-
Notifications
You must be signed in to change notification settings - Fork 1.8k
/
playable.js
170 lines (151 loc) · 3.86 KB
/
playable.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
https://www.cocos.com/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
var js = cc.js;
const debug = require('../core/CCDebug');
/**
* @class Playable
*
*/
function Playable () {
this._isPlaying = false;
this._isPaused = false;
this._stepOnce = false;
}
var prototype = Playable.prototype;
/**
* !#en Is playing or paused in play mode?
* !#zh 当前是否正在播放。
* @property isPlaying
* @type {boolean}
* @default false
* @readOnly
*/
js.get(prototype, 'isPlaying', function () {
return this._isPlaying;
}, true);
/**
* !#en Is currently paused? This can be true even if in edit mode(isPlaying == false).
* !#zh 当前是否正在暂停
* @property isPaused
* @type {boolean}
* @default false
* @readOnly
*/
js.get(prototype, 'isPaused', function () {
return this._isPaused;
}, true);
// virtual
var virtual = function () {};
/**
* @method onPlay
* @private
*/
prototype.onPlay = virtual;
/**
* @method onPause
* @private
*/
prototype.onPause = virtual;
/**
* @method onResume
* @private
*/
prototype.onResume = virtual;
/**
* @method onStop
* @private
*/
prototype.onStop = virtual;
/**
* @method onError
* @param {string} errorCode
* @private
*/
prototype.onError = virtual;
// public
/**
* !#en Play this animation.
* !#zh 播放动画。
* @method play
*/
prototype.play = function () {
if (this._isPlaying) {
if (this._isPaused) {
this._isPaused = false;
this.onResume();
}
else {
this.onError(debug.getError(3912));
}
}
else {
this._isPlaying = true;
this.onPlay();
}
};
/**
* !#en Stop this animation.
* !#zh 停止动画播放。
* @method stop
*/
prototype.stop = function () {
if (this._isPlaying) {
this._isPlaying = false;
this.onStop();
// need reset pause flag after onStop
this._isPaused = false;
}
};
/**
* !#en Pause this animation.
* !#zh 暂停动画。
* @method pause
*/
prototype.pause = function () {
if (this._isPlaying && !this._isPaused) {
this._isPaused = true;
this.onPause();
}
};
/**
* !#en Resume this animation.
* !#zh 重新播放动画。
* @method resume
*/
prototype.resume = function () {
if (this._isPlaying && this._isPaused) {
this._isPaused = false;
this.onResume();
}
};
/**
* !#en Perform a single frame step.
* !#zh 执行一帧动画。
* @method step
*/
prototype.step = function () {
this.pause();
this._stepOnce = true;
if (!this._isPlaying) {
this.play();
}
};
module.exports = Playable;