mirror of
https://github.com/wassname/phaser.git
synced 2026-09-09 11:28:47 +08:00
Added loop and yoyo properties to Tweens
This commit is contained in:
Vendored
+56
-9
@@ -1080,6 +1080,12 @@ module Phaser {
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*/
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public reverse(): Vec2;
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/**
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* Check if both the x and y of this vector equal the given value.
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*
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* @return {Boolean}
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*/
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public equals(value): bool;
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/**
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* Returns a string representation of this object.
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* @method toString
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* @return {string} a string representation of the object.
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@@ -1415,7 +1421,7 @@ module Phaser {
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* Any Sprite that has animation contains an instance of the AnimationManager, which is used to add, play and update
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* sprite specific animations.
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*/
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module Phaser {
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module Phaser.Components {
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class AnimationManager {
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/**
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* AnimationManager constructor
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@@ -1423,7 +1429,7 @@ module Phaser {
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*
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* @param parent {Sprite} Owner sprite of this manager.
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*/
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constructor(game: Game, parent: Sprite);
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constructor(parent: Sprite);
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/**
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* Local private reference to game.
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*/
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@@ -2069,7 +2075,7 @@ module Phaser {
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*/
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module Phaser.Components {
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class Texture {
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constructor(parent: Sprite, key?: string, canvas?: HTMLCanvasElement, context?: CanvasRenderingContext2D);
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constructor(parent: Sprite, key?: string);
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/**
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*
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*/
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@@ -2219,6 +2225,11 @@ module Phaser {
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*/
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public texture: Components.Texture;
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/**
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* This manages animations of the sprite. You can modify animations though it. (see AnimationManager)
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* @type AnimationManager
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*/
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public animations: Components.AnimationManager;
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/**
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* The frame boundary around this Sprite.
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* For non-animated sprites this matches the loaded texture dimensions.
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* For animated sprites it will be updated as part of the animation loop, changing to the dimensions of the current animation frame.
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@@ -2229,6 +2240,14 @@ module Phaser {
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*/
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public scale: Vec2;
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/**
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* Skew the Sprite along the x and y axis. A skew value of 0 is no skew.
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*/
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public skew: Vec2;
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/**
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* A boolean representing if the Sprite has been modified in any way via a scale, rotate, flip or skew.
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*/
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public modified: bool;
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/**
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* The influence of camera movement upon the Sprite.
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*/
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public scrollFactor: Vec2;
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@@ -2264,6 +2283,20 @@ module Phaser {
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*/
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public rotation : number;
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/**
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* Get the animation frame number.
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*/
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/**
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* Set the animation frame by frame number.
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*/
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public frame : number;
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/**
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* Get the animation frame name.
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*/
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/**
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* Set the animation frame by frame name.
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*/
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public frameName : string;
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/**
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* Pre-update is called right before update() on each object in the game loop.
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*/
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public preUpdate(): void;
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@@ -2818,6 +2851,19 @@ module Phaser {
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private _duration;
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private _delayTime;
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private _startTime;
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private _tempElapsed;
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private _tempValue;
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/**
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* Will this tween automatically restart when it completes?
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* @type {boolean}
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*/
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private _loop;
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/**
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* A yoyo tween is one that plays once fully, then reverses back to the original tween values before completing.
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* @type {boolean}
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*/
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private _yoyo;
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private _yoyoCount;
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/**
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* Easing function which actually updating this tween.
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* @type {function}
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@@ -2851,13 +2897,18 @@ module Phaser {
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* @param [ease] {any} Easing function.
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* @param [autoStart] {boolean} Whether this tween will start automatically or not.
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* @param [delay] {number} delay before this tween will start, defaults to 0 (no delay)
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* @param [loop] {boolean} Should the tween automatically restart once complete? (ignores any chained tweens)
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* @return {Tween} Itself.
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*/
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public to(properties, duration?: number, ease?: any, autoStart?: bool, delay?: number): Tween;
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public to(properties, duration?: number, ease?: any, autoStart?: bool, delay?: number, loop?: bool, yoyo?: bool): Tween;
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public loop(value: bool): Tween;
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public yoyo(value: bool): Tween;
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/**
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* Start to tween.
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*/
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public start(): Tween;
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public start(looped?: bool): Tween;
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public reverse(): Tween;
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public reset(): Tween;
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public clear(): Tween;
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/**
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* Stop tweening.
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@@ -2874,10 +2925,6 @@ module Phaser {
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*/
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public chain(tween: Tween): Tween;
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/**
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* Debug value?
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*/
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public debugValue;
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/**
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* Update tweening.
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* @param time {number} Current time from game clock.
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* @return {boolean} Return false if this completed and no need to update, otherwise return true.
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+366
-246
@@ -1986,6 +1986,14 @@ var Phaser;
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this.y = -this.y;
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return this;
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};
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Vec2.prototype.equals = /**
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* Check if both the x and y of this vector equal the given value.
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*
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* @return {Boolean}
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*/
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function (value) {
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return (this.x == value && this.y == value);
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};
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Vec2.prototype.toString = /**
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* Returns a string representation of this object.
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* @method toString
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@@ -2436,204 +2444,207 @@ var Phaser;
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})();
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Phaser.FrameData = FrameData;
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})(Phaser || (Phaser = {}));
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/// <reference path="../../Game.ts" />
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/// <reference path="../../gameobjects/Sprite.ts" />
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/// <reference path="../../loader/AnimationLoader.ts" />
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/// <reference path="Animation.ts" />
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/// <reference path="Frame.ts" />
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/// <reference path="FrameData.ts" />
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/**
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* Phaser - AnimationManager
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*
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* Any Sprite that has animation contains an instance of the AnimationManager, which is used to add, play and update
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* sprite specific animations.
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*/
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var Phaser;
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(function (Phaser) {
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var AnimationManager = (function () {
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/**
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* AnimationManager constructor
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* Create a new <code>AnimationManager</code>.
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*
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* @param parent {Sprite} Owner sprite of this manager.
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*/
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function AnimationManager(game, parent) {
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/// <reference path="../../Game.ts" />
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/// <reference path="../../gameobjects/Sprite.ts" />
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/// <reference path="../../loader/AnimationLoader.ts" />
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/// <reference path="Animation.ts" />
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/// <reference path="Frame.ts" />
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/// <reference path="FrameData.ts" />
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/**
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* Phaser - AnimationManager
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*
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* Any Sprite that has animation contains an instance of the AnimationManager, which is used to add, play and update
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* sprite specific animations.
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*/
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(function (Components) {
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var AnimationManager = (function () {
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/**
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* Data contains animation frames.
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* @type {FrameData}
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* AnimationManager constructor
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* Create a new <code>AnimationManager</code>.
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*
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* @param parent {Sprite} Owner sprite of this manager.
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*/
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this._frameData = null;
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/**
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* Keeps track of the current frame of animation.
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*/
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this.currentFrame = null;
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this._game = game;
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this._parent = parent;
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this._anims = {
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};
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}
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AnimationManager.prototype.loadFrameData = /**
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* Load animation frame data.
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* @param frameData Data to be loaded.
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*/
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function (frameData) {
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this._frameData = frameData;
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this.frame = 0;
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};
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AnimationManager.prototype.add = /**
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* Add a new animation.
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* @param name {string} What this animation should be called (e.g. "run").
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* @param frames {any[]} An array of numbers/strings indicating what frames to play in what order (e.g. [1, 2, 3] or ['run0', 'run1', run2]).
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* @param frameRate {number} The speed in frames per second that the animation should play at (e.g. 60 fps).
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* @param loop {boolean} Whether or not the animation is looped or just plays once.
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* @param useNumericIndex {boolean} Use number indexes instead of string indexes?
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* @return {Animation} The Animation that was created
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*/
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function (name, frames, frameRate, loop, useNumericIndex) {
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if (typeof frames === "undefined") { frames = null; }
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if (typeof frameRate === "undefined") { frameRate = 60; }
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if (typeof loop === "undefined") { loop = false; }
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if (typeof useNumericIndex === "undefined") { useNumericIndex = true; }
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if(this._frameData == null) {
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return;
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function AnimationManager(parent) {
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/**
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* Data contains animation frames.
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* @type {FrameData}
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*/
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this._frameData = null;
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/**
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* Keeps track of the current frame of animation.
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*/
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this.currentFrame = null;
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this._parent = parent;
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this._game = parent.game;
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this._anims = {
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};
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}
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if(frames == null) {
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frames = this._frameData.getFrameIndexes();
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} else {
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if(this.validateFrames(frames, useNumericIndex) == false) {
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throw Error('Invalid frames given to Animation ' + name);
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AnimationManager.prototype.loadFrameData = /**
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* Load animation frame data.
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* @param frameData Data to be loaded.
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*/
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function (frameData) {
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this._frameData = frameData;
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this.frame = 0;
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};
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AnimationManager.prototype.add = /**
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* Add a new animation.
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* @param name {string} What this animation should be called (e.g. "run").
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* @param frames {any[]} An array of numbers/strings indicating what frames to play in what order (e.g. [1, 2, 3] or ['run0', 'run1', run2]).
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* @param frameRate {number} The speed in frames per second that the animation should play at (e.g. 60 fps).
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* @param loop {boolean} Whether or not the animation is looped or just plays once.
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* @param useNumericIndex {boolean} Use number indexes instead of string indexes?
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* @return {Animation} The Animation that was created
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*/
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function (name, frames, frameRate, loop, useNumericIndex) {
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if (typeof frames === "undefined") { frames = null; }
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if (typeof frameRate === "undefined") { frameRate = 60; }
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if (typeof loop === "undefined") { loop = false; }
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if (typeof useNumericIndex === "undefined") { useNumericIndex = true; }
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if(this._frameData == null) {
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return;
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}
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}
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if(useNumericIndex == false) {
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frames = this._frameData.getFrameIndexesByName(frames);
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}
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this._anims[name] = new Phaser.Animation(this._game, this._parent, this._frameData, name, frames, frameRate, loop);
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this.currentAnim = this._anims[name];
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this.currentFrame = this.currentAnim.currentFrame;
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return this._anims[name];
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};
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AnimationManager.prototype.validateFrames = /**
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* Check whether the frames is valid.
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* @param frames {any[]} Frames to be validated.
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* @param useNumericIndex {boolean} Does these frames use number indexes or string indexes?
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* @return {boolean} True if they're valid, otherwise return false.
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*/
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function (frames, useNumericIndex) {
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for(var i = 0; i < frames.length; i++) {
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if(useNumericIndex == true) {
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if(frames[i] > this._frameData.total) {
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return false;
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}
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if(frames == null) {
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frames = this._frameData.getFrameIndexes();
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} else {
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if(this._frameData.checkFrameName(frames[i]) == false) {
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return false;
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if(this.validateFrames(frames, useNumericIndex) == false) {
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throw Error('Invalid frames given to Animation ' + name);
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return;
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}
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}
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}
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return true;
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};
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AnimationManager.prototype.play = /**
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* Play animation with specific name.
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* @param name {string} The string name of the animation you want to play.
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* @param frameRate {number} FrameRate you want to specify instead of using default.
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* @param loop {boolean} Whether or not the animation is looped or just plays once.
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*/
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function (name, frameRate, loop) {
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if (typeof frameRate === "undefined") { frameRate = null; }
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if(this._anims[name]) {
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if(this.currentAnim == this._anims[name]) {
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if(this.currentAnim.isPlaying == false) {
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if(useNumericIndex == false) {
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frames = this._frameData.getFrameIndexesByName(frames);
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}
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this._anims[name] = new Phaser.Animation(this._game, this._parent, this._frameData, name, frames, frameRate, loop);
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this.currentAnim = this._anims[name];
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this.currentFrame = this.currentAnim.currentFrame;
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return this._anims[name];
|
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};
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AnimationManager.prototype.validateFrames = /**
|
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* Check whether the frames is valid.
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||||
* @param frames {any[]} Frames to be validated.
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* @param useNumericIndex {boolean} Does these frames use number indexes or string indexes?
|
||||
* @return {boolean} True if they're valid, otherwise return false.
|
||||
*/
|
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function (frames, useNumericIndex) {
|
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for(var i = 0; i < frames.length; i++) {
|
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if(useNumericIndex == true) {
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if(frames[i] > this._frameData.total) {
|
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return false;
|
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}
|
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} else {
|
||||
if(this._frameData.checkFrameName(frames[i]) == false) {
|
||||
return false;
|
||||
}
|
||||
}
|
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}
|
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return true;
|
||||
};
|
||||
AnimationManager.prototype.play = /**
|
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* Play animation with specific name.
|
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* @param name {string} The string name of the animation you want to play.
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* @param frameRate {number} FrameRate you want to specify instead of using default.
|
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* @param loop {boolean} Whether or not the animation is looped or just plays once.
|
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*/
|
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function (name, frameRate, loop) {
|
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if (typeof frameRate === "undefined") { frameRate = null; }
|
||||
if(this._anims[name]) {
|
||||
if(this.currentAnim == this._anims[name]) {
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if(this.currentAnim.isPlaying == false) {
|
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this.currentAnim.play(frameRate, loop);
|
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}
|
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} else {
|
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this.currentAnim = this._anims[name];
|
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this.currentAnim.play(frameRate, loop);
|
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}
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} else {
|
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this.currentAnim = this._anims[name];
|
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this.currentAnim.play(frameRate, loop);
|
||||
}
|
||||
}
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};
|
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AnimationManager.prototype.stop = /**
|
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* Stop animation by name.
|
||||
* Current animation will be automatically set to the stopped one.
|
||||
*/
|
||||
function (name) {
|
||||
if(this._anims[name]) {
|
||||
this.currentAnim = this._anims[name];
|
||||
this.currentAnim.stop();
|
||||
}
|
||||
};
|
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AnimationManager.prototype.update = /**
|
||||
* Update animation and parent sprite's bounds.
|
||||
*/
|
||||
function () {
|
||||
if(this.currentAnim && this.currentAnim.update() == true) {
|
||||
this.currentFrame = this.currentAnim.currentFrame;
|
||||
this._parent.frameBounds.width = this.currentFrame.width;
|
||||
this._parent.frameBounds.height = this.currentFrame.height;
|
||||
}
|
||||
};
|
||||
Object.defineProperty(AnimationManager.prototype, "frameData", {
|
||||
get: function () {
|
||||
return this._frameData;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AnimationManager.prototype, "frameTotal", {
|
||||
get: function () {
|
||||
if(this._frameData) {
|
||||
return this._frameData.total;
|
||||
} else {
|
||||
return -1;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AnimationManager.prototype, "frame", {
|
||||
get: function () {
|
||||
return this._frameIndex;
|
||||
},
|
||||
set: function (value) {
|
||||
if(this._frameData.getFrame(value) !== null) {
|
||||
this.currentFrame = this._frameData.getFrame(value);
|
||||
this._parent.frameBounds.width = this.currentFrame.width;
|
||||
this._parent.frameBounds.height = this.currentFrame.height;
|
||||
this._frameIndex = value;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AnimationManager.prototype, "frameName", {
|
||||
get: function () {
|
||||
return this.currentFrame.name;
|
||||
},
|
||||
set: function (value) {
|
||||
if(this._frameData.getFrameByName(value) !== null) {
|
||||
this.currentFrame = this._frameData.getFrameByName(value);
|
||||
this._parent.frameBounds.width = this.currentFrame.width;
|
||||
this._parent.frameBounds.height = this.currentFrame.height;
|
||||
this._frameIndex = this.currentFrame.index;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
AnimationManager.prototype.destroy = /**
|
||||
* Removes all related references
|
||||
*/
|
||||
function () {
|
||||
this._anims = {
|
||||
};
|
||||
this._frameData = null;
|
||||
this._frameIndex = 0;
|
||||
this.currentAnim = null;
|
||||
this.currentFrame = null;
|
||||
};
|
||||
return AnimationManager;
|
||||
})();
|
||||
Phaser.AnimationManager = AnimationManager;
|
||||
AnimationManager.prototype.stop = /**
|
||||
* Stop animation by name.
|
||||
* Current animation will be automatically set to the stopped one.
|
||||
*/
|
||||
function (name) {
|
||||
if(this._anims[name]) {
|
||||
this.currentAnim = this._anims[name];
|
||||
this.currentAnim.stop();
|
||||
}
|
||||
};
|
||||
AnimationManager.prototype.update = /**
|
||||
* Update animation and parent sprite's bounds.
|
||||
*/
|
||||
function () {
|
||||
if(this.currentAnim && this.currentAnim.update() == true) {
|
||||
this.currentFrame = this.currentAnim.currentFrame;
|
||||
this._parent.frameBounds.width = this.currentFrame.width;
|
||||
this._parent.frameBounds.height = this.currentFrame.height;
|
||||
}
|
||||
};
|
||||
Object.defineProperty(AnimationManager.prototype, "frameData", {
|
||||
get: function () {
|
||||
return this._frameData;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AnimationManager.prototype, "frameTotal", {
|
||||
get: function () {
|
||||
if(this._frameData) {
|
||||
return this._frameData.total;
|
||||
} else {
|
||||
return -1;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AnimationManager.prototype, "frame", {
|
||||
get: function () {
|
||||
return this._frameIndex;
|
||||
},
|
||||
set: function (value) {
|
||||
if(this._frameData.getFrame(value) !== null) {
|
||||
this.currentFrame = this._frameData.getFrame(value);
|
||||
this._parent.frameBounds.width = this.currentFrame.width;
|
||||
this._parent.frameBounds.height = this.currentFrame.height;
|
||||
this._frameIndex = value;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AnimationManager.prototype, "frameName", {
|
||||
get: function () {
|
||||
return this.currentFrame.name;
|
||||
},
|
||||
set: function (value) {
|
||||
if(this._frameData.getFrameByName(value) !== null) {
|
||||
this.currentFrame = this._frameData.getFrameByName(value);
|
||||
this._parent.frameBounds.width = this.currentFrame.width;
|
||||
this._parent.frameBounds.height = this.currentFrame.height;
|
||||
this._frameIndex = this.currentFrame.index;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
AnimationManager.prototype.destroy = /**
|
||||
* Removes all related references
|
||||
*/
|
||||
function () {
|
||||
this._anims = {
|
||||
};
|
||||
this._frameData = null;
|
||||
this._frameIndex = 0;
|
||||
this.currentAnim = null;
|
||||
this.currentFrame = null;
|
||||
};
|
||||
return AnimationManager;
|
||||
})();
|
||||
Components.AnimationManager = AnimationManager;
|
||||
})(Phaser.Components || (Phaser.Components = {}));
|
||||
var Components = Phaser.Components;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../core/Point.ts" />
|
||||
@@ -3680,10 +3691,8 @@ var Phaser;
|
||||
*/
|
||||
(function (Components) {
|
||||
var Texture = (function () {
|
||||
function Texture(parent, key, canvas, context) {
|
||||
function Texture(parent, key) {
|
||||
if (typeof key === "undefined") { key = ''; }
|
||||
if (typeof canvas === "undefined") { canvas = null; }
|
||||
if (typeof context === "undefined") { context = null; }
|
||||
/**
|
||||
* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
|
||||
*/
|
||||
@@ -3716,8 +3725,8 @@ var Phaser;
|
||||
this.flippedY = false;
|
||||
this._game = parent.game;
|
||||
this._sprite = parent;
|
||||
this.canvas = canvas;
|
||||
this.context = context;
|
||||
this.canvas = parent.game.stage.canvas;
|
||||
this.context = parent.game.stage.context;
|
||||
this.alpha = 1;
|
||||
this.flippedX = false;
|
||||
this.flippedY = false;
|
||||
@@ -3752,22 +3761,17 @@ var Phaser;
|
||||
*/
|
||||
function (key, clearAnimations) {
|
||||
if (typeof clearAnimations === "undefined") { clearAnimations = true; }
|
||||
//if (clearAnimations && sprite.animations.frameData !== null)
|
||||
//{
|
||||
// sprite.animations.destroy();
|
||||
//}
|
||||
if(clearAnimations && this._sprite.animations.frameData !== null) {
|
||||
this._sprite.animations.destroy();
|
||||
}
|
||||
if(this._game.cache.getImage(key) !== null) {
|
||||
this.setTo(this._game.cache.getImage(key), null);
|
||||
if(this._game.cache.isSpriteSheet(key)) {
|
||||
//sprite.animations.loadFrameData(sprite._game.cache.getFrameData(key));
|
||||
//sprite.collisionMask.width = sprite.animations.currentFrame.width;
|
||||
//sprite.collisionMask.height = sprite.animations.currentFrame.height;
|
||||
} else {
|
||||
this._sprite.animations.loadFrameData(this._sprite.game.cache.getFrameData(key));
|
||||
} else {
|
||||
this._sprite.frameBounds.width = this.width;
|
||||
this._sprite.frameBounds.height = this.height;
|
||||
//sprite.collisionMask.width = sprite._texture.width;
|
||||
//sprite.collisionMask.height = sprite._texture.height;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
Texture.prototype.loadDynamicTexture = /**
|
||||
@@ -3776,10 +3780,9 @@ var Phaser;
|
||||
* @return {Sprite} Sprite instance itself.
|
||||
*/
|
||||
function (texture) {
|
||||
//if (sprite.animations.frameData !== null)
|
||||
//{
|
||||
// sprite.animations.destroy();
|
||||
//}
|
||||
if(this._sprite.animations.frameData !== null) {
|
||||
this._sprite.animations.destroy();
|
||||
}
|
||||
this.setTo(null, texture);
|
||||
this._sprite.frameBounds.width = this.width;
|
||||
this._sprite.frameBounds.height = this.height;
|
||||
@@ -3821,6 +3824,7 @@ var Phaser;
|
||||
var Components = Phaser.Components;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../core/Vec2.ts" />
|
||||
/// <reference path="../core/Rectangle.ts" />
|
||||
/// <reference path="../components/animation/AnimationManager.ts" />
|
||||
/// <reference path="../components/sprite/Texture.ts" />
|
||||
@@ -3853,6 +3857,10 @@ var Phaser;
|
||||
*/
|
||||
this._rotation = 0;
|
||||
/**
|
||||
* A boolean representing if the Sprite has been modified in any way via a scale, rotate, flip or skew.
|
||||
*/
|
||||
this.modified = false;
|
||||
/**
|
||||
* x value of the object.
|
||||
*/
|
||||
this.x = 0;
|
||||
@@ -3879,15 +3887,19 @@ var Phaser;
|
||||
this.visible = true;
|
||||
this.alive = true;
|
||||
this.frameBounds = new Phaser.Rectangle(x, y, width, height);
|
||||
this.origin = new Phaser.Vec2(0, 0);
|
||||
this.scrollFactor = new Phaser.Vec2(1, 1);
|
||||
this.scale = new Phaser.Vec2(1, 1);
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = 0;
|
||||
this.texture = new Phaser.Components.Texture(this, key, game.stage.canvas, game.stage.context);
|
||||
this.z = 0// not used yet
|
||||
;
|
||||
this.animations = new Phaser.Components.AnimationManager(this);
|
||||
this.texture = new Phaser.Components.Texture(this, key);
|
||||
this.width = this.frameBounds.width;
|
||||
this.height = this.frameBounds.height;
|
||||
// Transform related (if we add any more then move to a component)
|
||||
this.origin = new Phaser.Vec2(this.width / 2, this.height / 2);
|
||||
this.scale = new Phaser.Vec2(1, 1);
|
||||
this.skew = new Phaser.Vec2(0, 0);
|
||||
}
|
||||
Object.defineProperty(Sprite.prototype, "rotation", {
|
||||
get: /**
|
||||
@@ -3906,6 +3918,38 @@ var Phaser;
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Sprite.prototype, "frame", {
|
||||
get: /**
|
||||
* Get the animation frame number.
|
||||
*/
|
||||
function () {
|
||||
return this.animations.frame;
|
||||
},
|
||||
set: /**
|
||||
* Set the animation frame by frame number.
|
||||
*/
|
||||
function (value) {
|
||||
this.animations.frame = value;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Sprite.prototype, "frameName", {
|
||||
get: /**
|
||||
* Get the animation frame name.
|
||||
*/
|
||||
function () {
|
||||
return this.animations.frameName;
|
||||
},
|
||||
set: /**
|
||||
* Set the animation frame by frame name.
|
||||
*/
|
||||
function (value) {
|
||||
this.animations.frameName = value;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Sprite.prototype.preUpdate = /**
|
||||
* Pre-update is called right before update() on each object in the game loop.
|
||||
*/
|
||||
@@ -3913,7 +3957,10 @@ var Phaser;
|
||||
//this.last.x = this.frameBounds.x;
|
||||
//this.last.y = this.frameBounds.y;
|
||||
//this.collisionMask.preUpdate();
|
||||
};
|
||||
if(this.modified == false && (!this.scale.equals(1) || !this.skew.equals(0) || this.rotation != 0 || this.rotationOffset != 0 || this.texture.flippedX || this.texture.flippedY)) {
|
||||
this.modified = true;
|
||||
}
|
||||
};
|
||||
Sprite.prototype.update = /**
|
||||
* Override this function to update your class's position and appearance.
|
||||
*/
|
||||
@@ -3923,9 +3970,8 @@ var Phaser;
|
||||
* Automatically called after update() by the game loop.
|
||||
*/
|
||||
function () {
|
||||
/*
|
||||
this.animations.update();
|
||||
|
||||
/*
|
||||
if (this.moves)
|
||||
{
|
||||
this.updateMotion();
|
||||
@@ -3972,7 +4018,10 @@ var Phaser;
|
||||
this.wasTouching = this.touching;
|
||||
this.touching = Collision.NONE;
|
||||
*/
|
||||
};
|
||||
if(this.modified == true && this.scale.equals(1) && this.skew.equals(0) && this.rotation == 0 && this.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false) {
|
||||
this.modified = false;
|
||||
}
|
||||
};
|
||||
Sprite.prototype.destroy = /**
|
||||
* Clean up memory.
|
||||
*/
|
||||
@@ -5077,6 +5126,17 @@ var Phaser;
|
||||
this._delayTime = 0;
|
||||
this._startTime = null;
|
||||
/**
|
||||
* Will this tween automatically restart when it completes?
|
||||
* @type {boolean}
|
||||
*/
|
||||
this._loop = false;
|
||||
/**
|
||||
* A yoyo tween is one that plays once fully, then reverses back to the original tween values before completing.
|
||||
* @type {boolean}
|
||||
*/
|
||||
this._yoyo = false;
|
||||
this._yoyoCount = 0;
|
||||
/**
|
||||
* Contains chained tweens.
|
||||
* @type {Tweens[]}
|
||||
*/
|
||||
@@ -5098,13 +5158,16 @@ var Phaser;
|
||||
* @param [ease] {any} Easing function.
|
||||
* @param [autoStart] {boolean} Whether this tween will start automatically or not.
|
||||
* @param [delay] {number} delay before this tween will start, defaults to 0 (no delay)
|
||||
* @param [loop] {boolean} Should the tween automatically restart once complete? (ignores any chained tweens)
|
||||
* @return {Tween} Itself.
|
||||
*/
|
||||
function (properties, duration, ease, autoStart, delay) {
|
||||
function (properties, duration, ease, autoStart, delay, loop, yoyo) {
|
||||
if (typeof duration === "undefined") { duration = 1000; }
|
||||
if (typeof ease === "undefined") { ease = null; }
|
||||
if (typeof autoStart === "undefined") { autoStart = false; }
|
||||
if (typeof delay === "undefined") { delay = 0; }
|
||||
if (typeof loop === "undefined") { loop = false; }
|
||||
if (typeof yoyo === "undefined") { yoyo = false; }
|
||||
this._duration = duration;
|
||||
// If properties isn't an object this will fail, sanity check it here somehow?
|
||||
this._valuesEnd = properties;
|
||||
@@ -5114,21 +5177,36 @@ var Phaser;
|
||||
if(delay > 0) {
|
||||
this._delayTime = delay;
|
||||
}
|
||||
this._loop = loop;
|
||||
this._yoyo = yoyo;
|
||||
this._yoyoCount = 0;
|
||||
if(autoStart === true) {
|
||||
return this.start();
|
||||
} else {
|
||||
return this;
|
||||
}
|
||||
};
|
||||
Tween.prototype.loop = function (value) {
|
||||
this._loop = value;
|
||||
return this;
|
||||
};
|
||||
Tween.prototype.yoyo = function (value) {
|
||||
this._yoyo = value;
|
||||
this._yoyoCount = 0;
|
||||
return this;
|
||||
};
|
||||
Tween.prototype.start = /**
|
||||
* Start to tween.
|
||||
*/
|
||||
function () {
|
||||
function (looped) {
|
||||
if (typeof looped === "undefined") { looped = false; }
|
||||
if(this._game === null || this._object === null) {
|
||||
return;
|
||||
}
|
||||
this._manager.add(this);
|
||||
this.onStart.dispatch(this._object);
|
||||
if(looped == false) {
|
||||
this._manager.add(this);
|
||||
this.onStart.dispatch(this._object);
|
||||
}
|
||||
this._startTime = this._game.time.now + this._delayTime;
|
||||
for(var property in this._valuesEnd) {
|
||||
// This prevents the interpolation of null values or of non-existing properties
|
||||
@@ -5146,10 +5224,30 @@ var Phaser;
|
||||
this._object[property]
|
||||
].concat(this._valuesEnd[property]);
|
||||
}
|
||||
this._valuesStart[property] = this._object[property];
|
||||
if(looped == false) {
|
||||
this._valuesStart[property] = this._object[property];
|
||||
}
|
||||
}
|
||||
return this;
|
||||
};
|
||||
Tween.prototype.reverse = function () {
|
||||
var tempObj = {
|
||||
};
|
||||
for(var property in this._valuesStart) {
|
||||
tempObj[property] = this._valuesStart[property];
|
||||
this._valuesStart[property] = this._valuesEnd[property];
|
||||
this._valuesEnd[property] = tempObj[property];
|
||||
}
|
||||
this._yoyoCount++;
|
||||
return this.start(true);
|
||||
};
|
||||
Tween.prototype.reset = function () {
|
||||
// Reset the properties back to what they were before
|
||||
for(var property in this._valuesStart) {
|
||||
this._object[property] = this._valuesStart[property];
|
||||
}
|
||||
return this.start(true);
|
||||
};
|
||||
Tween.prototype.clear = function () {
|
||||
this._chainedTweens = [];
|
||||
this.onStart.removeAll();
|
||||
@@ -5234,24 +5332,48 @@ var Phaser;
|
||||
if(time < this._startTime) {
|
||||
return true;
|
||||
}
|
||||
var elapsed = (time - this._startTime) / this._duration;
|
||||
elapsed = elapsed > 1 ? 1 : elapsed;
|
||||
var value = this._easingFunction(elapsed);
|
||||
this._tempElapsed = (time - this._startTime) / this._duration;
|
||||
this._tempElapsed = this._tempElapsed > 1 ? 1 : this._tempElapsed;
|
||||
this._tempValue = this._easingFunction(this._tempElapsed);
|
||||
for(var property in this._valuesStart) {
|
||||
// Add checks for object, array, numeric up front
|
||||
if(this._valuesEnd[property] instanceof Array) {
|
||||
this._object[property] = this._interpolationFunction(this._valuesEnd[property], value);
|
||||
this._object[property] = this._interpolationFunction(this._valuesEnd[property], this._tempValue);
|
||||
} else {
|
||||
this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * value;
|
||||
this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * this._tempValue;
|
||||
}
|
||||
}
|
||||
this.onUpdate.dispatch(this._object, value);
|
||||
if(elapsed == 1) {
|
||||
this.onComplete.dispatch(this._object);
|
||||
for(var i = 0; i < this._chainedTweens.length; i++) {
|
||||
this._chainedTweens[i].start();
|
||||
this.onUpdate.dispatch(this._object, this._tempValue);
|
||||
if(this._tempElapsed == 1) {
|
||||
// Yoyo?
|
||||
if(this._yoyo) {
|
||||
if(this._yoyoCount == 0) {
|
||||
// Reverse the tween
|
||||
this.reverse();
|
||||
return true;
|
||||
} else {
|
||||
// We've yoyo'd once already, quit?
|
||||
if(this._loop == false) {
|
||||
this.onComplete.dispatch(this._object);
|
||||
for(var i = 0; i < this._chainedTweens.length; i++) {
|
||||
this._chainedTweens[i].start();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Loop?
|
||||
if(this._loop) {
|
||||
this._yoyoCount = 0;
|
||||
this.reset();
|
||||
return true;
|
||||
} else {
|
||||
this.onComplete.dispatch(this._object);
|
||||
for(var i = 0; i < this._chainedTweens.length; i++) {
|
||||
this._chainedTweens[i].start();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
};
|
||||
@@ -10376,20 +10498,16 @@ var Phaser;
|
||||
this._dy = (camera.scaledY * sprite.scrollFactor.y) + sprite.frameBounds.y - (camera.worldView.y * sprite.scrollFactor.y);
|
||||
this._dw = sprite.frameBounds.width;
|
||||
this._dh = sprite.frameBounds.height;
|
||||
/*
|
||||
if (this._dynamicTexture == false && this.animations.currentFrame !== null)
|
||||
{
|
||||
this._sx = this.animations.currentFrame.x;
|
||||
this._sy = this.animations.currentFrame.y;
|
||||
|
||||
if (this.animations.currentFrame.trimmed)
|
||||
{
|
||||
this._dx += this.animations.currentFrame.spriteSourceSizeX;
|
||||
this._dy += this.animations.currentFrame.spriteSourceSizeY;
|
||||
if(sprite.animations.currentFrame !== null) {
|
||||
this._sx = sprite.animations.currentFrame.x;
|
||||
this._sy = sprite.animations.currentFrame.y;
|
||||
if(sprite.animations.currentFrame.trimmed) {
|
||||
this._dx += sprite.animations.currentFrame.spriteSourceSizeX;
|
||||
this._dy += sprite.animations.currentFrame.spriteSourceSizeY;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Apply camera difference - looks like this is already applied?
|
||||
/*
|
||||
if (sprite.scrollFactor.x !== 1 || sprite.scrollFactor.y !== 1)
|
||||
{
|
||||
//this._dx -= (camera.worldView.x * this.scrollFactor.x);
|
||||
@@ -10397,7 +10515,7 @@ var Phaser;
|
||||
}
|
||||
*/
|
||||
// Rotation and Flipped
|
||||
if(sprite.scale.x != 1 || sprite.scale.y != 1 || sprite.rotation != 0 || sprite.rotationOffset != 0 || sprite.texture.flippedX || sprite.texture.flippedY) {
|
||||
if(sprite.modified) {
|
||||
if(sprite.texture.renderRotation == true && (sprite.rotation !== 0 || sprite.rotationOffset !== 0)) {
|
||||
this._sin = Math.sin(sprite.game.math.degreesToRadians(sprite.rotationOffset + sprite.rotation));
|
||||
this._cos = Math.cos(sprite.game.math.degreesToRadians(sprite.rotationOffset + sprite.rotation));
|
||||
@@ -10410,13 +10528,15 @@ var Phaser;
|
||||
// e = translate x
|
||||
// f = translate y
|
||||
sprite.texture.context.save();
|
||||
sprite.texture.context.setTransform(this._cos * this._fx, this._sin * this._fx, -this._sin * this._fy, this._cos * this._fy, this._dx, this._dy);
|
||||
sprite.texture.context.setTransform(this._cos * this._fx, (this._sin * this._fx) + sprite.skew.x, -(this._sin * this._fy) + sprite.skew.y, this._cos * this._fy, this._dx, this._dy);
|
||||
this._dx = -sprite.origin.x;
|
||||
this._dy = -sprite.origin.y;
|
||||
} else {
|
||||
this._dw = sprite.frameBounds.width * sprite.scale.x;
|
||||
this._dh = sprite.frameBounds.height * sprite.scale.y;
|
||||
}
|
||||
this._dx -= sprite.origin.x;
|
||||
this._dy -= sprite.origin.y;
|
||||
//this._dw = sprite.frameBounds.width * sprite.scale.x;
|
||||
//this._dh = sprite.frameBounds.height * sprite.scale.y;
|
||||
}
|
||||
this._sx = Math.round(this._sx);
|
||||
this._sy = Math.round(this._sy);
|
||||
this._sw = Math.round(this._sw);
|
||||
@@ -10441,7 +10561,7 @@ var Phaser;
|
||||
sprite.texture.context.fillStyle = 'rgb(255,255,255)';
|
||||
sprite.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
|
||||
}
|
||||
if(sprite.scale.x != 1 || sprite.scale.y != 1 || sprite.rotation != 0 || sprite.rotationOffset != 0 || sprite.texture.flippedX || sprite.texture.flippedY) {
|
||||
if(sprite.modified) {
|
||||
sprite.texture.context.restore();
|
||||
}
|
||||
//if (this.renderDebug)
|
||||
|
||||
Reference in New Issue
Block a user