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node-easel

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node wrapper for EaselJS, utilizing node-canvas.

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/* * Sprite * Visit http://createjs.com/ for documentation, updates and examples. * * Copyright (c) 2010 gskinner.com, inc. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ /** * @module EaselJS */ // namespace: this.createjs = this.createjs||{}; (function() { "use strict"; /** * Displays a frame or sequence of frames (ie. an animation) from a SpriteSheet instance. A sprite sheet is a series of * images (usually animation frames) combined into a single image. For example, an animation consisting of 8 100x100 * images could be combined into a 400x200 sprite sheet (4 frames across by 2 high). You can display individual frames, * play frames as an animation, and even sequence animations together. * * See the {{#crossLink "SpriteSheet"}}{{/crossLink}} class for more information on setting up frames and animations. * * <h4>Example</h4> * var instance = new createjs.Sprite(spriteSheet); * instance.gotoAndStop("frameName"); * * Until {{#crossLink "Sprite/gotoAndStop"}}{{/crossLink}} or {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}} is called, * only the first defined frame defined in the sprite sheet will be displayed. * * @class Sprite * @extends DisplayObject * @constructor * @param {SpriteSheet} spriteSheet The SpriteSheet instance to play back. This includes the source image(s), frame * dimensions, and frame data. See {{#crossLink "SpriteSheet"}}{{/crossLink}} for more information. * @param {String|Number} frameOrAnimation The frame number or animation to play initially. **/ var Sprite = function(spriteSheet, frameOrAnimation) { this.initialize(spriteSheet, frameOrAnimation); }; var p = Sprite.prototype = new createjs.DisplayObject(); // events: /** * Dispatched when an animation reaches its ends. * @event animationend * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @param {String} name The name of the animation that just ended. * @param {String} next The name of the next animation that will be played, or null. This will be the same as name if the animation is looping. * @since 0.6.0 */ // public properties: // TODO: deprecated. /** * REMOVED. Use {{#crossLink "EventDispatcher/addEventListener"}}{{/crossLink}} and the {{#crossLink "Sprite/animationend:event"}}{{/crossLink}} * event. * @property onAnimationEnd * @type {Function} * @deprecated Use addEventListener and the "animationend" event. */ /** * The frame index that will be drawn when draw is called. Note that with some {{#crossLink "SpriteSheet"}}{{/crossLink}} * definitions, this will advance non-sequentially. This will always be an integer value. * @property currentFrame * @type {Number} * @default 0 * @readonly **/ p.currentFrame = 0; /** * Returns the name of the currently playing animation. * @property currentAnimation * @type {String} * @final * @readonly **/ p.currentAnimation = null; /** * Prevents the animation from advancing each tick automatically. For example, you could create a sprite * sheet of icons, set paused to true, and display the appropriate icon by setting <code>currentFrame</code>. * @property paused * @type {Boolean} * @default false **/ p.paused = true; /** * The SpriteSheet instance to play back. This includes the source image, frame dimensions, and frame * data. See {{#crossLink "SpriteSheet"}}{{/crossLink}} for more information. * @property spriteSheet * @type {SpriteSheet} * @readonly **/ p.spriteSheet = null; /** * Whether or not the image should be draw to the canvas at whole pixel coordinates. * @property snapToPixel * @type {Boolean} * @default true **/ p.snapToPixel = true; /** * @property offset * @type {Number} * @default 0 * @deprecated Not applicable to the new timing model in v0.7.0 and higher. */ p.offset = 0; /** * Specifies the current frame index within the currently playing animation. When playing normally, this will increase * from 0 to n-1, where n is the number of frames in the current animation. * * This could be a non-integer value if * using time-based playback (see {{#crossLink "Sprite/framerate"}}{{/crossLink}}, or if the animation's speed is * not an integer. * @property currentAnimationFrame * @type {Number} * @default 0 **/ p.currentAnimationFrame = 0; /** * By default Sprite instances advance one frame per tick. Specifying a framerate for the Sprite (or its related * SpriteSheet) will cause it to advance based on elapsed time between ticks as appropriate to maintain the target * framerate. * * For example, if a Sprite with a framerate of 10 is placed on a Stage being updated at 40fps, then the Sprite will * advance roughly one frame every 4 ticks. This will not be exact, because the time between each tick will * vary slightly between frames. * * This feature is dependent on the tick event object (or an object with an appropriate "delta" property) being * passed into {{#crossLink "Stage/update"}}{{/crossLink}}. * @property framerate * @type {Number} * @default 0 **/ p.framerate = 0; // private properties: /** * @property _advanceCount * @protected * @type {Number} * @default 0 **/ p._advanceCount = 0; /** * @property _animation * @protected * @type {Object} * @default null **/ p._animation = null; /** * @property _animation * @protected * @type {Object} * @default null **/ p._currentFrame = null; // constructor: /** * @property DisplayObject_initialize * @type {Function} * @private **/ p.DisplayObject_initialize = p.initialize; /** * Initialization method. * @method initialize * @protected */ p.initialize = function(spriteSheet, frameOrAnimation) { this.DisplayObject_initialize(); this.spriteSheet = spriteSheet; if (frameOrAnimation) { this.gotoAndPlay(frameOrAnimation); } }; /** * Returns true or false indicating whether the display object would be visible if drawn to a canvas. * This does not account for whether it would be visible within the boundaries of the stage. * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method isVisible * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas **/ p.isVisible = function() { var hasContent = this.cacheCanvas || this.spriteSheet.complete; return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent); }; /** * @property DisplayObject_draw * @type {Function} * @private **/ p.DisplayObject_draw = p.draw; /** * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform. * Returns true if the draw was handled (useful for overriding functionality). * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method draw * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into. * @param {Boolean} ignoreCache Indicates whether the draw operation should ignore any current cache. * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back * into itself). **/ p.draw = function(ctx, ignoreCache) { if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; } this._normalizeFrame(); var o = this.spriteSheet.getFrame(this._currentFrame|0); if (!o) { return false; } var rect = o.rect; ctx.drawImage(o.image, rect.x, rect.y, rect.width, rect.height, -o.regX, -o.regY, rect.width, rect.height); return true; }; //Note, the doc sections below document using the specified APIs (from DisplayObject) from //Bitmap. This is why they have no method implementations. /** * Because the content of a Bitmap is already in a simple format, cache is unnecessary for Bitmap instances. * You should not cache Bitmap instances as it can degrade performance. * @method cache **/ /** * Because the content of a Bitmap is already in a simple format, cache is unnecessary for Bitmap instances. * You should not cache Bitmap instances as it can degrade performance. * @method updateCache **/ /** * Because the content of a Bitmap is already in a simple format, cache is unnecessary for Bitmap instances. * You should not cache Bitmap instances as it can degrade performance. * @method uncache **/ /** * Play (unpause) the current animation. The Sprite will be paused if either {{#crossLink "Sprite/stop"}}{{/crossLink}} * or {{#crossLink "Sprite/gotoAndStop"}}{{/crossLink}} is called. Single frame animations will remain * unchanged. * @method play **/ p.play = function() { this.paused = false; }; /** * Stop playing a running animation. The Sprite will be playing if {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}} * is called. Note that calling {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}} or {{#crossLink "Sprite/play"}}{{/crossLink}} * will resume playback. * @method stop **/ p.stop = function() { this.paused = true; }; /** * Sets paused to false and plays the specified animation name, named frame, or frame number. * @method gotoAndPlay * @param {String|Number} frameOrAnimation The frame number or animation name that the playhead should move to * and begin playing. **/ p.gotoAndPlay = function(frameOrAnimation) { this.paused = false; this._goto(frameOrAnimation); }; /** * Sets paused to true and seeks to the specified animation name, named frame, or frame number. * @method gotoAndStop * @param {String|Number} frameOrAnimation The frame number or animation name that the playhead should move to * and stop. **/ p.gotoAndStop = function(frameOrAnimation) { this.paused = true; this._goto(frameOrAnimation); }; /** * Advances the playhead. This occurs automatically each tick by default. * @param [time] {Number} The amount of time in ms to advance by. Only applicable if framerate is set on the Sprite * or its SpriteSheet. * @method advance */ p.advance = function(time) { var speed = (this._animation&&this._animation.speed)||1; var fps = this.framerate || this.spriteSheet.framerate; var t = (fps && time != null) ? time/(1000/fps) : 1; if (this._animation) { this.currentAnimationFrame+=t*speed; } else { this._currentFrame+=t*speed; } this._normalizeFrame(); }; /** * @property DisplayObject_getBounds * @type Function * @protected **/ p.DisplayObject_getBounds = p.getBounds; /** * Returns a {{#crossLink "Rectangle"}}{{/crossLink}} instance defining the bounds of the current frame relative to * the origin. For example, a 90 x 70 frame with <code>regX=50</code> and <code>regY=40</code> would return a * rectangle with [x=-50, y=-40, width=90, height=70]. This ignores transformations on the display object. * * Also see the SpriteSheet {{#crossLink "SpriteSheet/getFrameBounds"}}{{/crossLink}} method. * @method getBounds * @return {Rectangle} A Rectangle instance. Returns null if the frame does not exist, or the image is not fully * loaded. **/ p.getBounds = function() { // TODO: should this normalizeFrame? return this.DisplayObject_getBounds() || this.spriteSheet.getFrameBounds(this.currentFrame, this._rectangle); }; /** * Returns a clone of the Sprite instance. Note that the same SpriteSheet is shared between cloned * instances. * @method clone * @return {Sprite} a clone of the Sprite instance. **/ p.clone = function() { var o = new Sprite(this.spriteSheet); this.cloneProps(o); return o; }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Sprite (name="+ this.name +")]"; }; // private methods: /** * @property DisplayObject__tick * @type {Function} * @private **/ p.DisplayObject__tick = p._tick; /** * Advances the <code>currentFrame</code> if paused is not true. This is called automatically when the {{#crossLink "Stage"}}{{/crossLink}} * ticks. * @protected * @method _tick **/ p._tick = function(params) { if (!this.paused) { this.advance(params&&params[0]&&params[0].delta); } this.DisplayObject__tick(params); }; /** * Normalizes the current frame, advancing animations and dispatching callbacks as appropriate. * @protected * @method _normalizeFrame **/ p._normalizeFrame = function() { var animation = this._animation; var paused = this.paused; var frame = this._currentFrame; var animFrame = this.currentAnimationFrame; var l; if (animation) { l = animation.frames.length; if ((animFrame|0) >= l) { var next = animation.next; if (this._dispatchAnimationEnd(animation, frame, paused, next, l-1)) { // something changed in the event stack. } else if (next) { // sequence. Automatically calls _normalizeFrame again. return this._goto(next, animFrame - l); } else { // end. this.paused = true; animFrame = this.currentAnimationFrame = animation.frames.length-1; this._currentFrame = animation.frames[animFrame]; } } else { this._currentFrame = animation.frames[animFrame|0]; } } else { l = this.spriteSheet.getNumFrames(); if (frame >= l) { if (!this._dispatchAnimationEnd(animation, frame, paused, l-1)) { // looped. if ((this._currentFrame -= l) >= l) { return this._normalizeFrame(); } } } } this.currentFrame = this._currentFrame|0; }; /** * Dispatches the "animationend" event. Returns true if a handler changed the animation (ex. calling {{#crossLink "Sprite/stop"}}{{/crossLink}}, * {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}}, etc.) * @property _dispatchAnimationEnd * @private * @type {Function} **/ p._dispatchAnimationEnd = function(animation, frame, paused, next, end) { var name = animation ? animation.name : null; if (this.hasEventListener("animationend")) { var evt = new createjs.Event("animationend"); evt.name = name; evt.next = next; this.dispatchEvent(evt); } // TODO: is this right? if (!paused && this.paused) { this.currentAnimationFrame = end; } return (this.paused != paused || this._animation != animation || this._currentFrame != frame); }; /** * @property DisplayObject_cloneProps * @private * @type {Function} **/ p.DisplayObject_cloneProps = p.cloneProps; /** * @method cloneProps * @param {Text} o * @protected **/ p.cloneProps = function(o) { this.DisplayObject_cloneProps(o); o.currentFrame = this.currentFrame; o._currentFrame = this._currentFrame; o.currentAnimation = this.currentAnimation; o.paused = this.paused; o._animation = this._animation; o.currentAnimationFrame = this.currentAnimationFrame; o.framerate = this.framerate; }; /** * Moves the playhead to the specified frame number or animation. * @method _goto * @param {String|Number} frameOrAnimation The frame number or animation that the playhead should move to. * @param {Boolean} [frame] The frame of the animation to go to. Defaults to 0. * @protected **/ p._goto = function(frameOrAnimation, frame) { if (isNaN(frameOrAnimation)) { var data = this.spriteSheet.getAnimation(frameOrAnimation); if (data) { this.currentAnimationFrame = frame||0; this._animation = data; this.currentAnimation = frameOrAnimation; this._normalizeFrame(); } } else { this.currentAnimationFrame = 0; this.currentAnimation = this._animation = null; this._currentFrame = frameOrAnimation; this._normalizeFrame(); } }; createjs.Sprite = Sprite; }());