phaser/Phaser/system/animation/Animation.js
Richard Davey e74114f384 Docs
2013-08-12 00:52:35 +01:00

107 lines
4.1 KiB
JavaScript

/// <reference path="../../Game.ts" />
/**
* Phaser - Animation
*
* An Animation is a single animation. It is created by the AnimationManager and belongs to Sprite objects.
*/
var Phaser;
(function (Phaser) {
var Animation = (function () {
function Animation(game, parent, frameData, name, frames, delay, looped) {
this._game = game;
this._parent = parent;
this._frames = frames;
this._frameData = frameData;
this.name = name;
this.delay = 1000 / delay;
this.looped = looped;
this.isFinished = false;
this.isPlaying = false;
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
}
Object.defineProperty(Animation.prototype, "frameTotal", {
get: function () {
return this._frames.length;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Animation.prototype, "frame", {
get: function () {
return this._frameIndex;
},
set: function (value) {
this.currentFrame = this._frameData.getFrame(value);
if(this.currentFrame !== null) {
this._parent.bounds.width = this.currentFrame.width;
this._parent.bounds.height = this.currentFrame.height;
this._frameIndex = value;
}
},
enumerable: true,
configurable: true
});
Animation.prototype.play = function (frameRate, loop) {
if (typeof frameRate === "undefined") { frameRate = null; }
if(frameRate !== null) {
this.delay = 1000 / frameRate;
}
if(loop !== undefined) {
this.looped = loop;
}
this.isPlaying = true;
this.isFinished = false;
this._timeLastFrame = this._game.time.now;
this._timeNextFrame = this._game.time.now + this.delay;
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
};
Animation.prototype.restart = function () {
this.isPlaying = true;
this.isFinished = false;
this._timeLastFrame = this._game.time.now;
this._timeNextFrame = this._game.time.now + this.delay;
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
};
Animation.prototype.stop = function () {
this.isPlaying = false;
this.isFinished = true;
};
Animation.prototype.update = function () {
if(this.isPlaying == true && this._game.time.now >= this._timeNextFrame) {
this._frameIndex++;
if(this._frameIndex == this._frames.length) {
if(this.looped) {
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
} else {
this.onComplete();
}
} else {
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
}
this._timeLastFrame = this._game.time.now;
this._timeNextFrame = this._game.time.now + this.delay;
return true;
}
return false;
};
Animation.prototype.destroy = function () {
this._game = null;
this._parent = null;
this._frames = null;
this._frameData = null;
this.currentFrame = null;
this.isPlaying = false;
};
Animation.prototype.onComplete = function () {
this.isPlaying = false;
this.isFinished = true;
// callback
};
return Animation;
})();
Phaser.Animation = Animation;
})(Phaser || (Phaser = {}));