@azerion/phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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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 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;
/**
* The currently displayed Frame of animation, if any.
* This property is only set once an Animation starts playing. Until that point it remains set as `null`.
*
* @property {Phaser.Frame} currentFrame
* @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 (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 (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 (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 (loop === undefined) { loop = false; }
// If they didn't set the useNumericIndex then let's at least try and guess it
if (useNumericIndex === undefined)
{
if (frames && typeof frames[0] === 'number')
{
useNumericIndex = true;
}
else
{
useNumericIndex = false;
}
}
this._outputFrames = [];
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];
if (this.sprite.tilingTexture)
{
this.sprite.refreshTexture = true;
}
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 (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 `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 (resetFrame === undefined) { resetFrame = false; }
if (this.currentAnim && (typeof name !== 'string' || name === this.currentAnim.name))
{
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())
{
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 () {
// TODO
// this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
},
/**
* 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.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.currentFrame.index;
}
},
set: function (value) {
if (typeof value === 'number' && this._frameData && this._frameData.getFrame(value) !== null)
{
this.currentFrame = this._frameData.getFrame(value);
if (this.currentFrame)
{
this.sprite.setFrame(this.currentFrame);
}
}
}
});
/**
* @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 && this._frameData.getFrameByName(value) !== null)
{
this.currentFrame = this._frameData.getFrameByName(value);
if (this.currentFrame)
{
this._frameIndex = this.currentFrame.index;
this.sprite.setFrame(this.currentFrame);
}
}
else
{
console.warn('Cannot set frameName: ' + value);
}
}
});
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* An Animation instance contains a single animation and the controls to play it.
*
* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
*
* @class Phaser.Animation
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Phaser.Sprite} parent - A reference to the owner of this Animation.
* @param {string} name - The unique name for this animation, used in playback commands.
* @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
* @param {number[]|string[]} frames - An array of numbers or strings indicating which frames to play in which order.
* @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.
*/
Phaser.Animation = function (game, parent, name, frameData, frames, frameRate, loop) {
if (loop === undefined) { loop = false; }
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation.
* @private
*/
this._parent = parent;
/**
* @property {Phaser.FrameData} _frameData - The FrameData the Animation uses.
* @private
*/
this._frameData = frameData;
/**
* @property {string} name - The user defined name given to this Animation.
*/
this.name = name;
/**
* @property {array} _frames
* @private
*/
this._frames = [];
this._frames = this._frames.concat(frames);
/**
* @property {number} delay - The delay in ms between each frame of the Animation, based on the given frameRate.
*/
this.delay = 1000 / frameRate;
/**
* @property {boolean} loop - The loop state of the Animation.
*/
this.loop = loop;
/**
* @property {number} loopCount - The number of times the animation has looped since it was last started.
*/
this.loopCount = 0;
/**
* @property {boolean} killOnComplete - Should the parent of this Animation be killed when the animation completes?
* @default
*/
this.killOnComplete = false;
/**
* @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback.
* @default
*/
this.isFinished = false;
/**
* @property {boolean} isPlaying - The playing state of the Animation. Set to false once playback completes, true during playback.
* @default
*/
this.isPlaying = false;
/**
* @property {boolean} isPaused - The paused state of the Animation.
* @default
*/
this.isPaused = false;
/**
* @property {boolean} _pauseStartTime - The time the animation paused.
* @private
* @default
*/
this._pauseStartTime = 0;
/**
* @property {number} _frameIndex
* @private
* @default
*/
this._frameIndex = 0;
/**
* @property {number} _frameDiff
* @private
* @default
*/
this._frameDiff = 0;
/**
* @property {number} _frameSkip
* @private
* @default
*/
this._frameSkip = 1;
/**
* @property {Phaser.Frame} currentFrame - The currently displayed frame of the Animation.
*/
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
/**
* @property {Phaser.Signal} onStart - This event is dispatched when this Animation starts playback.
*/
this.onStart = new Phaser.Signal();
/**
* This event is dispatched when the Animation changes frame.
* By default this event is disabled due to its intensive nature. Enable it with: `Animation.enableUpdate = true`.
* Note that the event is only dispatched with the current frame. In a low-FPS environment Animations
* will automatically frame-skip to try and claw back time, so do not base your code on expecting to
* receive a perfectly sequential set of frames from this event.
* @property {Phaser.Signal|null} onUpdate
* @default
*/
this.onUpdate = null;
/**
* @property {Phaser.Signal} onComplete - This event is dispatched when this Animation completes playback. If the animation is set to loop this is never fired, listen for onLoop instead.
*/
this.onComplete = new Phaser.Signal();
/**
* @property {Phaser.Signal} onLoop - This event is dispatched when this Animation loops.
*/
this.onLoop = new Phaser.Signal();
/**
* @property {boolean} isReversed - Indicates if the animation will play backwards.
* @default
*/
this.isReversed = false;
// Set-up some event listeners
this.game.onPause.add(this.onPause, this);
this.game.onResume.add(this.onResume, this);
};
Phaser.Animation.prototype = {
/**
* Plays this animation.
*
* @method Phaser.Animation#play
* @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 this Animation instance.
*/
play: function (frameRate, loop, killOnComplete) {
if (typeof frameRate === 'number')
{
// If they set a new frame rate then use it, otherwise use the one set on creation
this.delay = 1000 / frameRate;
}
if (typeof loop === 'boolean')
{
// If they set a new loop value then use it, otherwise use the one set on creation
this.loop = loop;
}
if (typeof killOnComplete !== 'undefined')
{
// Remove the parent sprite once the animation has finished?
this.killOnComplete = killOnComplete;
}
this.isPlaying = true;
this.isFinished = false;
this.paused = false;
this.loopCount = 0;
this._timeLastFrame = this.game.time.time;
this._timeNextFrame = this.game.time.time + this.delay;
this._frameIndex = this.isReversed ? this._frames.length - 1 : 0;
this.updateCurrentFrame(false, true);
this._parent.events.onAnimationStart$dispatch(this._parent, this);
this.onStart.dispatch(this._parent, this);
this._parent.animations.currentAnim = this;
this._parent.animations.currentFrame = this.currentFrame;
return this;
},
/**
* Sets this animation back to the first frame and restarts the animation.
*
* @method Phaser.Animation#restart
*/
restart: function () {
this.isPlaying = true;
this.isFinished = false;
this.paused = false;
this.loopCount = 0;
this._timeLastFrame = this.game.time.time;
this._timeNextFrame = this.game.time.time + this.delay;
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
this._parent.setFrame(this.currentFrame);
this._parent.animations.currentAnim = this;
this._parent.animations.currentFrame = this.currentFrame;
this.onStart.dispatch(this._parent, this);
},
/**
* Reverses the animation direction.
*
* @method Phaser.Animation#reverse
* @return {Phaser.Animation} The animation instance.
*/
reverse: function () {
this.reversed = !this.reversed;
return this;
},
/**
* Reverses the animation direction for the current/next animation only
* Once the onComplete event is called this method will be called again and revert
* the reversed state.
*
* @method Phaser.Animation#reverseOnce
* @return {Phaser.Animation} The animation instance.
*/
reverseOnce: function () {
this.onComplete.addOnce(this.reverse, this);
return this.reverse();
},
/**
* Sets this animations playback to a given frame with the given ID.
*
* @method Phaser.Animation#setFrame
* @param {string|number} [frameId] - The identifier of the frame to set. Can be the name of the frame, the sprite index of the frame, or the animation-local frame index.
* @param {boolean} [useLocalFrameIndex=false] - If you provide a number for frameId, should it use the numeric indexes of the frameData, or the 0-indexed frame index local to the animation.
*/
setFrame: function(frameId, useLocalFrameIndex) {
var frameIndex;
if (useLocalFrameIndex === undefined)
{
useLocalFrameIndex = false;
}
// Find the index to the desired frame.
if (typeof frameId === "string")
{
for (var i = 0; i < this._frames.length; i++)
{
if (this._frameData.getFrame(this._frames[i]).name === frameId)
{
frameIndex = i;
}
}
}
else if (typeof frameId === "number")
{
if (useLocalFrameIndex)
{
frameIndex = frameId;
}
else
{
for (var i = 0; i < this._frames.length; i++)
{
if (this._frames[i] === frameId)
{
frameIndex = i;
}
}
}
}
if (frameIndex)
{
// Set the current frame index to the found index. Subtract 1 so that it animates to the desired frame on update.
this._frameIndex = frameIndex - 1;
// Make the animation update at next update
this._timeNextFrame = this.game.time.time;
this.update();
}
},
/**
* Stops playback of this animation and set it to a finished state. If a resetFrame is provided it will stop playback and set frame to the first in the animation.
* If `dispatchComplete` is true it will dispatch the complete events, otherwise they'll be ignored.
*
* @method Phaser.Animation#stop
* @param {boolean} [resetFrame=false] - If true after the animation stops the currentFrame value will be set to the first frame in this animation.
* @param {boolean} [dispatchComplete=false] - Dispatch the Animation.onComplete and parent.onAnimationComplete events?
*/
stop: function (resetFrame, dispatchComplete) {
if (resetFrame === undefined) { resetFrame = false; }
if (dispatchComplete === undefined) { dispatchComplete = false; }
this.isPlaying = false;
this.isFinished = true;
this.paused = false;
if (resetFrame)
{
this.currentFrame = this._frameData.getFrame(this._frames[0]);
this._parent.setFrame(this.currentFrame);
}
if (dispatchComplete)
{
this._parent.events.onAnimationComplete$dispatch(this._parent, this);
this.onComplete.dispatch(this._parent, this);
}
},
/**
* Called when the Game enters a paused state.
*
* @method Phaser.Animation#onPause
*/
onPause: function () {
if (this.isPlaying)
{
this._frameDiff = this._timeNextFrame - this.game.time.time;
}
},
/**
* Called when the Game resumes from a paused state.
*
* @method Phaser.Animation#onResume
*/
onResume: function () {
if (this.isPlaying)
{
this._timeNextFrame = this.game.time.time + this._frameDiff;
}
},
/**
* Updates this animation. Called automatically by the AnimationManager.
*
* @method Phaser.Animation#update
*/
update: function () {
if (this.isPaused)
{
return false;
}
if (this.isPlaying && this.game.time.time >= this._timeNextFrame)
{
this._frameSkip = 1;
// Lagging?
this._frameDiff = this.game.time.time - this._timeNextFrame;
this._timeLastFrame = this.game.time.time;
if (this._frameDiff > this.delay)
{
// We need to skip a frame, work out how many
this._frameSkip = Math.floor(this._frameDiff / this.delay);
this._frameDiff -= (this._frameSkip * this.delay);
}
// And what's left now?
this._timeNextFrame = this.game.time.time + (this.delay - this._frameDiff);
if (this.isReversed)
{
this._frameIndex -= this._frameSkip;
}
else
{
this._frameIndex += this._frameSkip;
}
if (!this.isReversed && this._frameIndex >= this._frames.length || this.isReversed && this._frameIndex <= -1)
{
if (this.loop)
{
// Update current state before event callback
this._frameIndex = Math.abs(this._frameIndex) % this._frames.length;
if (this.isReversed)
{
this._frameIndex = this._frames.length - 1 - this._frameIndex;
}
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
// Instead of calling updateCurrentFrame we do it here instead
if (this.currentFrame)
{
this._parent.setFrame(this.currentFrame);
}
this.loopCount++;
this._parent.events.onAnimationLoop$dispatch(this._parent, this);
this.onLoop.dispatch(this._parent, this);
if (this.onUpdate)
{
this.onUpdate.dispatch(this, this.currentFrame);
// False if the animation was destroyed from within a callback
return !!this._frameData;
}
else
{
return true;
}
}
else
{
this.complete();
return false;
}
}
else
{
return this.updateCurrentFrame(true);
}
}
return false;
},
/**
* Changes the currentFrame per the _frameIndex, updates the display state,
* and triggers the update signal.
*
* Returns true if the current frame update was 'successful', false otherwise.
*
* @method Phaser.Animation#updateCurrentFrame
* @private
* @param {boolean} signalUpdate - If true the `Animation.onUpdate` signal will be dispatched.
* @param {boolean} fromPlay - Was this call made from the playing of a new animation?
* @return {boolean} True if the current frame was updated, otherwise false.
*/
updateCurrentFrame: function (signalUpdate, fromPlay) {
if (fromPlay === undefined) { fromPlay = false; }
if (!this._frameData)
{
// The animation is already destroyed, probably from a callback
return false;
}
// Previous index
var idx = this.currentFrame.index;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
if (this.currentFrame && (fromPlay || (!fromPlay && idx !== this.currentFrame.index)))
{
this._parent.setFrame(this.currentFrame);
}
if (this.onUpdate && signalUpdate)
{
this.onUpdate.dispatch(this, this.currentFrame);
// False if the animation was destroyed from within a callback
return !!this._frameData;
}
else
{
return true;
}
},
/**
* Advances by the given number of frames in the Animation, taking the loop value into consideration.
*
* @method Phaser.Animation#next
* @param {number} [quantity=1] - The number of frames to advance.
*/
next: function (quantity) {
if (quantity === undefined) { quantity = 1; }
var frame = this._frameIndex + quantity;
if (frame >= this._frames.length)
{
if (this.loop)
{
frame %= this._frames.length;
}
else
{
frame = this._frames.length - 1;
}
}
if (frame !== this._frameIndex)
{
this._frameIndex = frame;
this.updateCurrentFrame(true);
}
},
/**
* Moves backwards the given number of frames in the Animation, taking the loop value into consideration.
*
* @method Phaser.Animation#previous
* @param {number} [quantity=1] - The number of frames to move back.
*/
previous: function (quantity) {
if (quantity === undefined) { quantity = 1; }
var frame = this._frameIndex - quantity;
if (frame < 0)
{
if (this.loop)
{
frame = this._frames.length + frame;
}
else
{
frame++;
}
}
if (frame !== this._frameIndex)
{
this._frameIndex = frame;
this.updateCurrentFrame(true);
}
},
/**
* Changes the FrameData object this Animation is using.
*
* @method Phaser.Animation#updateFrameData
* @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
*/
updateFrameData: function (frameData) {
this._frameData = frameData;
this.currentFrame = this._frameData ? this._frameData.getFrame(this._frames[this._frameIndex % this._frames.length]) : null;
},
/**
* Cleans up this animation ready for deletion. Nulls all values and references.
*
* @method Phaser.Animation#destroy
*/
destroy: function () {
if (!this._frameData)
{
// Already destroyed
return;
}
this.game.onPause.remove(this.onPause, this);
this.game.onResume.remove(this.onResume, this);
this.game = null;
this._parent = null;
this._frames = null;
this._frameData = null;
this.currentFrame = null;
this.isPlaying = false;
this.onStart.dispose();
this.onLoop.dispose();
this.onComplete.dispose();
if (this.onUpdate)
{
this.onUpdate.dispose();
}
},
/**
* Called internally when the animation finishes playback.
* Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent and local onComplete event.
*
* @method Phaser.Animation#complete
*/
complete: function () {
this._frameIndex = this._frames.length - 1;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
this.isPlaying = false;
this.isFinished = true;
this.paused = false;
this._parent.events.onAnimationComplete$dispatch(this._parent, this);
this.onComplete.dispatch(this._parent, this);
if (this.killOnComplete)
{
this._parent.kill();
}
}
};
Phaser.Animation.prototype.constructor = Phaser.Animation;
/**
* @name Phaser.Animation#paused
* @property {boolean} paused - Gets and sets the paused state of this Animation.
*/
Object.defineProperty(Phaser.Animation.prototype, 'paused', {
get: function () {
return this.isPaused;
},
set: function (value) {
this.isPaused = value;
if (value)
{
// Paused
this._pauseStartTime = this.game.time.time;
}
else
{
// Un-paused
if (this.isPlaying)
{
this._timeNextFrame = this.game.time.time + this.delay;
}
}
}
});
/**
* @name Phaser.Animation#reversed
* @property {boolean} reversed - Gets and sets the isReversed state of this Animation.
*/
Object.defineProperty(Phaser.Animation.prototype, 'reversed', {
get: function () {
return this.isReversed;
},
set: function (value) {
this.isReversed = value;
}
});
/**
* @name Phaser.Animation#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.Animation.prototype, 'frameTotal', {
get: function () {
return this._frames.length;
}
});
/**
* @name Phaser.Animation#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.Animation.prototype, 'frame', {
get: function () {
if (this.currentFrame !== null)
{
return this.currentFrame.index;
}
else
{
return this._frameIndex;
}
},
set: function (value) {
this.currentFrame = this._frameData.getFrame(this._frames[value]);
if (this.currentFrame !== null)
{
this._frameIndex = value;
this._parent.setFrame(this.currentFrame);
if (this.onUpdate)
{
this.onUpdate.dispatch(this, this.currentFrame);
}
}
}
});
/**
* @name Phaser.Animation#speed
* @property {number} speed - Gets or sets the current speed of the animation in frames per second. Changing this in a playing animation will take effect from the next frame. Value must be greater than 0.
*/
Object.defineProperty(Phaser.Animation.prototype, 'speed', {
get: function () {
return 1000 / this.delay;
},
set: function (value) {
if (value > 0)
{
this.delay = 1000 / value;
}
}
});
/**
* @name Phaser.Animation#enableUpdate
* @property {boolean} enableUpdate - Gets or sets if this animation will dispatch the onUpdate events upon changing frame.
*/
Object.defineProperty(Phaser.Animation.prototype, 'enableUpdate', {
get: function () {
return (this.onUpdate !== null);
},
set: function (value) {
if (value && this.onUpdate === null)
{
this.onUpdate = new Phaser.Signal();
}
else if (!value && this.onUpdate !== null)
{
this.onUpdate.dispose();
this.onUpdate = null;
}
}
});
/**
* Really handy function for when you are creating arrays of animation data but it's using frame names and not numbers.
* For example imagine you've got 30 frames named: 'explosion_0001-large' to 'explosion_0030-large'
* You could use this function to generate those by doing: Phaser.Animation.generateFrameNames('explosion_', 1, 30, '-large', 4);
*
* @method Phaser.Animation.generateFrameNames
* @static
* @param {string} prefix - The start of the filename. If the filename was 'explosion_0001-large' the prefix would be 'explosion_'.
* @param {number} start - The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the start is 1.
* @param {number} stop - The number to count to. If your frames are named 'explosion_0001' to 'explosion_0034' the stop value is 34.
* @param {string} [suffix=''] - The end of the filename. If the filename was 'explosion_0001-large' the prefix would be '-large'.
* @param {number} [zeroPad=0] - The number of zeros to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4.
* @return {string[]} An array of framenames.
*/
Phaser.Animation.generateFrameNames = function (prefix, start, stop, suffix, zeroPad) {
if (suffix === undefined) { suffix = ''; }
var output = [];
var frame = '';
if (start < stop)
{
for (var i = start; i <= stop; i++)
{
if (typeof zeroPad === 'number')
{
// str, len, pad, dir
frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
}
else
{
frame = i.toString();
}
frame = prefix + frame + suffix;
output.push(frame);
}
}
else
{
for (var i = start; i >= stop; i--)
{
if (typeof zeroPad === 'number')
{
// str, len, pad, dir
frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
}
else
{
frame = i.toString();
}
frame = prefix + frame + suffix;
output.push(frame);
}
}
return output;
};
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Frame is a single frame of an animation and is part of a FrameData collection.
*
* @class Phaser.Frame
* @constructor
* @param {number} index - The index of this Frame within the FrameData set it is being added to.
* @param {number} x - X position of the frame within the texture image.
* @param {number} y - Y position of the frame within the texture image.
* @param {number} width - Width of the frame within the texture image.
* @param {number} height - Height of the frame within the texture image.
* @param {string} name - The name of the frame. In Texture Atlas data this is usually set to the filename.
*/
Phaser.Frame = function (index, x, y, width, height, name) {
/**
* @property {number} index - The index of this Frame within the FrameData set it is being added to.
*/
this.index = index;
/**
* @property {number} x - X position within the image to cut from.
*/
this.x = x;
/**
* @property {number} y - Y position within the image to cut from.
*/
this.y = y;
/**
* @property {number} width - Width of the frame.
*/
this.width = width;
/**
* @property {number} height - Height of the frame.
*/
this.height = height;
/**
* @property {string} name - Useful for Texture Atlas files (is set to the filename value).
*/
this.name = name;
/**
* @property {number} centerX - Center X position within the image to cut from.
*/
this.centerX = Math.floor(width / 2);
/**
* @property {number} centerY - Center Y position within the image to cut from.
*/
this.centerY = Math.floor(height / 2);
/**
* @property {number} distance - The distance from the top left to the bottom-right of this Frame.
*/
this.distance = Phaser.Math.distance(0, 0, width, height);
/**
* @property {boolean} rotated - Rotated? (not yet implemented)
* @default
*/
this.rotated = false;
/**
* @property {string} rotationDirection - Either 'cw' or 'ccw', rotation is always 90 degrees.
* @default 'cw'
*/
this.rotationDirection = 'cw';
/**
* @property {boolean} trimmed - Was it trimmed when packed?
* @default
*/
this.trimmed = false;
/**
* @property {number} sourceSizeW - Width of the original sprite before it was trimmed.
*/
this.sourceSizeW = width;
/**
* @property {number} sourceSizeH - Height of the original sprite before it was trimmed.
*/
this.sourceSizeH = height;
/**
* @property {number} spriteSourceSizeX - X position of the trimmed sprite inside original sprite.
* @default
*/
this.spriteSourceSizeX = 0;
/**
* @property {number} spriteSourceSizeY - Y position of the trimmed sprite inside original sprite.
* @default
*/
this.spriteSourceSizeY = 0;
/**
* @property {number} spriteSourceSizeW - Width of the trimmed sprite.
* @default
*/
this.spriteSourceSizeW = 0;
/**
* @property {number} spriteSourceSizeH - Height of the trimmed sprite.
* @default
*/
this.spriteSourceSizeH = 0;
/**
* @property {number} right - The right of the Frame (x + width).
*/
this.right = this.x + this.width;
/**
* @property {number} bottom - The bottom of the frame (y + height).
*/
this.bottom = this.y + this.height;
};
Phaser.Frame.prototype = {
/**
* Adjusts of all the Frame properties based on the given width and height values.
*
* @method Phaser.Frame#resize
* @param {integer} width - The new width of the Frame.
* @param {integer} height - The new height of the Frame.
*/
resize: function (width, height) {
this.width = width;
this.height = height;
this.centerX = Math.floor(width / 2);
this.centerY = Math.floor(height / 2);
this.distance = Phaser.Math.distance(0, 0, width, height);
this.sourceSizeW = width;
this.sourceSizeH = height;
this.right = this.x + width;
this.bottom = this.y + height;
},
/**
* If the frame was trimmed when added to the Texture Atlas this records the trim and source data.
*
* @method Phaser.Frame#setTrim
* @param {boolean} trimmed - If this frame was trimmed or not.
* @param {number} actualWidth - The width of the frame before being trimmed.
* @param {number} actualHeight - The height of the frame before being trimmed.
* @param {number} destX - The destination X position of the trimmed frame for display.
* @param {number} destY - The destination Y position of the trimmed frame for display.
* @param {number} destWidth - The destination width of the trimmed frame for display.
* @param {number} destHeight - The destination height of the trimmed frame for display.
*/
setTrim: function (trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) {
this.trimmed = trimmed;
if (trimmed)
{
this.sourceSizeW = actualWidth;
this.sourceSizeH = actualHeight;
this.centerX = Math.floor(actualWidth / 2);
this.centerY = Math.floor(actualHeight / 2);
this.spriteSourceSizeX = destX;
this.spriteSourceSizeY = destY;
this.spriteSourceSizeW = destWidth;
this.spriteSourceSizeH = destHeight;
}
},
/**
* Clones this Frame into a new Phaser.Frame object and returns it.
* Note that all properties are cloned, including the name, index and UUID.
*
* @method Phaser.Frame#clone
* @return {Phaser.Frame} An exact copy of this Frame object.
*/
clone: function () {
var output = new Phaser.Frame(this.index, this.x, this.y, this.width, this.height, this.name);
for (var prop in this)
{
if (this.hasOwnProperty(prop))
{
output[prop] = this[prop];
}