mirror of
https://github.com/photonstorm/phaser
synced 2024-12-27 05:23:28 +00:00
811 lines
20 KiB
JavaScript
811 lines
20 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 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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var Class = require('../../utils/Class');
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/**
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* @classdesc
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* A Game Object Animation Controller.
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*
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* This controller lives as an instance within a Game Object, accessible as `sprite.anims`.
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*
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* @class Animation
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* @memberOf Phaser.GameObjects.Components
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.GameObject} parent - The Game Object to which this animation controller belongs.
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*/
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var Animation = new Class({
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initialize:
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function Animation (parent)
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{
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/**
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* The Game Object to which this animation controller belongs.
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*
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* @name Phaser.GameObjects.Components.Animation#parent
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* @type {Phaser.GameObjects.GameObject}
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* @since 3.0.0
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*/
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this.parent = parent;
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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.GameObjects.Components.Animation#animationManager
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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.animationManager = parent.scene.sys.anims;
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this.animationManager.once('remove', this.remove, this);
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/**
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* Is an animation currently playing or not?
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*
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* @name Phaser.GameObjects.Components.Animation#isPlaying
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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.isPlaying = false;
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// Reference to the Phaser.Animation object
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/**
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* The current Animation loaded into this Animation Controller.
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*
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* @name Phaser.GameObjects.Components.Animation#currentAnim
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* @type {?Phaser.Animations.Animation}
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* @default null
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* @since 3.0.0
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*/
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this.currentAnim = null;
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/**
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* The current AnimationFrame being displayed by this Animation Controller.
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*
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* @name Phaser.GameObjects.Components.Animation#currentFrame
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* @type {?Phaser.Animations.AnimationFrame}
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* @default null
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* @since 3.0.0
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*/
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this.currentFrame = null;
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/**
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* Time scale factor.
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*
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* @name Phaser.GameObjects.Components.Animation#_timeScale
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* @type {number}
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* @private
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* @default 1
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* @since 3.0.0
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*/
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this._timeScale = 1;
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/**
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* The frame rate of playback in frames per second.
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* The default is 24 if the `duration` property is `null`.
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*
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* @name Phaser.GameObjects.Components.Animation#frameRate
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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.frameRate = 0;
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/**
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* How long the animation should play for.
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* If the `frameRate` property has been set then it overrides this value,
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* otherwise frameRate is derived from `duration`.
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*
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* @name Phaser.GameObjects.Components.Animation#duration
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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.duration = 0;
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/**
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* ms per frame, not including frame specific modifiers that may be present in the Animation data.
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*
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* @name Phaser.GameObjects.Components.Animation#msPerFrame
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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.msPerFrame = 0;
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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.GameObjects.Components.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 = true;
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/**
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* A delay before starting playback, in seconds.
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*
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* @name Phaser.GameObjects.Components.Animation#_delay
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* @type {number}
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* @private
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* @default 0
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* @since 3.0.0
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*/
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this._delay = 0;
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/**
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* Number of times to repeat the animation (-1 for infinity)
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*
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* @name Phaser.GameObjects.Components.Animation#_repeat
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* @type {number}
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* @private
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* @default 0
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* @since 3.0.0
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*/
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this._repeat = 0;
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/**
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* Delay before the repeat starts, in seconds.
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*
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* @name Phaser.GameObjects.Components.Animation#_repeatDelay
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* @type {number}
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* @private
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* @default 0
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* @since 3.0.0
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*/
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this._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.GameObjects.Components.Animation#_yoyo
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* @type {boolean}
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* @private
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* @default false
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* @since 3.0.0
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*/
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this._yoyo = false;
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/**
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* Will the playhead move forwards (`true`) or in reverse (`false`)
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*
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* @name Phaser.GameObjects.Components.Animation#forward
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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.forward = true;
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/**
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* Internal time overflow accumulator.
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*
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* @name Phaser.GameObjects.Components.Animation#accumulator
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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.accumulator = 0;
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/**
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* The time point at which the next animation frame will change.
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*
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* @name Phaser.GameObjects.Components.Animation#nextTick
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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.nextTick = 0;
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/**
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* An internal counter keeping track of how many repeats are left to play.
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*
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* @name Phaser.GameObjects.Components.Animation#repeatCounter
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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.repeatCounter = 0;
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/**
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* An internal flag keeping track of pending repeats.
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*
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* @name Phaser.GameObjects.Components.Animation#pendingRepeat
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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.pendingRepeat = false;
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/**
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* Is the Animation paused?
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*
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* @name Phaser.GameObjects.Components.Animation#_paused
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* @type {boolean}
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* @private
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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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/**
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* Was the animation previously playing before being paused?
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*
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* @name Phaser.GameObjects.Components.Animation#_wasPlaying
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* @type {boolean}
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* @private
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* @default false
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* @since 3.0.0
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*/
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this._wasPlaying = false;
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/**
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* Container for the callback arguments.
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*
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* @name Phaser.GameObjects.Components.Animation#_callbackArgs
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* @type {array}
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* @private
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* @since 3.0.0
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*/
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this._callbackArgs = [ parent, null ];
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/**
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* Container for the update arguments.
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*
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* @name Phaser.GameObjects.Components.Animation#_updateParams
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* @type {array}
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* @private
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* @since 3.0.0
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*/
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this._updateParams = [];
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},
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/**
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* Sets the amount of time, in seconds that the animation will be delayed before starting playback.
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*
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* @method Phaser.GameObjects.Components.Animation#delay
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* @since 3.0.0
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*
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* @param {number} value - The amount of time, in seconds, to wait before starting playback.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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delay: function (value)
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{
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if (value === undefined)
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{
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return this._delay;
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}
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else
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{
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this._delay = value;
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return this;
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}
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},
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/**
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* [description]
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*
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* @method Phaser.GameObjects.Components.Animation#delayedPlay
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* @since 3.0.0
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*
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* @param {number} delay - [description]
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* @param {string} key - [description]
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* @param {integer} startFrame - [description]
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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delayedPlay: function (delay, key, startFrame)
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{
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this.play(key, true, startFrame);
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this.nextTick += (delay * 1000);
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.GameObjects.Components.Animation#getCurrentKey
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* @since 3.0.0
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*
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* @return {string} [description]
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*/
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getCurrentKey: function ()
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{
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if (this.currentAnim)
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{
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return this.currentAnim.key;
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}
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},
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/**
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* [description]
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*
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* @method Phaser.GameObjects.Components.Animation#load
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* @since 3.0.0
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*
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* @param {string} key - [description]
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* @param {integer} [startFrame=0] - [description]
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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load: function (key, startFrame)
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{
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if (startFrame === undefined) { startFrame = 0; }
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if (this.isPlaying)
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{
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this.stop();
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}
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// Load the new animation in
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this.animationManager.load(this, key, startFrame);
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.GameObjects.Components.Animation#pause
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* @since 3.0.0
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*
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* @param {Phaser.Animations.Animation} [atFrame] - [description]
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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pause: function (atFrame)
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{
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if (!this._paused)
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{
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this._paused = true;
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this._wasPlaying = this.isPlaying;
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this.isPlaying = false;
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}
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if (atFrame !== undefined)
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{
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this.updateFrame(atFrame);
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}
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.GameObjects.Components.Animation#paused
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* @since 3.0.0
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*
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* @param {boolean} [value] - [description]
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*
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* @return {boolean|Phaser.GameObjects.GameObject} [description]
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*/
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paused: function (value)
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{
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if (value !== undefined)
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{
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// Setter
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if (value)
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{
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return this.pause();
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}
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else
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{
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return this.resume();
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}
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}
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else
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{
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return this._paused;
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}
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},
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/**
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* [description]
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*
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* @method Phaser.GameObjects.Components.Animation#play
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* @since 3.0.0
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*
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* @param {string} key - [description]
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* @param {boolean} [ignoreIfPlaying=false] - [description]
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* @param {integer} [startFrame=0] - [description]
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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play: function (key, ignoreIfPlaying, startFrame)
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{
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if (ignoreIfPlaying === undefined) { ignoreIfPlaying = false; }
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if (startFrame === undefined) { startFrame = 0; }
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if (ignoreIfPlaying && this.isPlaying && this.currentAnim.key === key)
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{
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return this;
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}
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this.load(key, startFrame);
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var anim = this.currentAnim;
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var gameObject = this.parent;
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// Should give us 9,007,199,254,740,991 safe repeats
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this.repeatCounter = (this._repeat === -1) ? Number.MAX_VALUE : this._repeat;
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anim.getFirstTick(this);
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this.forward = true;
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this.isPlaying = true;
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this.pendingRepeat = false;
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if (anim.showOnStart)
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{
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gameObject.visible = true;
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}
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if (anim.onStart)
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{
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anim.onStart.apply(anim.callbackScope, this._callbackArgs.concat(anim.onStartParams));
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}
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gameObject.setSizeToFrame();
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gameObject.updateDisplayOrigin();
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return this;
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},
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/**
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* Value between 0 and 1. How far this animation is through, ignoring repeats and yoyos.
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* If the animation has a non-zero repeat defined, progress and totalProgress will be different
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* because progress doesn't include any repeats or repeatDelays whereas totalProgress does.
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*
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* @method Phaser.GameObjects.Components.Animation#progress
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* @since 3.0.0
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*
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* @param {number} [value] - [description]
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*
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* @return {number|Phaser.GameObjects.GameObject} [description]
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*/
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progress: function (value)
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{
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if (value === undefined)
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{
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var p = this.currentFrame.progress;
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if (!this.forward)
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{
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p = 1 - p;
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}
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return p;
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}
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else
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{
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// TODO: Set progress
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return this;
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}
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},
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/**
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* [description]
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*
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* @method Phaser.GameObjects.Components.Animation#remove
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* @since 3.0.0
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*
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* @param {Phaser.Animations.Animation} [event] - [description]
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*/
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remove: function (event)
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{
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if (event === undefined) { event = this.currentAnim; }
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if (this.isPlaying && event.key === this.currentAnim.key)
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{
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this.stop();
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var sprite = this.parent;
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var frame = this.currentAnim.frames[0];
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this.currentFrame = frame;
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sprite.texture = frame.frame.texture;
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sprite.frame = frame.frame;
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}
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},
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/**
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* Gets or sets the number of times that the animation should repeat
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* after its first iteration. For example, if repeat is 1, the animation will
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* play a total of twice (the initial play plus 1 repeat).
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* To repeat indefinitely, use -1. repeat should always be an integer.
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*
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* @method Phaser.GameObjects.Components.Animation#repeat
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* @since 3.0.0
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*
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* @param {number} value - [description]
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*
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* @return {number|Phaser.GameObjects.GameObject} [description]
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*/
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repeat: function (value)
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{
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if (value === undefined)
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{
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return this._repeat;
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}
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else
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{
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this._repeat = value;
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this.repeatCounter = 0;
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return this;
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}
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},
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/**
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* Gets or sets the amount of time in seconds between repeats.
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* For example, if repeat is 2 and repeatDelay is 1, the animation will play initially,
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* then wait for 1 second before it repeats, then play again, then wait 1 second again
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* before doing its final repeat.
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*
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* @method Phaser.GameObjects.Components.Animation#repeatDelay
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* @since 3.0.0
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*
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* @param {number} [value] - [description]
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*
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* @return {number|Phaser.GameObjects.GameObject} [description]
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*/
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repeatDelay: function (value)
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{
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if (value === undefined)
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{
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return this._repeatDelay;
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}
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else
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{
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this._repeatDelay = value;
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return this;
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}
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},
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/**
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* [description]
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*
|
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* @method Phaser.GameObjects.Components.Animation#restart
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* @since 3.0.0
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*
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* @param {boolean} [includeDelay=false] - [description]
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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restart: function (includeDelay)
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{
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if (includeDelay === undefined) { includeDelay = false; }
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this.currentAnim.getFirstTick(this, includeDelay);
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this.forward = true;
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this.isPlaying = true;
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this.pendingRepeat = false;
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this._paused = false;
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// Set frame
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this.updateFrame(this.currentAnim.frames[0]);
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return this;
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},
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/**
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* [description]
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*
|
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* @method Phaser.GameObjects.Components.Animation#resume
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* @since 3.0.0
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*
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* @param {Phaser.Animations.AnimationFrame} fromFrame - [description]
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
|
*/
|
|
resume: function (fromFrame)
|
|
{
|
|
if (this._paused)
|
|
{
|
|
this._paused = false;
|
|
this.isPlaying = this._wasPlaying;
|
|
}
|
|
|
|
if (fromFrame !== undefined)
|
|
{
|
|
this.updateFrame(fromFrame);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#stop
|
|
* @since 3.0.0
|
|
*
|
|
* @param {boolean} [dispatchCallbacks=false] - [description]
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
|
*/
|
|
stop: function (dispatchCallbacks)
|
|
{
|
|
if (dispatchCallbacks === undefined) { dispatchCallbacks = false; }
|
|
|
|
this.isPlaying = false;
|
|
|
|
var anim = this.currentAnim;
|
|
|
|
if (dispatchCallbacks && anim.onComplete)
|
|
{
|
|
anim.onComplete.apply(anim.callbackScope, this._callbackArgs.concat(anim.onCompleteParams));
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Scale the time (make it go faster / slower)
|
|
* Factor that's used to scale time where 1 = normal speed (the default), 0.5 = half speed, 2 = double speed, etc.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#timeScale
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [value] - [description]
|
|
*
|
|
* @return {number|Phaser.GameObjects.GameObject} [description]
|
|
*/
|
|
timeScale: function (value)
|
|
{
|
|
if (value === undefined)
|
|
{
|
|
return this._timeScale;
|
|
}
|
|
else
|
|
{
|
|
this._timeScale = value;
|
|
|
|
return this;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#totalFrames
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} [description]
|
|
*/
|
|
totalFrames: function ()
|
|
{
|
|
return this.currentAnim.frames.length;
|
|
},
|
|
|
|
// Value between 0 and 1. How far this animation is through, including things like delays
|
|
// repeats, custom frame durations, etc. If the animation is set to repeat -1 it can never
|
|
// have a duration, therefore this will return -1.
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#totalProgres
|
|
* @since 3.0.0
|
|
*/
|
|
totalProgres: function ()
|
|
{
|
|
// TODO
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#update
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} timestamp - [description]
|
|
* @param {number} delta - The delta time, in ms, elapsed since the last frame.
|
|
*/
|
|
update: function (timestamp, delta)
|
|
{
|
|
if (!this.isPlaying || this.currentAnim.paused)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.accumulator += delta * this._timeScale;
|
|
|
|
if (this.accumulator >= this.nextTick)
|
|
{
|
|
this.currentAnim.setFrame(this);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#updateFrame
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Animations.AnimationFrame} animationFrame - [description]
|
|
*/
|
|
updateFrame: function (animationFrame)
|
|
{
|
|
var sprite = this.parent;
|
|
|
|
this.currentFrame = animationFrame;
|
|
|
|
sprite.texture = animationFrame.frame.texture;
|
|
sprite.frame = animationFrame.frame;
|
|
|
|
if (this.isPlaying)
|
|
{
|
|
if (animationFrame.setAlpha)
|
|
{
|
|
sprite.alpha = animationFrame.alpha;
|
|
}
|
|
|
|
var anim = this.currentAnim;
|
|
|
|
if (anim.onUpdate)
|
|
{
|
|
anim.onUpdate.apply(anim.callbackScope, this._updateParams);
|
|
}
|
|
|
|
if (animationFrame.onUpdate)
|
|
{
|
|
animationFrame.onUpdate(sprite, animationFrame);
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#yoyo
|
|
* @since 3.0.0
|
|
*
|
|
* @param {boolean} [value] - [description]
|
|
*
|
|
* @return {boolean|Phaser.GameObjects.GameObject} [description]
|
|
*/
|
|
yoyo: function (value)
|
|
{
|
|
if (value === undefined)
|
|
{
|
|
return this._yoyo;
|
|
}
|
|
else
|
|
{
|
|
this._yoyo = value;
|
|
|
|
return this;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#destroy
|
|
* @since 3.0.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
// TODO
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = Animation;
|