phaser/Phaser/animation/AnimationManager.js

248 lines
10 KiB
JavaScript

var Phaser;
(function (Phaser) {
/// <reference path="../_definitions.ts" />
/**
* AnimationManager
*
* Any Game Object that supports animation contains a single AnimationManager instance. It is used to add,
* play and update Phaser.Animation objects.
*
* @package Phaser.Components.AnimationManager
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
*/
(function (Components) {
var AnimationManager = (function () {
/**
* AnimationManager constructor
* Create a new <code>AnimationManager</code>.
*
* @param parent {Sprite} Owner sprite of this manager.
*/
function AnimationManager(parent) {
/**
* Data contains animation frames.
* @type {FrameData}
*/
this._frameData = null;
/**
* When an animation frame changes you can choose to automatically update the physics bounds of the parent Sprite
* to the width and height of the new frame. If you've set a specific physics bounds that you don't want changed during
* animation then set this to false, otherwise leave it set to true.
* @type {boolean}
*/
this.autoUpdateBounds = true;
/**
* Keeps track of the current frame of animation.
*/
this.currentFrame = null;
this._parent = parent;
this.game = parent.game;
this._anims = {};
}
/**
* Load animation frame data.
* @param frameData Data to be loaded.
*/
AnimationManager.prototype.loadFrameData = function (frameData) {
this._frameData = frameData;
this.frame = 0;
};
/**
* Add a new animation.
* @param name {string} What this animation should be called (e.g. "run").
* @param frames {any[]} An array of numbers/strings indicating what frames to play in what order (e.g. [1, 2, 3] or ['run0', 'run1', run2]).
* @param frameRate {number} The speed in frames per second that the animation should play at (e.g. 60 fps).
* @param loop {boolean} Whether or not the animation is looped or just plays once.
* @param useNumericIndex {boolean} Use number indexes instead of string indexes?
* @return {Animation} The Animation that was created
*/
AnimationManager.prototype.add = function (name, frames, frameRate, loop, useNumericIndex) {
if (typeof frames === "undefined") { frames = null; }
if (typeof frameRate === "undefined") { frameRate = 60; }
if (typeof loop === "undefined") { loop = false; }
if (typeof useNumericIndex === "undefined") { useNumericIndex = true; }
if (this._frameData == null) {
return;
}
if (this._parent.events.onAnimationStart == null) {
this._parent.events.onAnimationStart = new Phaser.Signal();
this._parent.events.onAnimationComplete = new Phaser.Signal();
this._parent.events.onAnimationLoop = new Phaser.Signal();
}
if (frames == null) {
frames = this._frameData.getFrameIndexes();
} else {
if (this.validateFrames(frames, useNumericIndex) == false) {
throw Error('Invalid frames given to Animation ' + name);
return;
}
}
if (useNumericIndex == false) {
frames = this._frameData.getFrameIndexesByName(frames);
}
this._anims[name] = new Phaser.Animation(this.game, this._parent, this._frameData, name, frames, frameRate, loop);
this.currentAnim = this._anims[name];
this.currentFrame = this.currentAnim.currentFrame;
return this._anims[name];
};
/**
* Check whether the frames is valid.
* @param frames {any[]} Frames to be validated.
* @param useNumericIndex {boolean} Does these frames use number indexes or string indexes?
* @return {boolean} True if they're valid, otherwise return false.
*/
AnimationManager.prototype.validateFrames = function (frames, useNumericIndex) {
for (var i = 0; i < frames.length; i++) {
if (useNumericIndex == true) {
if (frames[i] > this._frameData.total) {
return false;
}
} else {
if (this._frameData.checkFrameName(frames[i]) == false) {
return false;
}
}
}
return true;
};
/**
* Play animation with specific name.
* @param name {string} The string name of the animation you want to play.
* @param frameRate {number} FrameRate you want to specify instead of using default.
* @param loop {boolean} Whether or not the animation is looped or just plays once.
*/
AnimationManager.prototype.play = function (name, frameRate, loop) {
if (typeof frameRate === "undefined") { frameRate = null; }
if (typeof loop === "undefined") { loop = false; }
if (this._anims[name]) {
if (this.currentAnim == this._anims[name]) {
if (this.currentAnim.isPlaying == false) {
return this.currentAnim.play(frameRate, loop);
}
} else {
this.currentAnim = this._anims[name];
return this.currentAnim.play(frameRate, loop);
}
}
};
/**
* Stop animation by name.
* Current animation will be automatically set to the stopped one.
*/
AnimationManager.prototype.stop = function (name) {
if (this._anims[name]) {
this.currentAnim = this._anims[name];
this.currentAnim.stop();
}
};
/**
* Update animation and parent sprite's bounds.
*/
AnimationManager.prototype.update = function () {
if (this.currentAnim && this.currentAnim.update() == true) {
this.currentFrame = this.currentAnim.currentFrame;
this._parent.texture.width = this.currentFrame.width;
this._parent.texture.height = this.currentFrame.height;
}
};
Object.defineProperty(AnimationManager.prototype, "frameData", {
get: function () {
return this._frameData;
},
enumerable: true,
configurable: true
});
Object.defineProperty(AnimationManager.prototype, "frameTotal", {
get: function () {
if (this._frameData) {
return this._frameData.total;
} else {
return -1;
}
},
enumerable: true,
configurable: true
});
Object.defineProperty(AnimationManager.prototype, "frame", {
get: function () {
return this._frameIndex;
},
set: /**
*
* @param value
*/
function (value) {
if (this._frameData && this._frameData.getFrame(value) !== null) {
this.currentFrame = this._frameData.getFrame(value);
this._parent.texture.width = this.currentFrame.width;
this._parent.texture.height = this.currentFrame.height;
if (this.autoUpdateBounds && this._parent['body']) {
this._parent.body.bounds.width = this.currentFrame.width;
this._parent.body.bounds.height = this.currentFrame.height;
}
this._frameIndex = value;
}
},
enumerable: true,
configurable: true
});
Object.defineProperty(AnimationManager.prototype, "frameName", {
get: function () {
return this.currentFrame.name;
},
set: function (value) {
if (this._frameData && this._frameData.getFrameByName(value)) {
this.currentFrame = this._frameData.getFrameByName(value);
this._parent.texture.width = this.currentFrame.width;
this._parent.texture.height = this.currentFrame.height;
this._frameIndex = this.currentFrame.index;
} else {
throw new Error("Cannot set frameName: " + value);
}
},
enumerable: true,
configurable: true
});
/**
* Removes all related references
*/
AnimationManager.prototype.destroy = function () {
this._anims = {};
this._frameData = null;
this._frameIndex = 0;
this.currentAnim = null;
this.currentFrame = null;
};
return AnimationManager;
})();
Components.AnimationManager = AnimationManager;
})(Phaser.Components || (Phaser.Components = {}));
var Components = Phaser.Components;
})(Phaser || (Phaser = {}));