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529 lines
14 KiB
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<title>Phaser Source: animation/AnimationManager.js</title>
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<a href="Phaser.AnimationManager.html">AnimationManager</a>
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<h1 class="page-title">Source: animation/AnimationManager.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 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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/**
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* The Animation Manager is used to add, play and update Phaser Animations.
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* Any Game Object such as Phaser.Sprite that supports animation contains a single AnimationManager instance.
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*
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* @class Phaser.AnimationManager
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* @constructor
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* @param {Phaser.Sprite} sprite - A reference to the Game Object that owns this AnimationManager.
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*/
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Phaser.AnimationManager = function (sprite) {
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/**
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* @property {Phaser.Sprite} sprite - A reference to the parent Sprite that owns this AnimationManager.
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*/
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this.sprite = sprite;
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = sprite.game;
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/**
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* @property {Phaser.Animation.Frame} currentFrame - The currently displayed Frame of animation, if any.
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* @default
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*/
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this.currentFrame = null;
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/**
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* @property {boolean} updateIfVisible - Should the animation data continue to update even if the Sprite.visible is set to false.
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* @default
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*/
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this.updateIfVisible = true;
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/**
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* @property {Phaser.Animation.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData.
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* @private
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* @default
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*/
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this._frameData = null;
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/**
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* @property {object} _anims - An internal object that stores all of the Animation instances.
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* @private
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*/
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this._anims = {};
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/**
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* @property {object} _outputFrames - An internal object to help avoid gc.
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* @private
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*/
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this._outputFrames = [];
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};
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Phaser.AnimationManager.prototype = {
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/**
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* Loads FrameData into the internal temporary vars and resets the frame index to zero.
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* This is called automatically when a new Sprite is created.
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*
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* @method Phaser.AnimationManager#loadFrameData
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* @private
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* @param {Phaser.Animation.FrameData} frameData - The FrameData set to load.
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*/
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loadFrameData: function (frameData) {
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this._frameData = frameData;
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this.frame = 0;
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},
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/**
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* Adds a new animation under the given key. Optionally set the frames, frame rate and loop.
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* Animations added in this way are played back with the play function.
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*
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* @method Phaser.AnimationManager#add
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* @param {string} name - The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk".
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* @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.
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* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.
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* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.
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* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings?
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* @return {Phaser.Animation} The Animation object that was created.
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*/
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add: function (name, frames, frameRate, loop, useNumericIndex) {
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if (this._frameData == null)
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{
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console.warn('No FrameData available for Phaser.Animation ' + name);
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return;
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}
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frameRate = frameRate || 60;
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if (typeof loop === 'undefined') { loop = false; }
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if (typeof useNumericIndex === 'undefined') { useNumericIndex = true; }
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// Create the signals the AnimationManager will emit
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if (this.sprite.events.onAnimationStart == null)
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{
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this.sprite.events.onAnimationStart = new Phaser.Signal();
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this.sprite.events.onAnimationComplete = new Phaser.Signal();
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this.sprite.events.onAnimationLoop = new Phaser.Signal();
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}
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this._outputFrames.length = 0;
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this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames);
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this._anims[name] = new Phaser.Animation(this.game, this.sprite, name, this._frameData, this._outputFrames, frameRate, loop);
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this.currentAnim = this._anims[name];
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this.currentFrame = this.currentAnim.currentFrame;
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this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
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return this._anims[name];
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},
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/**
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* Check whether the frames in the given array are valid and exist.
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*
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* @method Phaser.AnimationManager#validateFrames
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* @param {Array} frames - An array of frames to be validated.
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* @param {boolean} [useNumericIndex=true] - Validate the frames based on their numeric index (true) or string index (false)
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* @return {boolean} True if all given Frames are valid, otherwise false.
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*/
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validateFrames: function (frames, useNumericIndex) {
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if (typeof useNumericIndex == 'undefined') { useNumericIndex = true; }
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for (var i = 0; i < frames.length; i++)
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{
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if (useNumericIndex == true)
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{
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if (frames[i] > this._frameData.total)
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{
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return false;
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}
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}
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else
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{
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if (this._frameData.checkFrameName(frames[i]) == false)
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{
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return false;
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}
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}
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}
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return true;
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},
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/**
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* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
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* 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.
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*
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* @method Phaser.AnimationManager#play
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* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
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* @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.
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* @param {boolean} [loop=null] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
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* @return {Phaser.Animation} A reference to playing Animation instance.
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*/
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play: function (name, frameRate, loop) {
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if (this._anims[name])
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{
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if (this.currentAnim == this._anims[name])
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{
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if (this.currentAnim.isPlaying == false)
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{
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return this.currentAnim.play(frameRate, loop);
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}
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}
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else
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{
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this.currentAnim = this._anims[name];
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return this.currentAnim.play(frameRate, loop);
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}
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}
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},
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/**
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* Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped.
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* The currentAnim property of the AnimationManager is automatically set to the animation given.
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*
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* @method Phaser.AnimationManager#stop
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* @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.
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* @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)
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*/
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stop: function (name, resetFrame) {
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if (typeof resetFrame == 'undefined') { resetFrame = false; }
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if (typeof name == 'string')
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{
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if (this._anims[name])
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{
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this.currentAnim = this._anims[name];
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this.currentAnim.stop(resetFrame);
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}
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}
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else
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{
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if (this.currentAnim)
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{
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this.currentAnim.stop(resetFrame);
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}
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}
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},
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/**
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* The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events.
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*
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* @method Phaser.AnimationManager#update
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* @protected
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* @return {boolean} True if a new animation frame has been set, otherwise false.
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*/
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update: function () {
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if (this.updateIfVisible && this.sprite.visible == false)
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{
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return false;
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}
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if (this.currentAnim && this.currentAnim.update() == true)
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{
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this.currentFrame = this.currentAnim.currentFrame;
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this.sprite.currentFrame = this.currentFrame;
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return true;
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}
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return false;
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},
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/**
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* Destroys all references this AnimationManager contains. Sets the _anims to a new object and nulls the current animation.
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*
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* @method Phaser.AnimationManager#destroy
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*/
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destroy: function () {
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this._anims = {};
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this._frameData = null;
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this._frameIndex = 0;
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this.currentAnim = null;
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this.currentFrame = null;
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}
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};
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/**
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* @name Phaser.AnimationManager#frameData
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* @property {Phaser.Animation.FrameData} frameData - The current animations FrameData.
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*/
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Object.defineProperty(Phaser.AnimationManager.prototype, "frameData", {
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get: function () {
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return this._frameData;
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}
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});
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/**
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* @name Phaser.AnimationManager#frameTotal
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* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
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*/
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Object.defineProperty(Phaser.AnimationManager.prototype, "frameTotal", {
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get: function () {
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if (this._frameData)
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{
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return this._frameData.total;
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}
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else
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{
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return -1;
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}
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}
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});
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/**
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* @name Phaser.AnimationManager#paused
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* @property {boolean} paused - Gets and sets the paused state of the current animation.
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*/
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Object.defineProperty(Phaser.AnimationManager.prototype, "paused", {
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get: function () {
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return this.currentAnim.isPaused;
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},
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set: function (value) {
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this.currentAnim.paused = value;
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}
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});
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/**
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* @name Phaser.AnimationManager#frame
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* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
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*/
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Object.defineProperty(Phaser.AnimationManager.prototype, "frame", {
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get: function () {
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if (this.currentFrame)
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{
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return this._frameIndex;
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}
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},
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set: function (value) {
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if (this._frameData && this._frameData.getFrame(value) !== null)
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{
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this.currentFrame = this._frameData.getFrame(value);
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this._frameIndex = value;
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this.sprite.currentFrame = this.currentFrame;
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this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
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}
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}
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});
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/**
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* @name Phaser.AnimationManager#frameName
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* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
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*/
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Object.defineProperty(Phaser.AnimationManager.prototype, "frameName", {
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get: function () {
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if (this.currentFrame)
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{
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return this.currentFrame.name;
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}
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},
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set: function (value) {
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if (this._frameData && this._frameData.getFrameByName(value) !== null)
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{
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this.currentFrame = this._frameData.getFrameByName(value);
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this._frameIndex = this.currentFrame.index;
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this.sprite.currentFrame = this.currentFrame;
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this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
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}
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else
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{
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console.warn("Cannot set frameName: " + value);
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}
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}
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});
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</pre>
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</article>
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</section>
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<footer>
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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