getAnimation and RAF callback ID checks added

This commit is contained in:
Richard Davey
2013-11-04 00:04:19 +00:00
parent cc42a71c66
commit c1d60d7e19
3 changed files with 34 additions and 4 deletions
+3 -1
View File
@@ -39,7 +39,9 @@ Change Log
Version 1.1.3 - in build
*
* New: Sprite.animations.getAnimation will return an animation instance which was added by name.
* Updated: RequestAnimationFrame now retains the callbackID which is passed to cancelRequestAnimationFrame.
Version 1.1.2 - November 1st 2013
+21
View File
@@ -261,6 +261,27 @@ Phaser.AnimationManager.prototype = {
},
/**
* 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) {
if (typeof name == 'string')
{
if (this._anims[name])
{
return this._anims[name];
}
}
return false;
},
/**
* Refreshes the current frame data back to the parent Sprite and also resets the texture data.
*
+10 -3
View File
@@ -50,6 +50,13 @@ Phaser.RequestAnimationFrame = function(game) {
*/
this._onLoop = null;
/**
* The callback ID used when calling cancel
* @property _timeOutID
* @private
*/
this._timeOutID = null;
};
Phaser.RequestAnimationFrame.prototype = {
@@ -83,7 +90,7 @@ Phaser.RequestAnimationFrame.prototype = {
return _this.updateRAF(time);
};
window.requestAnimationFrame(this._onLoop);
this._timeOutID = window.requestAnimationFrame(this._onLoop);
}
},
@@ -97,7 +104,7 @@ Phaser.RequestAnimationFrame.prototype = {
this.game.update(time);
window.requestAnimationFrame(this._onLoop);
this._timeOutID = window.requestAnimationFrame(this._onLoop);
},
@@ -125,7 +132,7 @@ Phaser.RequestAnimationFrame.prototype = {
}
else
{
window.cancelAnimationFrame;
window.cancelAnimationFrame(this._timeOutID);
}
this.isRunning = false;