / this.delay);
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value >= 1)
|
|
{
|
|
this.delay = 1000 / value;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Animation#enableUpdate
|
|
* @property {boolean} enableUpdate - Gets or sets if this animation will dispatch the onUpdate events upon changing frame.
|
|
*/
|
|
Object.defineProperty(Phaser.Animation.prototype, 'enableUpdate', {
|
|
|
|
get: function () {
|
|
|
|
return (this.onUpdate !== null);
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value && this.onUpdate === null)
|
|
{
|
|
this.onUpdate = new Phaser.Signal();
|
|
}
|
|
else if (!value && this.onUpdate !== null)
|
|
{
|
|
this.onUpdate.dispose();
|
|
this.onUpdate = null;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Really handy function for when you are creating arrays of animation data but it's using frame names and not numbers.
|
|
* For example imagine you've got 30 frames named: 'explosion_0001-large' to 'explosion_0030-large'
|
|
* You could use this function to generate those by doing: Phaser.Animation.generateFrameNames('explosion_', 1, 30, '-large', 4);
|
|
*
|
|
* @method Phaser.Animation.generateFrameNames
|
|
* @static
|
|
* @param {string} prefix - The start of the filename. If the filename was 'explosion_0001-large' the prefix would be 'explosion_'.
|
|
* @param {number} start - The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the start is 1.
|
|
* @param {number} stop - The number to count to. If your frames are named 'explosion_0001' to 'explosion_0034' the stop value is 34.
|
|
* @param {string} [suffix=''] - The end of the filename. If the filename was 'explosion_0001-large' the prefix would be '-large'.
|
|
* @param {number} [zeroPad=0] - The number of zeroes to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4.
|
|
* @return {string[]} An array of framenames.
|
|
*/
|
|
Phaser.Animation.generateFrameNames = function (prefix, start, stop, suffix, zeroPad) {
|
|
|
|
if (typeof suffix === 'undefined') { suffix = ''; }
|
|
|
|
var output = [];
|
|
var frame = '';
|
|
|
|
if (start < stop)
|
|
{
|
|
for (var i = start; i <= stop; i++)
|
|
{
|
|
if (typeof zeroPad === 'number')
|
|
{
|
|
// str, len, pad, dir
|
|
frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
|
|
}
|
|
else
|
|
{
|
|
frame = i.toString();
|
|
}
|
|
|
|
frame = prefix + frame + suffix;
|
|
|
|
output.push(frame);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (var i = start; i >= stop; i--)
|
|
{
|
|
if (typeof zeroPad === 'number')
|
|
{
|
|
// str, len, pad, dir
|
|
frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
|
|
}
|
|
else
|
|
{
|
|
frame = i.toString();
|
|
}
|
|
|
|
frame = prefix + frame + suffix;
|
|
|
|
output.push(frame);
|
|
}
|
|
}
|
|
|
|
return output;
|
|
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
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|
Phaser Copyright © 2012-2015 Photon Storm Ltd.
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</span>
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<br />
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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-alpha10</a>
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on Thu Mar 26 2015 02:53:48 GMT+0000 (GMT Standard Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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