mirror of
https://github.com/wassname/phaser.git
synced 2026-09-10 12:29:30 +08:00
Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way.
This commit is contained in:
+220
-220
@@ -17,49 +17,49 @@ 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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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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this.game = sprite.game;
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/**
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* @property {Phaser.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.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 {boolean} isLoaded - Set to true once animation data has been loaded.
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* @default
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*/
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this.isLoaded = false;
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/**
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* @property {boolean} isLoaded - Set to true once animation data has been loaded.
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* @default
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*/
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this.isLoaded = false;
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/**
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* @property {Phaser.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 {Phaser.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} _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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* @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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@@ -73,226 +73,226 @@ Phaser.AnimationManager.prototype = {
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* @private
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* @param {Phaser.FrameData} frameData - The FrameData set to load.
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*/
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loadFrameData: function (frameData) {
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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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this.isLoaded = true;
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this._frameData = frameData;
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this.frame = 0;
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this.isLoaded = true;
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},
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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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/**
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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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* @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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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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frameRate = frameRate || 60;
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if (typeof loop === 'undefined') { loop = false; }
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if (typeof loop === 'undefined') { loop = false; }
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// If they didn't set the useNumericIndex then let's at least try and guess it
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if (typeof useNumericIndex === 'undefined')
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{
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if (frames && typeof frames[0] === 'number')
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{
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useNumericIndex = true;
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}
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else
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{
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useNumericIndex = false;
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}
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}
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// If they didn't set the useNumericIndex then let's at least try and guess it
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if (typeof useNumericIndex === 'undefined')
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{
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if (frames && typeof frames[0] === 'number')
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{
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useNumericIndex = true;
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}
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else
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{
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useNumericIndex = false;
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}
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}
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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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// 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._outputFrames.length = 0;
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this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames);
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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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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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return this._anims[name];
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},
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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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/**
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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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* @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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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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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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return true;
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},
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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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/**
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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=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
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* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
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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, killOnComplete) {
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*/
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play: function (name, frameRate, loop, killOnComplete) {
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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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this.currentAnim.paused = false;
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return this.currentAnim.play(frameRate, loop, killOnComplete);
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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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this.currentAnim.paused = false;
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return this.currentAnim.play(frameRate, loop, killOnComplete);
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}
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}
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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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this.currentAnim.paused = false;
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return this.currentAnim.play(frameRate, loop, killOnComplete);
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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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this.currentAnim.paused = false;
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return this.currentAnim.play(frameRate, loop, killOnComplete);
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}
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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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/**
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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 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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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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},
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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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/**
|
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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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*/
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update: function () {
|
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if (this.updateIfVisible && this.sprite.visible == false)
|
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{
|
||||
return false;
|
||||
}
|
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if (this.updateIfVisible && this.sprite.visible === false)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
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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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if (this.currentAnim && this.currentAnim.update() === true)
|
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{
|
||||
this.currentFrame = this.currentAnim.currentFrame;
|
||||
this.sprite.currentFrame = this.currentFrame;
|
||||
return true;
|
||||
}
|
||||
|
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return false;
|
||||
return false;
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
* 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".
|
||||
/**
|
||||
* 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|boolean} The Animation instance, if found, otherwise false.
|
||||
*/
|
||||
getAnimation: function (name) {
|
||||
*/
|
||||
getAnimation: function (name) {
|
||||
|
||||
if (typeof name == 'string')
|
||||
{
|
||||
if (this._anims[name])
|
||||
{
|
||||
return this._anims[name];
|
||||
}
|
||||
}
|
||||
if (typeof name == 'string')
|
||||
{
|
||||
if (this._anims[name])
|
||||
{
|
||||
return this._anims[name];
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
return false;
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
* Refreshes the current frame data back to the parent Sprite and also resets the texture data.
|
||||
*
|
||||
* @method Phaser.AnimationManager#refreshFrame
|
||||
*/
|
||||
refreshFrame: function () {
|
||||
refreshFrame: function () {
|
||||
|
||||
this.sprite.currentFrame = this.currentFrame;
|
||||
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
* Destroys all references this AnimationManager contains. Sets the _anims to a new object and nulls the current animation.
|
||||
@@ -316,7 +316,7 @@ Phaser.AnimationManager.prototype = {
|
||||
* @property {Phaser.FrameData} frameData - The current animations FrameData.
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.AnimationManager.prototype, "frameData", {
|
||||
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameData', {
|
||||
|
||||
get: function () {
|
||||
return this._frameData;
|
||||
@@ -329,7 +329,7 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "frameData", {
|
||||
* @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", {
|
||||
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameTotal', {
|
||||
|
||||
get: function () {
|
||||
|
||||
@@ -349,7 +349,7 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "frameTotal", {
|
||||
* @name Phaser.AnimationManager#paused
|
||||
* @property {boolean} paused - Gets and sets the paused state of the current animation.
|
||||
*/
|
||||
Object.defineProperty(Phaser.AnimationManager.prototype, "paused", {
|
||||
Object.defineProperty(Phaser.AnimationManager.prototype, 'paused', {
|
||||
|
||||
get: function () {
|
||||
|
||||
@@ -369,15 +369,15 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "paused", {
|
||||
* @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", {
|
||||
Object.defineProperty(Phaser.AnimationManager.prototype, 'frame', {
|
||||
|
||||
get: function () {
|
||||
|
||||
if (this.currentFrame)
|
||||
{
|
||||
return this._frameIndex;
|
||||
}
|
||||
|
||||
if (this.currentFrame)
|
||||
{
|
||||
return this._frameIndex;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
@@ -387,7 +387,7 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "frame", {
|
||||
this.currentFrame = this._frameData.getFrame(value);
|
||||
this._frameIndex = value;
|
||||
this.sprite.currentFrame = this.currentFrame;
|
||||
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -398,14 +398,14 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "frame", {
|
||||
* @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", {
|
||||
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameName', {
|
||||
|
||||
get: function () {
|
||||
|
||||
if (this.currentFrame)
|
||||
{
|
||||
return this.currentFrame.name;
|
||||
}
|
||||
if (this.currentFrame)
|
||||
{
|
||||
return this.currentFrame.name;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
@@ -416,11 +416,11 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "frameName", {
|
||||
this.currentFrame = this._frameData.getFrameByName(value);
|
||||
this._frameIndex = this.currentFrame.index;
|
||||
this.sprite.currentFrame = this.currentFrame;
|
||||
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
}
|
||||
else
|
||||
{
|
||||
console.warn("Cannot set frameName: " + value);
|
||||
console.warn('Cannot set frameName: ' + value);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -55,7 +55,7 @@ Phaser.AnimationParser = {
|
||||
}
|
||||
|
||||
// Zero or smaller than frame sizes?
|
||||
if (width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0)
|
||||
if (width === 0 || height === 0 || width < frameWidth || height < frameHeight || total === 0)
|
||||
{
|
||||
console.warn("Phaser.AnimationParser.spriteSheet: width/height zero or width/height < given frameWidth/frameHeight");
|
||||
return null;
|
||||
@@ -124,13 +124,13 @@ Phaser.AnimationParser = {
|
||||
|
||||
newFrame = data.addFrame(new Phaser.Frame(
|
||||
i,
|
||||
frames[i].frame.x,
|
||||
frames[i].frame.y,
|
||||
frames[i].frame.w,
|
||||
frames[i].frame.h,
|
||||
frames[i].filename,
|
||||
frames[i].frame.x,
|
||||
frames[i].frame.y,
|
||||
frames[i].frame.w,
|
||||
frames[i].frame.h,
|
||||
frames[i].filename,
|
||||
uuid
|
||||
));
|
||||
));
|
||||
|
||||
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
|
||||
x: frames[i].frame.x,
|
||||
@@ -142,12 +142,12 @@ Phaser.AnimationParser = {
|
||||
if (frames[i].trimmed)
|
||||
{
|
||||
newFrame.setTrim(
|
||||
frames[i].trimmed,
|
||||
frames[i].sourceSize.w,
|
||||
frames[i].sourceSize.h,
|
||||
frames[i].spriteSourceSize.x,
|
||||
frames[i].spriteSourceSize.y,
|
||||
frames[i].spriteSourceSize.w,
|
||||
frames[i].trimmed,
|
||||
frames[i].sourceSize.w,
|
||||
frames[i].sourceSize.h,
|
||||
frames[i].spriteSourceSize.x,
|
||||
frames[i].spriteSourceSize.y,
|
||||
frames[i].spriteSourceSize.w,
|
||||
frames[i].spriteSourceSize.h
|
||||
);
|
||||
|
||||
@@ -196,10 +196,10 @@ Phaser.AnimationParser = {
|
||||
|
||||
newFrame = data.addFrame(new Phaser.Frame(
|
||||
i,
|
||||
frames[key].frame.x,
|
||||
frames[key].frame.y,
|
||||
frames[key].frame.w,
|
||||
frames[key].frame.h,
|
||||
frames[key].frame.x,
|
||||
frames[key].frame.y,
|
||||
frames[key].frame.w,
|
||||
frames[key].frame.h,
|
||||
key,
|
||||
uuid
|
||||
));
|
||||
@@ -214,12 +214,12 @@ Phaser.AnimationParser = {
|
||||
if (frames[key].trimmed)
|
||||
{
|
||||
newFrame.setTrim(
|
||||
frames[key].trimmed,
|
||||
frames[key].sourceSize.w,
|
||||
frames[key].sourceSize.h,
|
||||
frames[key].spriteSourceSize.x,
|
||||
frames[key].spriteSourceSize.y,
|
||||
frames[key].spriteSourceSize.w,
|
||||
frames[key].trimmed,
|
||||
frames[key].sourceSize.w,
|
||||
frames[key].sourceSize.h,
|
||||
frames[key].spriteSourceSize.x,
|
||||
frames[key].spriteSourceSize.y,
|
||||
frames[key].spriteSourceSize.w,
|
||||
frames[key].spriteSourceSize.h
|
||||
);
|
||||
|
||||
@@ -261,6 +261,7 @@ Phaser.AnimationParser = {
|
||||
var newFrame;
|
||||
|
||||
var uuid;
|
||||
var name;
|
||||
var frame;
|
||||
var x;
|
||||
var y;
|
||||
@@ -278,20 +279,20 @@ Phaser.AnimationParser = {
|
||||
frame = frames[i].attributes;
|
||||
|
||||
name = frame.name.nodeValue;
|
||||
x = parseInt(frame.x.nodeValue);
|
||||
y = parseInt(frame.y.nodeValue);
|
||||
width = parseInt(frame.width.nodeValue);
|
||||
height = parseInt(frame.height.nodeValue);
|
||||
x = parseInt(frame.x.nodeValue, 10);
|
||||
y = parseInt(frame.y.nodeValue, 10);
|
||||
width = parseInt(frame.width.nodeValue, 10);
|
||||
height = parseInt(frame.height.nodeValue, 10);
|
||||
|
||||
frameX = null;
|
||||
frameY = null;
|
||||
|
||||
if (frame.frameX)
|
||||
{
|
||||
frameX = Math.abs(parseInt(frame.frameX.nodeValue));
|
||||
frameY = Math.abs(parseInt(frame.frameY.nodeValue));
|
||||
frameWidth = parseInt(frame.frameWidth.nodeValue);
|
||||
frameHeight = parseInt(frame.frameHeight.nodeValue);
|
||||
frameX = Math.abs(parseInt(frame.frameX.nodeValue, 10));
|
||||
frameY = Math.abs(parseInt(frame.frameY.nodeValue, 10));
|
||||
frameWidth = parseInt(frame.frameWidth.nodeValue, 10);
|
||||
frameHeight = parseInt(frame.frameHeight.nodeValue, 10);
|
||||
}
|
||||
|
||||
newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name, uuid));
|
||||
|
||||
+94
-94
@@ -19,124 +19,124 @@
|
||||
*/
|
||||
Phaser.Frame = function (index, x, y, width, height, name, uuid) {
|
||||
|
||||
/**
|
||||
* @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} 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} y - Y position within the image to cut from.
|
||||
*/
|
||||
this.y = y;
|
||||
|
||||
/**
|
||||
* @property {number} width - Width of the frame.
|
||||
*/
|
||||
this.width = width;
|
||||
/**
|
||||
* @property {number} width - Width of the frame.
|
||||
*/
|
||||
this.width = width;
|
||||
|
||||
/**
|
||||
* @property {number} height - Height of the frame.
|
||||
*/
|
||||
this.height = height;
|
||||
/**
|
||||
* @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 {string} name - Useful for Texture Atlas files (is set to the filename value).
|
||||
*/
|
||||
this.name = name;
|
||||
|
||||
/**
|
||||
* @property {string} uuid - A link to the PIXI.TextureCache entry.
|
||||
*/
|
||||
this.uuid = uuid;
|
||||
/**
|
||||
* @property {string} uuid - A link to the PIXI.TextureCache entry.
|
||||
*/
|
||||
this.uuid = uuid;
|
||||
|
||||
/**
|
||||
* @property {number} centerX - Center X position within the image to cut from.
|
||||
*/
|
||||
/**
|
||||
* @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.
|
||||
*/
|
||||
/**
|
||||
* @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 {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 {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 {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 {boolean} trimmed - Was it trimmed when packed?
|
||||
* @default
|
||||
*/
|
||||
this.trimmed = false;
|
||||
|
||||
/**
|
||||
* @property {number} sourceSizeW - Width of the original sprite.
|
||||
*/
|
||||
/**
|
||||
* @property {number} sourceSizeW - Width of the original sprite.
|
||||
*/
|
||||
this.sourceSizeW = width;
|
||||
|
||||
/**
|
||||
* @property {number} sourceSizeH - Height of the original sprite.
|
||||
*/
|
||||
/**
|
||||
* @property {number} sourceSizeH - Height of the original sprite.
|
||||
*/
|
||||
this.sourceSizeH = height;
|
||||
|
||||
/**
|
||||
* @property {number} spriteSourceSizeX - X position of the trimmed sprite inside original sprite.
|
||||
* @default
|
||||
*/
|
||||
this.spriteSourceSizeX = 0;
|
||||
/**
|
||||
* @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} 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} spriteSourceSizeW - Width of the trimmed sprite.
|
||||
* @default
|
||||
*/
|
||||
this.spriteSourceSizeW = 0;
|
||||
|
||||
/**
|
||||
* @property {number} spriteSourceSizeH - Height of the trimmed sprite.
|
||||
* @default
|
||||
*/
|
||||
this.spriteSourceSizeH = 0;
|
||||
/**
|
||||
* @property {number} spriteSourceSizeH - Height of the trimmed sprite.
|
||||
* @default
|
||||
*/
|
||||
this.spriteSourceSizeH = 0;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Frame.prototype = {
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*/
|
||||
/**
|
||||
* 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;
|
||||
@@ -147,8 +147,8 @@ Phaser.Frame.prototype = {
|
||||
this.height = actualHeight;
|
||||
this.sourceSizeW = actualWidth;
|
||||
this.sourceSizeH = actualHeight;
|
||||
this.centerX = Math.floor(actualWidth / 2);
|
||||
this.centerY = Math.floor(actualHeight / 2);
|
||||
this.centerX = Math.floor(actualWidth / 2);
|
||||
this.centerY = Math.floor(actualHeight / 2);
|
||||
this.spriteSourceSizeX = destX;
|
||||
this.spriteSourceSizeY = destY;
|
||||
this.spriteSourceSizeW = destWidth;
|
||||
|
||||
+24
-24
@@ -12,17 +12,17 @@
|
||||
*/
|
||||
Phaser.FrameData = function () {
|
||||
|
||||
/**
|
||||
* @property {Array} _frames - Local array of frames.
|
||||
* @private
|
||||
*/
|
||||
/**
|
||||
* @property {Array} _frames - Local array of frames.
|
||||
* @private
|
||||
*/
|
||||
this._frames = [];
|
||||
|
||||
|
||||
/**
|
||||
* @property {Array} _frameNames - Local array of frame names for name to index conversions.
|
||||
* @private
|
||||
*/
|
||||
/**
|
||||
* @property {Array} _frameNames - Local array of frame names for name to index conversions.
|
||||
* @private
|
||||
*/
|
||||
this._frameNames = [];
|
||||
|
||||
};
|
||||
@@ -51,13 +51,13 @@ Phaser.FrameData.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Get a Frame by its numerical index.
|
||||
/**
|
||||
* Get a Frame by its numerical index.
|
||||
*
|
||||
* @method Phaser.FrameData#getFrame
|
||||
* @param {number} index - The index of the frame you want to get.
|
||||
* @return {Phaser.Frame} The frame, if found.
|
||||
*/
|
||||
* @param {number} index - The index of the frame you want to get.
|
||||
* @return {Phaser.Frame} The frame, if found.
|
||||
*/
|
||||
getFrame: function (index) {
|
||||
|
||||
if (this._frames.length > index)
|
||||
@@ -105,15 +105,15 @@ Phaser.FrameData.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns a range of frames based on the given start and end frame indexes and returns them in an Array.
|
||||
/**
|
||||
* Returns a range of frames based on the given start and end frame indexes and returns them in an Array.
|
||||
*
|
||||
* @method Phaser.FrameData#getFrameRange
|
||||
* @param {number} start - The starting frame index.
|
||||
* @param {number} end - The ending frame index.
|
||||
* @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created.
|
||||
* @return {Array} An array of Frames between the start and end index values, or an empty array if none were found.
|
||||
*/
|
||||
* @param {number} end - The ending frame index.
|
||||
* @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created.
|
||||
* @return {Array} An array of Frames between the start and end index values, or an empty array if none were found.
|
||||
*/
|
||||
getFrameRange: function (start, end, output) {
|
||||
|
||||
if (typeof output === "undefined") { output = []; }
|
||||
@@ -127,8 +127,8 @@ Phaser.FrameData.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns all of the Frames in this FrameData set where the frame index is found in the input array.
|
||||
/**
|
||||
* Returns all of the Frames in this FrameData set where the frame index is found in the input array.
|
||||
* The frames are returned in the output array, or if none is provided in a new Array object.
|
||||
*
|
||||
* @method Phaser.FrameData#getFrames
|
||||
@@ -136,13 +136,13 @@ Phaser.FrameData.prototype = {
|
||||
* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings? (false)
|
||||
* @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created.
|
||||
* @return {Array} An array of all Frames in this FrameData set matching the given names or IDs.
|
||||
*/
|
||||
*/
|
||||
getFrames: function (frames, useNumericIndex, output) {
|
||||
|
||||
if (typeof useNumericIndex === "undefined") { useNumericIndex = true; }
|
||||
if (typeof output === "undefined") { output = []; }
|
||||
|
||||
if (typeof frames === "undefined" || frames.length == 0)
|
||||
if (typeof frames === "undefined" || frames.length === 0)
|
||||
{
|
||||
// No input array, so we loop through all frames
|
||||
for (var i = 0; i < this._frames.length; i++)
|
||||
@@ -189,7 +189,7 @@ Phaser.FrameData.prototype = {
|
||||
if (typeof useNumericIndex === "undefined") { useNumericIndex = true; }
|
||||
if (typeof output === "undefined") { output = []; }
|
||||
|
||||
if (typeof frames === "undefined" || frames.length == 0)
|
||||
if (typeof frames === "undefined" || frames.length === 0)
|
||||
{
|
||||
// No frames array, so we loop through all frames
|
||||
for (var i = 0, len = this._frames.length; i < len; i++)
|
||||
|
||||
Reference in New Issue
Block a user