/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License * @module Phaser.Animation */ /** * The AnimationManager is used to add, play and update Phaser Animations. * Any Game Object such as Phaser.Sprite that supports animation contains a single AnimationManager instance. * * @class AnimationManager * @constructor * @param {Phaser.Sprite} sprite A reference to the Game Object that owns this AnimationManager. */ Phaser.AnimationManager = function (sprite) { /** * A reference to the parent Sprite that owns this AnimationManager. * @property sprite * @public * @type {Phaser.Sprite} */ this.sprite = sprite; /** * A reference to the currently running Game. * @property game * @public * @type {Phaser.Game} */ this.game = sprite.game; /** * The currently displayed Frame of animation, if any. * @property currentFrame * @public * @type {Phaser.Animation.Frame} */ this.currentFrame = null; /** * Should the animation data continue to update even if the Sprite.visible is set to false. * @property updateIfVisible * @public * @type {Boolean} * @default true */ this.updateIfVisible = true; /** * A temp. var for holding the currently playing Animations FrameData. * @property _frameData * @private * @type {Phaser.Animation.FrameData} */ this._frameData = null; /** * An internal object that stores all of the Animation instances. * @property _anims * @private * @type {Object} */ this._anims = {}; /** * An internal object to help avoid gc. * @property _outputFrames * @private * @type {Object} */ this._outputFrames = []; }; Phaser.AnimationManager.prototype = { /** * Loads FrameData into the internal temporary vars and resets the frame index to zero. * This is called automatically when a new Sprite is created. * * @method loadFrameData * @private * @param {Phaser.Animation.FrameData} frameData The FrameData set to load. */ loadFrameData: function (frameData) { this._frameData = frameData; this.frame = 0; }, /** * Adds a new animation under the given key. Optionally set the frames, frame rate and loop. * Animations added in this way are played back with the play function. * * @method add * @param {String} name The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk". * @param {Array} [frames=null] An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used. * @param {Number} [frameRate=60] The speed at which the animation should play. The speed is given in frames per second. * @param {Boolean} [loop=false] {bool} Whether or not the animation is looped or just plays once. * @param {Boolean} [useNumericIndex=true] Are the given frames using numeric indexes (default) or strings? (false) * @return {Phaser.Animation} The Animation object that was created. */ add: function (name, frames, frameRate, loop, useNumericIndex) { if (this._frameData == null) { console.warn('No FrameData available for Phaser.Animation ' + name); return; } frameRate = frameRate || 60; if (typeof loop === 'undefined') { loop = false; } if (typeof useNumericIndex === 'undefined') { useNumericIndex = true; } // Create the signals the AnimationManager will emit if (this.sprite.events.onAnimationStart == null) { this.sprite.events.onAnimationStart = new Phaser.Signal(); this.sprite.events.onAnimationComplete = new Phaser.Signal(); this.sprite.events.onAnimationLoop = new Phaser.Signal(); } this._outputFrames.length = 0; this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames); this._anims[name] = new Phaser.Animation(this.game, this.sprite, name, this._frameData, this._outputFrames, frameRate, loop); this.currentAnim = this._anims[name]; this.currentFrame = this.currentAnim.currentFrame; this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]); return this._anims[name]; }, /** * Check whether the frames in the given array are valid and exist. * * @method validateFrames * @param {Array} frames An array of frames to be validated. * @param {Boolean} [useNumericIndex=true] Validate the frames based on their numeric index (true) or string index (false) * @return {Boolean} True if all given Frames are valid, otherwise false. */ validateFrames: function (frames, useNumericIndex) { if (typeof useNumericIndex == 'undefined') { useNumericIndex = true; } for (var i = 0; i < frames.length; i++) { if (useNumericIndex == true) { if (frames[i] > this._frameData.total) { return false; } } else { if (this._frameData.checkFrameName(frames[i]) == false) { return false; } } } return true; }, /** * Play an animation based on the given key. The animation should previously have been added via sprite.animations.add() * If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself. * * @method play * @param {String} name The name of the animation to be played, e.g. "fire", "walk", "jump". * @param {Number} [frameRate=null] The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used. * @param {Boolean} [loop=null] Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used. * @return {Phaser.Animation} A reference to playing Animation instance. */ play: function (name, frameRate, loop) { if (this._anims[name]) { if (this.currentAnim == this._anims[name]) { if (this.currentAnim.isPlaying == false) { return this.currentAnim.play(frameRate, loop); } } else { this.currentAnim = this._anims[name]; return this.currentAnim.play(frameRate, loop); } } }, /** * Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped. * The currentAnim property of the AnimationManager is automatically set to the animation given. * * @method stop * @param {String} [name=null] The name of the animation to be stopped, e.g. "fire". If none is given the currently running animation is stopped. * @param {Boolean} [resetFrame=false] When the animation is stopped should the currentFrame be set to the first frame of the animation (true) or paused on the last frame displayed (false) */ stop: function (name, resetFrame) { if (typeof resetFrame == 'undefined') { resetFrame = false; } if (typeof name == 'string') { if (this._anims[name]) { this.currentAnim = this._anims[name]; this.currentAnim.stop(resetFrame); } } else { if (this.currentAnim) { this.currentAnim.stop(resetFrame); } } }, /** * The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events. * * @method update * @protected * @return {Boolean} True if a new animation frame has been set, otherwise false. */ update: function () { if (this.updateIfVisible && this.sprite.visible == false) { return false; } if (this.currentAnim && this.currentAnim.update() == true) { this.currentFrame = this.currentAnim.currentFrame; this.sprite.currentFrame = this.currentFrame; return true; } return false; }, /** * Destroys all references this AnimationManager contains. Sets the _anims to a new object and nulls the current animation. * * @method destroy */ destroy: function () { this._anims = {}; this._frameData = null; this._frameIndex = 0; this.currentAnim = null; this.currentFrame = null; } }; Object.defineProperty(Phaser.AnimationManager.prototype, "frameData", { /** * @method frameData * @return {Phaser.Animation.FrameData} Returns the FrameData of the current animation. */ get: function () { return this._frameData; } }); Object.defineProperty(Phaser.AnimationManager.prototype, "frameTotal", { /** * @method frameTotal * @return {Number} Returns the total number of frames in the loaded FrameData, or -1 if no FrameData is loaded. */ get: function () { if (this._frameData) { return this._frameData.total; } else { return -1; } } }); Object.defineProperty(Phaser.AnimationManager.prototype, "frame", { /** * @method frame * @return {Number} Returns the index of the current frame. */ get: function () { if (this.currentFrame) { return this._frameIndex; } }, /** * @method frame * @param {Number} value Sets the current frame on the Sprite and updates the texture cache for display. */ set: function (value) { if (this._frameData && this._frameData.getFrame(value) !== null) { this.currentFrame = this._frameData.getFrame(value); this._frameIndex = value; this.sprite.currentFrame = this.currentFrame; this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]); } } }); Object.defineProperty(Phaser.AnimationManager.prototype, "frameName", { /** * @method frameName * @return {String} Returns the name of the current frame if it has one. */ get: function () { if (this.currentFrame) { return this.currentFrame.name; } }, /** * @method frameName * @param {String} value Sets the current frame on the Sprite and updates the texture cache for display. */ set: function (value) { if (this._frameData && this._frameData.getFrameByName(value) !== null) { this.currentFrame = this._frameData.getFrameByName(value); this._frameIndex = this.currentFrame.index; this.sprite.currentFrame = this.currentFrame; this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]); } else { console.warn("Cannot set frameName: " + value); } } });