mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
278 lines
No EOL
7.3 KiB
TypeScript
278 lines
No EOL
7.3 KiB
TypeScript
/// <reference path="../_definitions.ts" />
|
|
|
|
/**
|
|
* Animation
|
|
*
|
|
* An Animation instance contains a single animation and the controls to play it.
|
|
* It is created by the AnimationManager and belongs to Game Objects such as Sprite.
|
|
*
|
|
* @package Phaser.Animation
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2013 Photon Storm Ltd.
|
|
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
|
|
*/
|
|
|
|
module Phaser {
|
|
|
|
export class Animation {
|
|
|
|
/**
|
|
* Animation constructor
|
|
* Create a new <code>Animation</code>.
|
|
*
|
|
* @param parent {Sprite} Owner sprite of this animation.
|
|
* @param frameData {FrameData} The FrameData object contains animation data.
|
|
* @param name {string} Unique name of this animation.
|
|
* @param frames {number[]/string[]} An array of numbers or strings indicating what frames to play in what order.
|
|
* @param delay {number} Time between frames in ms.
|
|
* @param looped {bool} Whether or not the animation is looped or just plays once.
|
|
*/
|
|
constructor(game: Game, parent: Sprite, frameData: FrameData, name: string, frames, delay: number, looped: bool) {
|
|
|
|
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]);
|
|
|
|
}
|
|
|
|
public game: Phaser.Game;
|
|
|
|
/**
|
|
* Local private reference to its owner sprite.
|
|
* @type {Sprite}
|
|
*/
|
|
private _parent: Sprite;
|
|
|
|
/**
|
|
* Animation frame container.
|
|
* @type {number[]}
|
|
*/
|
|
private _frames: number[];
|
|
|
|
/**
|
|
* Frame data of this animation.(parsed from sprite sheet)
|
|
* @type {FrameData}
|
|
*/
|
|
private _frameData: FrameData;
|
|
|
|
/**
|
|
* Index of current frame.
|
|
* @type {number}
|
|
*/
|
|
private _frameIndex: number;
|
|
|
|
/**
|
|
* Time when switched to last frame (in ms).
|
|
* @type number
|
|
*/
|
|
private _timeLastFrame: number;
|
|
|
|
/**
|
|
* Time when this will switch to next frame (in ms).
|
|
* @type number
|
|
*/
|
|
private _timeNextFrame: number;
|
|
|
|
/**
|
|
* Name of this animation.
|
|
* @type {string}
|
|
*/
|
|
public name: string;
|
|
|
|
/**
|
|
* Currently played frame instance.
|
|
* @type {Frame}
|
|
*/
|
|
public currentFrame: Frame;
|
|
|
|
/**
|
|
* Whether or not this animation finished playing.
|
|
* @type {bool}
|
|
*/
|
|
public isFinished: bool;
|
|
|
|
/**
|
|
* Whethor or not this animation is currently playing.
|
|
* @type {bool}
|
|
*/
|
|
public isPlaying: bool;
|
|
|
|
/**
|
|
* Whether or not the animation is looped.
|
|
* @type {bool}
|
|
*/
|
|
public looped: bool;
|
|
|
|
/**
|
|
* Time between frames in ms.
|
|
* @type {number}
|
|
*/
|
|
public delay: number;
|
|
|
|
public get frameTotal(): number {
|
|
return this._frames.length;
|
|
}
|
|
|
|
public get frame(): number {
|
|
|
|
if (this.currentFrame !== null)
|
|
{
|
|
return this.currentFrame.index;
|
|
}
|
|
else
|
|
{
|
|
return this._frameIndex;
|
|
}
|
|
|
|
}
|
|
|
|
public set frame(value: number) {
|
|
|
|
this.currentFrame = this._frameData.getFrame(value);
|
|
|
|
if (this.currentFrame !== null)
|
|
{
|
|
this._parent.texture.width = this.currentFrame.width;
|
|
this._parent.texture.height = this.currentFrame.height;
|
|
this._frameIndex = value;
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Play this animation.
|
|
* @param frameRate {number} FrameRate you want to specify instead of using default.
|
|
* @param loop {bool} Whether or not the animation is looped or just plays once.
|
|
*/
|
|
public play(frameRate: number = null, loop: bool = null) {
|
|
|
|
if (frameRate !== null)
|
|
{
|
|
this.delay = 1000 / frameRate;
|
|
}
|
|
|
|
if (loop !== null)
|
|
{
|
|
// If they set a new loop value then use it, otherwise use the default set on creation
|
|
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]);
|
|
|
|
this._parent.events.onAnimationStart.dispatch(this._parent, this);
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
/**
|
|
* Play this animation from the first frame.
|
|
*/
|
|
public restart() {
|
|
|
|
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]);
|
|
|
|
}
|
|
|
|
/**
|
|
* Stop playing animation and set it finished.
|
|
*/
|
|
public stop() {
|
|
|
|
this.isPlaying = false;
|
|
this.isFinished = true;
|
|
|
|
}
|
|
|
|
/**
|
|
* Update animation frames.
|
|
*/
|
|
public update(): bool {
|
|
|
|
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]);
|
|
this._parent.events.onAnimationLoop.dispatch(this._parent, this);
|
|
}
|
|
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;
|
|
|
|
}
|
|
|
|
/**
|
|
* Clean up animation memory.
|
|
*/
|
|
public destroy() {
|
|
|
|
this.game = null;
|
|
this._parent = null;
|
|
this._frames = null;
|
|
this._frameData = null;
|
|
this.currentFrame = null;
|
|
this.isPlaying = false;
|
|
|
|
}
|
|
|
|
/**
|
|
* Animation complete callback method.
|
|
*/
|
|
private onComplete() {
|
|
|
|
this.isPlaying = false;
|
|
this.isFinished = true;
|
|
|
|
this._parent.events.onAnimationComplete.dispatch(this._parent, this);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} |