Files
phaser/Phaser/AnimationManager.js
T
2013-08-12 00:52:35 +01:00

139 lines
5.6 KiB
JavaScript

/// <reference path="Game.ts" />
/// <reference path="gameobjects/Sprite.ts" />
/// <reference path="system/animation/Animation.ts" />
/// <reference path="system/animation/AnimationLoader.ts" />
/// <reference path="system/animation/Frame.ts" />
/// <reference path="system/animation/FrameData.ts" />
/**
* Phaser - AnimationManager
*
* Any Sprite that has animation contains an instance of the AnimationManager, which is used to add, play and update
* sprite specific animations.
*/
var Phaser;
(function (Phaser) {
var AnimationManager = (function () {
function AnimationManager(game, parent) {
this._frameData = null;
this.currentFrame = null;
this._game = game;
this._parent = parent;
this._anims = {
};
}
AnimationManager.prototype.loadFrameData = function (frameData) {
this._frameData = frameData;
this.frame = 0;
};
AnimationManager.prototype.add = function (name, frames, frameRate, loop, useNumericIndex) {
if (typeof frames === "undefined") { frames = null; }
if (typeof frameRate === "undefined") { frameRate = 60; }
if (typeof loop === "undefined") { loop = false; }
if (typeof useNumericIndex === "undefined") { useNumericIndex = true; }
if(this._frameData == null) {
return;
}
if(frames == null) {
frames = this._frameData.getFrameIndexes();
} else {
if(this.validateFrames(frames, useNumericIndex) == false) {
throw Error('Invalid frames given to Animation ' + name);
return;
}
}
if(useNumericIndex == false) {
frames = this._frameData.getFrameIndexesByName(frames);
}
this._anims[name] = new Phaser.Animation(this._game, this._parent, this._frameData, name, frames, frameRate, loop);
this.currentAnim = this._anims[name];
this.currentFrame = this.currentAnim.currentFrame;
};
AnimationManager.prototype.validateFrames = function (frames, useNumericIndex) {
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;
};
AnimationManager.prototype.play = function (name, frameRate, loop) {
if (typeof frameRate === "undefined") { frameRate = null; }
if(this._anims[name]) {
if(this.currentAnim == this._anims[name]) {
if(this.currentAnim.isPlaying == false) {
this.currentAnim.play(frameRate, loop);
}
} else {
this.currentAnim = this._anims[name];
this.currentAnim.play(frameRate, loop);
}
}
};
AnimationManager.prototype.stop = function (name) {
if(this._anims[name]) {
this.currentAnim = this._anims[name];
this.currentAnim.stop();
}
};
AnimationManager.prototype.update = function () {
if(this.currentAnim && this.currentAnim.update() == true) {
this.currentFrame = this.currentAnim.currentFrame;
this._parent.bounds.width = this.currentFrame.width;
this._parent.bounds.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 () {
return this._frameData.total;
},
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.bounds.width = this.currentFrame.width;
this._parent.bounds.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.bounds.width = this.currentFrame.width;
this._parent.bounds.height = this.currentFrame.height;
this._frameIndex = this.currentFrame.index;
}
},
enumerable: true,
configurable: true
});
return AnimationManager;
})();
Phaser.AnimationManager = AnimationManager;
})(Phaser || (Phaser = {}));