mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
40 lines
1.7 KiB
JavaScript
40 lines
1.7 KiB
JavaScript
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2016 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* The Animation Component provides a `play` method, which is a proxy to the `AnimationManager.play` method.
|
|
*
|
|
* @class
|
|
*/
|
|
Phaser.Component.Animation = function () {};
|
|
|
|
Phaser.Component.Animation.prototype = {
|
|
|
|
/**
|
|
* Plays an Animation.
|
|
*
|
|
* The animation should have previously been created via `animations.add`.
|
|
*
|
|
* If the animation is already playing calling this again won't do anything.
|
|
* If you need to reset an already running animation do so directly on the Animation object itself or via `AnimationManager.stop`.
|
|
*
|
|
* @method
|
|
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump". Must have been previously created via 'AnimationManager.add'.
|
|
* @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.
|
|
*/
|
|
play: function (name, frameRate, loop, killOnComplete) {
|
|
|
|
if (this.animations)
|
|
{
|
|
return this.animations.play(name, frameRate, loop, killOnComplete);
|
|
}
|
|
|
|
}
|
|
|
|
};
|