mirror of
https://github.com/photonstorm/phaser
synced 2024-12-22 02:53:27 +00:00
1604 lines
47 KiB
HTML
1604 lines
47 KiB
HTML
<!DOCTYPE html>
|
|
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="utf-8">
|
|
<title>Phaser Source: D:/wamp/www/phaser/src/animation/AnimationManager.js</title>
|
|
|
|
<!--[if lt IE 9]>
|
|
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
|
<![endif]-->
|
|
|
|
<link type="text/css" rel="stylesheet" href="styles/default.css">
|
|
|
|
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
|
|
|
|
|
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
|
|
|
</head>
|
|
|
|
<body>
|
|
|
|
<div class="container-fluid">
|
|
<div class="navbar navbar-fixed-top navbar-inverse">
|
|
<div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div>
|
|
<div class="navbar-inner">
|
|
<a class="brand" href="index.html">Phaser API</a>
|
|
<ul class="nav">
|
|
|
|
|
|
<li class="dropdown">
|
|
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="Phaser.html">Phaser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="PIXI.html">PIXI</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Animation.html">Animation</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ArrayList.html">ArrayList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ArraySet.html">ArraySet</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AudioSprite.html">AudioSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.BitmapData.html">BitmapData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.BitmapText.html">BitmapText</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Button.html">Button</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Cache.html">Cache</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Camera.html">Camera</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Canvas.html">Canvas</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Color.html">Color</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Device.html">Device</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.DOM.html">DOM</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Easing.html">Easing</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Ellipse.html">Ellipse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Events.html">Events</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Filter.html">Filter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.FlexGrid.html">FlexGrid</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.FlexLayer.html">FlexLayer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Frame.html">Frame</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.FrameData.html">FrameData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Game.html">Game</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Gamepad.html">Gamepad</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Group.html">Group</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Image.html">Image</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Input.html">Input</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.InputHandler.html">InputHandler</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Key.html">Key</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Keyboard.html">Keyboard</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Line.html">Line</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.LinkedList.html">LinkedList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Loader.html">Loader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Math.html">Math</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Mouse.html">Mouse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.MSPointer.html">MSPointer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Net.html">Net</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Particle.html">Particle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Particles.html">Particles</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Particles.Arcade.html">Arcade</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Physics.html">Physics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.Ninja.html">Ninja</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.P2.html">P2</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Material.html">Material</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Plugin.html">Plugin</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.PluginManager.html">PluginManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Point.html">Point</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Pointer.html">Pointer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Polygon.html">Polygon</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.QuadTree.html">QuadTree</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Rectangle.html">Rectangle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RetroFont.html">RetroFont</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Rope.html">Rope</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ScaleManager.html">ScaleManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Signal.html">Signal</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SignalBinding.html">SignalBinding</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SinglePad.html">SinglePad</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Sound.html">Sound</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SoundManager.html">SoundManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Stage.html">Stage</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.State.html">State</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.StateManager.html">StateManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tilemap.html">Tilemap</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapParser.html">TilemapParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tileset.html">Tileset</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TileSprite.html">TileSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Time.html">Time</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Timer.html">Timer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Touch.html">Touch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tween.html">Tween</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TweenData.html">TweenData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TweenManager.html">TweenManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Utils.html">Utils</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Utils.Debug.html">Debug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.World.html">World</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.AssetLoader.html">AssetLoader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.BaseTexture.html">BaseTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.BitmapText.html">BitmapText</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.BlurFilter.html">BlurFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.ColorStepFilter.html">ColorStepFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DisplayObject.html">DisplayObject</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Ellipse.html">Ellipse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Event.html">Event</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.EventTarget.html">EventTarget</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.FilterBlock.html">FilterBlock</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.FilterTexture.html">FilterTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.GraphicsData.html">GraphicsData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.GrayFilter.html">GrayFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.ImageLoader.html">ImageLoader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.InteractionData.html">InteractionData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.InteractionManager.html">InteractionManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.InvertFilter.html">InvertFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.JsonLoader.html">JsonLoader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Matrix.html">Matrix</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.MovieClip.html">MovieClip</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.NoiseFilter.html">NoiseFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.NormalMapFilter.html">NormalMapFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixelateFilter.html">PixelateFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PIXI.html">PIXI</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixiShader.html">PixiShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Point.html">Point</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Polygon.html">Polygon</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PolyK.html">PolyK</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Rectangle.html">Rectangle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Rope.html">Rope</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SepiaFilter.html">SepiaFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Spine.html">Spine</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpineLoader.html">SpineLoader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpineTextureLoader.html">SpineTextureLoader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Stage.html">Stage</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Strip.html">Strip</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.StripShader.html">StripShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Texture.html">Texture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TwistFilter.html">TwistFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.VideoTexture.html">VideoTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="https://leanpub.com/u/photonstorm">Phaser Books</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://examples.phaser.io">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
|
|
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
|
|
<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
|
|
<li class="class-depth-1"><a href="https://twitter.com/photonstorm">Twitter</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">GitTip</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
|
|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: D:/wamp/www/phaser/src/animation/AnimationManager.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2014 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* The Animation Manager is used to add, play and update Phaser Animations.
|
|
* Any Game Object such as Phaser.Sprite that supports animation contains a single AnimationManager instance.
|
|
*
|
|
* @class Phaser.AnimationManager
|
|
* @constructor
|
|
* @param {Phaser.Sprite} sprite - A reference to the Game Object that owns this AnimationManager.
|
|
*/
|
|
Phaser.AnimationManager = function (sprite) {
|
|
|
|
/**
|
|
* @property {Phaser.Sprite} sprite - A reference to the parent Sprite that owns this AnimationManager.
|
|
*/
|
|
this.sprite = sprite;
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running Game.
|
|
*/
|
|
this.game = sprite.game;
|
|
|
|
/**
|
|
* @property {Phaser.Frame} currentFrame - The currently displayed Frame of animation, if any.
|
|
* @default
|
|
*/
|
|
this.currentFrame = null;
|
|
|
|
/**
|
|
* @property {Phaser.Animation} currentAnim - The currently displayed animation, if any.
|
|
* @default
|
|
*/
|
|
this.currentAnim = null;
|
|
|
|
/**
|
|
* @property {boolean} updateIfVisible - Should the animation data continue to update even if the Sprite.visible is set to false.
|
|
* @default
|
|
*/
|
|
this.updateIfVisible = true;
|
|
|
|
/**
|
|
* @property {boolean} isLoaded - Set to true once animation data has been loaded.
|
|
* @default
|
|
*/
|
|
this.isLoaded = false;
|
|
|
|
/**
|
|
* @property {Phaser.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData.
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._frameData = null;
|
|
|
|
/**
|
|
* @property {object} _anims - An internal object that stores all of the Animation instances.
|
|
* @private
|
|
*/
|
|
this._anims = {};
|
|
|
|
/**
|
|
* @property {object} _outputFrames - An internal object to help avoid gc.
|
|
* @private
|
|
*/
|
|
this._outputFrames = [];
|
|
|
|
};
|
|
|
|
Phaser.AnimationManager.prototype = {
|
|
|
|
/**
|
|
* Loads FrameData into the internal temporary vars and resets the frame index to zero.
|
|
* This is called automatically when a new Sprite is created.
|
|
*
|
|
* @method Phaser.AnimationManager#loadFrameData
|
|
* @private
|
|
* @param {Phaser.FrameData} frameData - The FrameData set to load.
|
|
* @param {string|number} frame - The frame to default to.
|
|
* @return {boolean} Returns `true` if the frame data was loaded successfully, otherwise `false`
|
|
*/
|
|
loadFrameData: function (frameData, frame) {
|
|
|
|
if (typeof frameData === 'undefined')
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (this.isLoaded)
|
|
{
|
|
// We need to update the frameData that the animations are using
|
|
for (var anim in this._anims)
|
|
{
|
|
this._anims[anim].updateFrameData(frameData);
|
|
}
|
|
}
|
|
|
|
this._frameData = frameData;
|
|
|
|
if (typeof frame === 'undefined' || frame === null)
|
|
{
|
|
this.frame = 0;
|
|
}
|
|
else
|
|
{
|
|
if (typeof frame === 'string')
|
|
{
|
|
this.frameName = frame;
|
|
}
|
|
else
|
|
{
|
|
this.frame = frame;
|
|
}
|
|
}
|
|
|
|
this.isLoaded = true;
|
|
|
|
return true;
|
|
},
|
|
|
|
/**
|
|
* Loads FrameData into the internal temporary vars and resets the frame index to zero.
|
|
* This is called automatically when a new Sprite is created.
|
|
*
|
|
* @method Phaser.AnimationManager#copyFrameData
|
|
* @private
|
|
* @param {Phaser.FrameData} frameData - The FrameData set to load.
|
|
* @param {string|number} frame - The frame to default to.
|
|
* @return {boolean} Returns `true` if the frame data was loaded successfully, otherwise `false`
|
|
*/
|
|
copyFrameData: function (frameData, frame) {
|
|
|
|
this._frameData = frameData.clone();
|
|
|
|
if (this.isLoaded)
|
|
{
|
|
// We need to update the frameData that the animations are using
|
|
for (var anim in this._anims)
|
|
{
|
|
this._anims[anim].updateFrameData(this._frameData);
|
|
}
|
|
}
|
|
|
|
if (typeof frame === 'undefined' || frame === null)
|
|
{
|
|
this.frame = 0;
|
|
}
|
|
else
|
|
{
|
|
if (typeof frame === 'string')
|
|
{
|
|
this.frameName = frame;
|
|
}
|
|
else
|
|
{
|
|
this.frame = frame;
|
|
}
|
|
}
|
|
|
|
this.isLoaded = true;
|
|
|
|
return true;
|
|
},
|
|
|
|
/**
|
|
* Adds a new animation under the given key. Optionally set the frames, frame rate and loop.
|
|
* Animations added in this way are played back with the play function.
|
|
*
|
|
* @method Phaser.AnimationManager#add
|
|
* @param {string} name - The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk".
|
|
* @param {Array} [frames=null] - An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used.
|
|
* @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} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings?
|
|
* @return {Phaser.Animation} The Animation object that was created.
|
|
*/
|
|
add: function (name, frames, frameRate, loop, useNumericIndex) {
|
|
|
|
frames = frames || [];
|
|
frameRate = frameRate || 60;
|
|
|
|
if (typeof loop === 'undefined') { loop = false; }
|
|
|
|
// If they didn't set the useNumericIndex then let's at least try and guess it
|
|
if (typeof useNumericIndex === 'undefined')
|
|
{
|
|
if (frames && typeof frames[0] === 'number')
|
|
{
|
|
useNumericIndex = true;
|
|
}
|
|
else
|
|
{
|
|
useNumericIndex = false;
|
|
}
|
|
}
|
|
|
|
this._outputFrames.length = 0;
|
|
|
|
this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames);
|
|
|
|
this._anims[name] = new Phaser.Animation(this.game, this.sprite, name, this._frameData, this._outputFrames, frameRate, loop);
|
|
|
|
this.currentAnim = this._anims[name];
|
|
this.currentFrame = this.currentAnim.currentFrame;
|
|
|
|
// this.sprite.setFrame(this.currentFrame);
|
|
|
|
// CHECK WE STILL NEED THIS - PRETTY SURE IT DOESN'T ACTUALLY DO ANYTHING!
|
|
if (this.sprite.__tilePattern)
|
|
{
|
|
// this.__tilePattern = false;
|
|
this.sprite.__tilePattern = false;
|
|
this.tilingTexture = false;
|
|
}
|
|
|
|
return this._anims[name];
|
|
|
|
},
|
|
|
|
/**
|
|
* Check whether the frames in the given array are valid and exist.
|
|
*
|
|
* @method Phaser.AnimationManager#validateFrames
|
|
* @param {Array} frames - An array of frames to be validated.
|
|
* @param {boolean} [useNumericIndex=true] - Validate the frames based on their numeric index (true) or string index (false)
|
|
* @return {boolean} True if all given Frames are valid, otherwise false.
|
|
*/
|
|
validateFrames: function (frames, useNumericIndex) {
|
|
|
|
if (typeof useNumericIndex === 'undefined') { useNumericIndex = true; }
|
|
|
|
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 an animation based on the given key. The animation should previously have been added via sprite.animations.add()
|
|
* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
|
|
*
|
|
* @method Phaser.AnimationManager#play
|
|
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
|
|
* @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 instance.
|
|
*/
|
|
play: function (name, frameRate, loop, killOnComplete) {
|
|
|
|
if (this._anims[name])
|
|
{
|
|
if (this.currentAnim === this._anims[name])
|
|
{
|
|
if (this.currentAnim.isPlaying === false)
|
|
{
|
|
this.currentAnim.paused = false;
|
|
return this.currentAnim.play(frameRate, loop, killOnComplete);
|
|
}
|
|
return this.currentAnim;
|
|
}
|
|
else
|
|
{
|
|
if (this.currentAnim && this.currentAnim.isPlaying)
|
|
{
|
|
this.currentAnim.stop();
|
|
}
|
|
|
|
this.currentAnim = this._anims[name];
|
|
this.currentAnim.paused = false;
|
|
this.currentFrame = this.currentAnim.currentFrame;
|
|
return this.currentAnim.play(frameRate, loop, killOnComplete);
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped.
|
|
* The currentAnim property of the AnimationManager is automatically set to the animation given.
|
|
*
|
|
* @method Phaser.AnimationManager#stop
|
|
* @param {string} [name=null] - The name of the animation to be stopped, e.g. "fire". If none is given the currently running animation is stopped.
|
|
* @param {boolean} [resetFrame=false] - When the animation is stopped should the currentFrame be set to the first frame of the animation (true) or paused on the last frame displayed (false)
|
|
*/
|
|
stop: function (name, resetFrame) {
|
|
|
|
if (typeof resetFrame === 'undefined') { resetFrame = false; }
|
|
|
|
if (typeof name === 'string')
|
|
{
|
|
if (this._anims[name])
|
|
{
|
|
this.currentAnim = this._anims[name];
|
|
this.currentAnim.stop(resetFrame);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this.currentAnim)
|
|
{
|
|
this.currentAnim.stop(resetFrame);
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events.
|
|
*
|
|
* @method Phaser.AnimationManager#update
|
|
* @protected
|
|
* @return {boolean} True if a new animation frame has been set, otherwise false.
|
|
*/
|
|
update: function () {
|
|
|
|
if (this.updateIfVisible && !this.sprite.visible)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (this.currentAnim && this.currentAnim.update() === true)
|
|
{
|
|
this.currentFrame = this.currentAnim.currentFrame;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Advances by the given number of frames in the current animation, taking the loop value into consideration.
|
|
*
|
|
* @method Phaser.AnimationManager#next
|
|
* @param {number} [quantity=1] - The number of frames to advance.
|
|
*/
|
|
next: function (quantity) {
|
|
|
|
if (this.currentAnim)
|
|
{
|
|
this.currentAnim.next(quantity);
|
|
this.currentFrame = this.currentAnim.currentFrame;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Moves backwards the given number of frames in the current animation, taking the loop value into consideration.
|
|
*
|
|
* @method Phaser.AnimationManager#previous
|
|
* @param {number} [quantity=1] - The number of frames to move back.
|
|
*/
|
|
previous: function (quantity) {
|
|
|
|
if (this.currentAnim)
|
|
{
|
|
this.currentAnim.previous(quantity);
|
|
this.currentFrame = this.currentAnim.currentFrame;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns an animation that was previously added by name.
|
|
*
|
|
* @method Phaser.AnimationManager#getAnimation
|
|
* @param {string} name - The name of the animation to be returned, e.g. "fire".
|
|
* @return {Phaser.Animation} The Animation instance, if found, otherwise null.
|
|
*/
|
|
getAnimation: function (name) {
|
|
|
|
if (typeof name === 'string')
|
|
{
|
|
if (this._anims[name])
|
|
{
|
|
return this._anims[name];
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Refreshes the current frame data back to the parent Sprite and also resets the texture data.
|
|
*
|
|
* @method Phaser.AnimationManager#refreshFrame
|
|
*/
|
|
refreshFrame: function () {
|
|
|
|
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
|
|
|
if (this.sprite.__tilePattern)
|
|
{
|
|
this.__tilePattern = false;
|
|
this.tilingTexture = false;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Destroys all references this AnimationManager contains.
|
|
* Iterates through the list of animations stored in this manager and calls destroy on each of them.
|
|
*
|
|
* @method Phaser.AnimationManager#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
var anim = null;
|
|
|
|
for (var anim in this._anims)
|
|
{
|
|
if (this._anims.hasOwnProperty(anim))
|
|
{
|
|
this._anims[anim].destroy();
|
|
}
|
|
}
|
|
|
|
this._anims = {};
|
|
this._outputFrames = [];
|
|
this._frameData = null;
|
|
this._frameIndex = 0;
|
|
this.currentAnim = null;
|
|
this.currentFrame = null;
|
|
this.sprite = null;
|
|
this.game = null;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.AnimationManager.prototype.constructor = Phaser.AnimationManager;
|
|
|
|
/**
|
|
* @name Phaser.AnimationManager#frameData
|
|
* @property {Phaser.FrameData} frameData - The current animations FrameData.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameData', {
|
|
|
|
get: function () {
|
|
return this._frameData;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.AnimationManager#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.AnimationManager.prototype, 'frameTotal', {
|
|
|
|
get: function () {
|
|
|
|
return this._frameData.total;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.AnimationManager#paused
|
|
* @property {boolean} paused - Gets and sets the paused state of the current animation.
|
|
*/
|
|
Object.defineProperty(Phaser.AnimationManager.prototype, 'paused', {
|
|
|
|
get: function () {
|
|
|
|
return this.currentAnim.isPaused;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.currentAnim.paused = value;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.AnimationManager#name
|
|
* @property {string} name - Gets the current animation name, if set.
|
|
*/
|
|
Object.defineProperty(Phaser.AnimationManager.prototype, 'name', {
|
|
|
|
get: function () {
|
|
|
|
if (this.currentAnim)
|
|
{
|
|
return this.currentAnim.name;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.AnimationManager#frame
|
|
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
|
|
*/
|
|
Object.defineProperty(Phaser.AnimationManager.prototype, 'frame', {
|
|
|
|
get: function () {
|
|
|
|
if (this.currentFrame)
|
|
{
|
|
return this._frameIndex;
|
|
}
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (typeof value === 'number' && this._frameData && this._frameData.getFrame(value) !== null)
|
|
{
|
|
this.currentFrame = this._frameData.getFrame(value);
|
|
|
|
if (this.currentFrame)
|
|
{
|
|
this._frameIndex = value;
|
|
|
|
this.sprite.setFrame(this.currentFrame);
|
|
|
|
if (this.sprite.__tilePattern)
|
|
{
|
|
this.__tilePattern = false;
|
|
this.tilingTexture = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.AnimationManager#frameName
|
|
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
|
|
*/
|
|
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameName', {
|
|
|
|
get: function () {
|
|
|
|
if (this.currentFrame)
|
|
{
|
|
return this.currentFrame.name;
|
|
}
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (typeof value === 'string' && this._frameData.getFrameByName(value) !== null)
|
|
{
|
|
this.currentFrame = this._frameData.getFrameByName(value);
|
|
|
|
if (this.currentFrame)
|
|
{
|
|
this._frameIndex = this.currentFrame.index;
|
|
|
|
this.sprite.setFrame(this.currentFrame);
|
|
|
|
if (this.sprite.__tilePattern)
|
|
{
|
|
this.__tilePattern = false;
|
|
this.tilingTexture = false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
console.warn('Cannot set frameName: ' + value);
|
|
}
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Tue Jan 06 2015 06:31:48 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
|
</div>
|
|
|
|
|
|
<br clear="both">
|
|
</div>
|
|
|
|
</div>
|
|
<script src="scripts/sunlight.js"></script>
|
|
<script src="scripts/sunlight.javascript.js"></script>
|
|
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
|
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
|
<script src="scripts/sunlight-plugin.menu.js"></script>
|
|
<script src="scripts/jquery.min.js"></script>
|
|
<script src="scripts/jquery.scrollTo.js"></script>
|
|
<script src="scripts/jquery.localScroll.js"></script>
|
|
<script src="scripts/bootstrap-dropdown.js"></script>
|
|
<script src="scripts/toc.js"></script>
|
|
|
|
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
|
|
|
<script>
|
|
$( function () {
|
|
$( "#toc" ).toc( {
|
|
anchorName : function(i, heading, prefix) {
|
|
return $(heading).attr("id") || ( prefix + i );
|
|
},
|
|
selectors : "h1,h2,h3,h4",
|
|
showAndHide : false,
|
|
scrollTo : 60
|
|
} );
|
|
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
|
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
|
|
|
} );
|
|
</script>
|
|
|
|
|
|
|
|
</body>
|
|
</html>
|