phaser/src/animations/AnimationManager.js

565 lines
14 KiB
JavaScript

var Animation = require('./Animation');
var Class = require('../utils/Class');
var CustomMap = require('../structs/Map');
var EventEmitter = require('eventemitter3');
var GetValue = require('../utils/object/GetValue');
var Pad = require('../utils/string/Pad');
// Animations are managed by the global AnimationManager. This is a singleton class that is
// responsible for creating and delivering animations and their corresponding data to all Game Objects.
// Sprites and other Game Objects get the data they need from the AnimationManager.
// Access it via `scene.anims`.
var AnimationManager = new Class({
Extends: EventEmitter,
initialize:
/**
* [description]
*
* @class AnimationManager
* @memberOf Phaser.Animations
* @constructor
* @since 3.0.0
*
* @param {Phaser.Game} game - [description]
*/
function AnimationManager (game)
{
EventEmitter.call(this);
/**
* [description]
*
* @property {Phaser.Game} game
* @protected
*/
this.game = game;
/**
* [description]
*
* @property {[type]} textureManager
* @protected
*/
this.textureManager = null;
/**
* [description]
*
* @property {number} [globalTimeScale=1]
*/
this.globalTimeScale = 1;
/**
* [description]
*
* @property {Phaser.Structs.Map} anims
* @protected
*/
this.anims = new CustomMap();
/**
* [description]
*
* @property {boolean} [paused=false]
*/
this.paused = false;
this.name = 'AnimationManager';
game.events.once('boot', this.boot, this);
},
/**
* [description]
*
* @method Phaser.Animations.AnimationManager#boot
* @since 3.0.0
*
* @param {[type]} textureManager - [description]
*/
boot: function ()
{
this.textureManager = this.game.textures;
this.game.events.once('destroy', this.destroy, this);
},
/**
* [description]
*
* @method Phaser.Animations.AnimationManager#add
* @fires AddAnimationEvent
* @since 3.0.0
*
* @param {string} key - [description]
* @param {Phaser.Animations.Animation} animation - [description]
*
* @return {Phaser.Animations.AnimationManager} The Animation Manager for method chaining.
*/
add: function (key, animation)
{
if (this.anims.has(key))
{
console.warn('Animation with key', key, 'already exists');
return;
}
animation.key = key;
this.anims.set(key, animation);
this.emit('add', key, animation);
return this;
},
/**
* [description]
*
* @method Phaser.Animations.AnimationManager#create
* @fires AddAnimationEvent
* @since 3.0.0
*
* @param {object} config - [description]
*
* @return {Phaser.Animations.Animation} The Animation that was created.
*/
create: function (config)
{
var key = config.key;
if (!key || this.anims.has(key))
{
console.warn('Invalid Animation Key, or Key already in use: ' + key);
return;
}
var anim = new Animation(this, key, config);
this.anims.set(key, anim);
this.emit('add', key, anim);
return anim;
},
/**
* [description]
*
* @method Phaser.Animations.AnimationManager#fromJSON
* @since 3.0.0
*
* @param {string|object} data - [description]
* @param {boolean} [clearCurrentAnimations=false] - [description]
*
* @return {Phaser.Animations.Animation[]} An array containing all of the Animation objects that were created as a result of this call.
*/
fromJSON: function (data, clearCurrentAnimations)
{
if (clearCurrentAnimations === undefined) { clearCurrentAnimations = false; }
if (clearCurrentAnimations)
{
this.anims.clear();
}
// Do we have a String (i.e. from JSON, or an Object?)
if (typeof data === 'string')
{
data = JSON.parse(data);
}
var output = [];
// Array of animations, or a single animation?
if (data.hasOwnProperty('anims') && Array.isArray(data.anims))
{
for (var i = 0; i < data.anims.length; i++)
{
output.push(this.create(data.anims[i]));
}
if (data.hasOwnProperty('globalTimeScale'))
{
this.globalTimeScale = data.globalTimeScale;
}
}
else if (data.hasOwnProperty('key') && data.type === 'frame')
{
output.push(this.create(data));
}
return output;
},
/**
* [description]
*
* @method Phaser.Animations.AnimationManager#generateFrameNames
* @since 3.0.0
*
* @param {string} key - [description]
* @param {object} config - [description]
* @param {string} [config.prefix=''] - [description]
* @param {integer} [config.start=0] - [description]
* @param {integer} [config.end=0] - [description]
* @param {string} [config.suffix=''] - [description]
* @param {integer} [config.zeroPad=0] - [description]
* @param {array} [config.outputArray=[]] - [description]
* @param {boolean} [config.frames=false] - [description]
*
* @return {object[]} [description]
*/
generateFrameNames: function (key, config)
{
var prefix = GetValue(config, 'prefix', '');
var start = GetValue(config, 'start', 0);
var end = GetValue(config, 'end', 0);
var suffix = GetValue(config, 'suffix', '');
var zeroPad = GetValue(config, 'zeroPad', 0);
var out = GetValue(config, 'outputArray', []);
var frames = GetValue(config, 'frames', false);
var texture = this.textureManager.get(key);
if (!texture)
{
return out;
}
var diff = (start < end) ? 1 : -1;
// Adjust because we use i !== end in the for loop
end += diff;
var i;
var frame;
// Have they provided their own custom frame sequence array?
if (Array.isArray(frames))
{
for (i = 0; i < frames.length; i++)
{
frame = prefix + Pad(frames[i], zeroPad, '0', 1) + suffix;
if (texture.has(frame))
{
out.push({ key: key, frame: frame });
}
}
}
else
{
for (i = start; i !== end; i += diff)
{
frame = prefix + Pad(i, zeroPad, '0', 1) + suffix;
if (texture.has(frame))
{
out.push({ key: key, frame: frame });
}
}
}
return out;
},
/**
* [description]
*
* @method Phaser.Animations.AnimationManager#generateFrameNumbers
* @since 3.0.0
*
* @param {string} key - [description]
* @param {object} config - [description]
* @param {integer} [config.start=0] - [description]
* @param {integer} [config.end=-1] - [description]
* @param {boolean} [config.first=false] - [description]
* @param {array} [config.outputArray=[]] - [description]
* @param {boolean} [config.frames=false] - [description]
*
* @return {object[]} [description]
*/
generateFrameNumbers: function (key, config)
{
var startFrame = GetValue(config, 'start', 0);
var endFrame = GetValue(config, 'end', -1);
var firstFrame = GetValue(config, 'first', false);
var out = GetValue(config, 'outputArray', []);
var frames = GetValue(config, 'frames', false);
var texture = this.textureManager.get(key);
if (!texture)
{
return out;
}
if (firstFrame && texture.has(firstFrame))
{
out.push({ key: key, frame: firstFrame });
}
var i;
// Have they provided their own custom frame sequence array?
if (Array.isArray(frames))
{
for (i = 0; i < frames.length; i++)
{
if (texture.has(frames[i]))
{
out.push({ key: key, frame: frames[i] });
}
}
}
else
{
// No endFrame then see if we can get it
if (endFrame === -1)
{
endFrame = texture.frameTotal;
}
for (i = startFrame; i <= endFrame; i++)
{
if (texture.has(i))
{
out.push({ key: key, frame: i });
}
}
}
return out;
},
/**
* [description]
*
* @method Phaser.Animations.AnimationManager#get
* @since 3.0.0
*
* @param {string} key - [description]
*
* @return {Phaser.Animations.Animation} [description]
*/
get: function (key)
{
return this.anims.get(key);
},
/**
* Load an Animation into a Game Objects Animation Component.
*
* @method Phaser.Animations.AnimationManager#load
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} child - [description]
* @param {string} key - [description]
* @param {string|integer} [startFrame] - [description]
*
* @return {Phaser.GameObjects.GameObject} [description]
*/
load: function (child, key, startFrame)
{
var anim = this.get(key);
if (anim)
{
anim.load(child, startFrame);
}
return child;
},
/**
* [description]
*
* @method Phaser.Animations.AnimationManager#pauseAll
* @fires PauseAllAnimationEvent
* @since 3.0.0
*
* @return {Phaser.Animations.AnimationManager} The Animation Manager for method chaining.
*/
pauseAll: function ()
{
if (!this.paused)
{
this.paused = true;
this.emit('pauseall');
}
return this;
},
/**
* [description]
*
* @method Phaser.Animations.AnimationManager#play
* @since 3.0.0
*
* @param {string} key - [description]
* @param {Phaser.GameObjects.GameObject} child - [description]
*
* @return {Phaser.Animations.AnimationManager} The Animation Manager for method chaining.
*/
play: function (key, child)
{
if (!Array.isArray(child))
{
child = [ child ];
}
var anim = this.get(key);
if (!anim)
{
return;
}
for (var i = 0; i < child.length; i++)
{
child[i].anims.play(key);
}
return this;
},
/**
* [description]
*
* @method Phaser.Animations.AnimationManager#remove
* @fires RemoveAnimationEvent
* @since 3.0.0
*
* @param {string} key - [description]
*
* @return {Phaser.Animations.Animation} [description]
*/
remove: function (key)
{
var anim = this.get(key);
if (anim)
{
this.emit('remove', key, anim);
this.anims.delete(key);
}
return anim;
},
/**
* [description]
*
* @method Phaser.Animations.AnimationManager#resumeAll
* @fires ResumeAllAnimationEvent
* @since 3.0.0
*
* @return {Phaser.Animations.AnimationManager} The Animation Manager for method chaining.
*/
resumeAll: function ()
{
if (this.paused)
{
this.paused = false;
this.emit('resumeall');
}
return this;
},
/**
* [description]
*
* @method Phaser.Animations.AnimationManager#staggerPlay
* @since 3.0.0
*
* @param {string} key - [description]
* @param {Phaser.GameObjects.GameObject} child - [description]
* @param {number} [stagger=0] - [description]
*
* @return {Phaser.Animations.AnimationManager} The Animation Manager for method chaining.
*/
staggerPlay: function (key, child, stagger)
{
if (stagger === undefined) { stagger = 0; }
if (!Array.isArray(child))
{
child = [ child ];
}
var anim = this.get(key);
if (!anim)
{
return;
}
for (var i = 0; i < child.length; i++)
{
child[i].anims.delayedPlay(stagger * i, key);
}
return this;
},
/**
* [description]
*
* @method Phaser.Animations.AnimationManager#toJSON
* @since 3.0.0
*
* @param {string} key - [description]
*
* @return {object} [description]
*/
toJSON: function (key)
{
if (key !== undefined && key !== '')
{
return this.anims.get(key).toJSON();
}
else
{
var output = {
anims: [],
globalTimeScale: this.globalTimeScale
};
this.anims.each(function (animationKey, animation)
{
output.anims.push(animation.toJSON());
});
return output;
}
},
/**
* [description]
*
* @method Phaser.Animations.AnimationManager#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.anims.clear();
this.textureManager = null;
this.game = null;
}
});
module.exports = AnimationManager;