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AnimationManager.js
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AnimationManager.js
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/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2024 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Animation = require('./Animation');
var Class = require('../utils/Class');
var CustomMap = require('../structs/Map');
var EventEmitter = require('eventemitter3');
var Events = require('./events');
var GameEvents = require('../core/events');
var GetFastValue = require('../utils/object/GetFastValue');
var GetValue = require('../utils/object/GetValue');
var MATH_CONST = require('../math/const');
var NumberArray = require('../utils/array/NumberArray');
var Pad = require('../utils/string/Pad');
/**
* @classdesc
* The Animation Manager.
*
* Animations are managed by the global Animation Manager. This is a singleton class that is
* responsible for creating and delivering animations and their corresponding data to all Game Objects.
* Unlike plugins it is owned by the Game instance, not the Scene.
*
* Sprites and other Game Objects get the data they need from the AnimationManager.
*
* @class AnimationManager
* @extends Phaser.Events.EventEmitter
* @memberof Phaser.Animations
* @constructor
* @since 3.0.0
*
* @param {Phaser.Game} game - A reference to the Phaser.Game instance.
*/
var AnimationManager = new Class({
Extends: EventEmitter,
initialize:
function AnimationManager (game)
{
EventEmitter.call(this);
/**
* A reference to the Phaser.Game instance.
*
* @name Phaser.Animations.AnimationManager#game
* @type {Phaser.Game}
* @protected
* @since 3.0.0
*/
this.game = game;
/**
* A reference to the Texture Manager.
*
* @name Phaser.Animations.AnimationManager#textureManager
* @type {Phaser.Textures.TextureManager}
* @protected
* @since 3.0.0
*/
this.textureManager = null;
/**
* The global time scale of the Animation Manager.
*
* This scales the time delta between two frames, thus influencing the speed of time for the Animation Manager.
*
* @name Phaser.Animations.AnimationManager#globalTimeScale
* @type {number}
* @default 1
* @since 3.0.0
*/
this.globalTimeScale = 1;
/**
* The Animations registered in the Animation Manager.
*
* This map should be modified with the {@link #add} and {@link #create} methods of the Animation Manager.
*
* @name Phaser.Animations.AnimationManager#anims
* @type {Phaser.Structs.Map.<string, Phaser.Animations.Animation>}
* @protected
* @since 3.0.0
*/
this.anims = new CustomMap();
/**
* A list of animation mix times.
*
* See the {@link #setMix} method for more details.
*
* @name Phaser.Animations.AnimationManager#mixes
* @type {Phaser.Structs.Map.<string, Phaser.Animations.Animation>}
* @since 3.50.0
*/
this.mixes = new CustomMap();
/**
* Whether the Animation Manager is paused along with all of its Animations.
*
* @name Phaser.Animations.AnimationManager#paused
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.paused = false;
/**
* The name of this Animation Manager.
*
* @name Phaser.Animations.AnimationManager#name
* @type {string}
* @since 3.0.0
*/
this.name = 'AnimationManager';
game.events.once(GameEvents.BOOT, this.boot, this);
},
/**
* Registers event listeners after the Game boots.
*
* @method Phaser.Animations.AnimationManager#boot
* @listens Phaser.Core.Events#DESTROY
* @since 3.0.0
*/
boot: function ()
{
this.textureManager = this.game.textures;
this.game.events.once(GameEvents.DESTROY, this.destroy, this);
},
/**
* Adds a mix between two animations.
*
* Mixing allows you to specify a unique delay between a pairing of animations.
*
* When playing Animation A on a Game Object, if you then play Animation B, and a
* mix exists, it will wait for the specified delay to be over before playing Animation B.
*
* This allows you to customise smoothing between different types of animation, such
* as blending between an idle and a walk state, or a running and a firing state.
*
* Note that mixing is only applied if you use the `Sprite.play` method. If you opt to use
* `playAfterRepeat` or `playAfterDelay` instead, those will take priority and the mix
* delay will not be used.
*
* To update an existing mix, just call this method with the new delay.
*
* To remove a mix pairing, see the `removeMix` method.
*
* @method Phaser.Animations.AnimationManager#addMix
* @since 3.50.0
*
* @param {(string|Phaser.Animations.Animation)} animA - The string-based key, or instance of, Animation A.
* @param {(string|Phaser.Animations.Animation)} animB - The string-based key, or instance of, Animation B.
* @param {number} delay - The delay, in milliseconds, to wait when transitioning from Animation A to B.
*
* @return {this} This Animation Manager.
*/
addMix: function (animA, animB, delay)
{
var anims = this.anims;
var mixes = this.mixes;
var keyA = (typeof(animA) === 'string') ? animA : animA.key;
var keyB = (typeof(animB) === 'string') ? animB : animB.key;
if (anims.has(keyA) && anims.has(keyB))
{
var mixObj = mixes.get(keyA);
if (!mixObj)
{
mixObj = {};
}
mixObj[keyB] = delay;
mixes.set(keyA, mixObj);
}
return this;
},
/**
* Removes a mix between two animations.
*
* Mixing allows you to specify a unique delay between a pairing of animations.
*
* Calling this method lets you remove those pairings. You can either remove
* it between `animA` and `animB`, or if you do not provide the `animB` parameter,
* it will remove all `animA` mixes.
*
* If you wish to update an existing mix instead, call the `addMix` method with the
* new delay.
*
* @method Phaser.Animations.AnimationManager#removeMix
* @since 3.50.0
*
* @param {(string|Phaser.Animations.Animation)} animA - The string-based key, or instance of, Animation A.
* @param {(string|Phaser.Animations.Animation)} [animB] - The string-based key, or instance of, Animation B. If not given, all mixes for Animation A will be removed.
*
* @return {this} This Animation Manager.
*/
removeMix: function (animA, animB)
{
var mixes = this.mixes;
var keyA = (typeof(animA) === 'string') ? animA : animA.key;
var mixObj = mixes.get(keyA);
if (mixObj)
{
if (animB)
{
var keyB = (typeof(animB) === 'string') ? animB : animB.key;
if (mixObj.hasOwnProperty(keyB))
{
// Remove just this pairing
delete mixObj[keyB];
}
}
else if (!animB)
{
// Remove everything for animA
mixes.delete(keyA);
}
}
return this;
},
/**
* Returns the mix delay between two animations.
*
* If no mix has been set-up, this method will return zero.
*
* If you wish to create, or update, a new mix, call the `addMix` method.
* If you wish to remove a mix, call the `removeMix` method.
*
* @method Phaser.Animations.AnimationManager#getMix
* @since 3.50.0
*
* @param {(string|Phaser.Animations.Animation)} animA - The string-based key, or instance of, Animation A.
* @param {(string|Phaser.Animations.Animation)} animB - The string-based key, or instance of, Animation B.
*
* @return {number} The mix duration, or zero if no mix exists.
*/
getMix: function (animA, animB)
{
var mixes = this.mixes;
var keyA = (typeof(animA) === 'string') ? animA : animA.key;
var keyB = (typeof(animB) === 'string') ? animB : animB.key;
var mixObj = mixes.get(keyA);
if (mixObj && mixObj.hasOwnProperty(keyB))
{
return mixObj[keyB];
}
else
{
return 0;
}
},
/**
* Adds an existing Animation to the Animation Manager.
*
* @method Phaser.Animations.AnimationManager#add
* @fires Phaser.Animations.Events#ADD_ANIMATION
* @since 3.0.0
*
* @param {string} key - The key under which the Animation should be added. The Animation will be updated with it. Must be unique.
* @param {Phaser.Animations.Animation} animation - The Animation which should be added to the Animation Manager.
*
* @return {this} This Animation Manager.
*/
add: function (key, animation)
{
if (this.anims.has(key))
{
console.warn('Animation key exists: ' + key);
return this;
}
animation.key = key;
this.anims.set(key, animation);
this.emit(Events.ADD_ANIMATION, key, animation);
return this;
},
/**
* Checks to see if the given key is already in use within the Animation Manager or not.
*
* Animations are global. Keys created in one scene can be used from any other Scene in your game. They are not Scene specific.
*
* @method Phaser.Animations.AnimationManager#exists
* @since 3.16.0
*
* @param {string} key - The key of the Animation to check.
*
* @return {boolean} `true` if the Animation already exists in the Animation Manager, or `false` if the key is available.
*/
exists: function (key)
{
return this.anims.has(key);
},
/**
* Create one, or more animations from a loaded Aseprite JSON file.
*
* Aseprite is a powerful animated sprite editor and pixel art tool.
*
* You can find more details at https://www.aseprite.org/
*
* To export a compatible JSON file in Aseprite, please do the following:
*
* 1. Go to "File - Export Sprite Sheet"
*
* 2. On the **Layout** tab:
* 2a. Set the "Sheet type" to "Packed"
* 2b. Set the "Constraints" to "None"
* 2c. Check the "Merge Duplicates" checkbox
*
* 3. On the **Sprite** tab:
* 3a. Set "Layers" to "Visible layers"
* 3b. Set "Frames" to "All frames", unless you only wish to export a sub-set of tags
*
* 4. On the **Borders** tab:
* 4a. Check the "Trim Sprite" and "Trim Cells" options
* 4b. Ensure "Border Padding", "Spacing" and "Inner Padding" are all > 0 (1 is usually enough)
*
* 5. On the **Output** tab:
* 5a. Check "Output File", give your image a name and make sure you choose "png files" as the file type
* 5b. Check "JSON Data" and give your json file a name
* 5c. The JSON Data type can be either a Hash or Array, Phaser doesn't mind.
* 5d. Make sure "Tags" is checked in the Meta options
* 5e. In the "Item Filename" input box, make sure it says just "{frame}" and nothing more.
*
* 6. Click export
*
* This was tested with Aseprite 1.2.25.
*
* This will export a png and json file which you can load using the Aseprite Loader, i.e.:
*
* ```javascript
* function preload ()
* {
* this.load.path = 'assets/animations/aseprite/';
* this.load.aseprite('paladin', 'paladin.png', 'paladin.json');
* }
* ```
*
* Once loaded, you can call this method from within a Scene with the 'atlas' key:
*
* ```javascript
* this.anims.createFromAseprite('paladin');
* ```
*
* Any animations defined in the JSON will now be available to use in Phaser and you play them
* via their Tag name. For example, if you have an animation called 'War Cry' on your Aseprite timeline,
* you can play it in Phaser using that Tag name:
*
* ```javascript
* this.add.sprite(400, 300).play('War Cry');
* ```
*
* When calling this method you can optionally provide an array of tag names, and only those animations
* will be created. For example:
*
* ```javascript
* this.anims.createFromAseprite('paladin', [ 'step', 'War Cry', 'Magnum Break' ]);
* ```
*
* This will only create the 3 animations defined. Note that the tag names are case-sensitive.
*
* @method Phaser.Animations.AnimationManager#createFromAseprite
* @since 3.50.0
*
* @param {string} key - The key of the loaded Aseprite atlas. It must have been loaded prior to calling this method.
* @param {string[]} [tags] - An array of Tag names. If provided, only animations found in this array will be created.
* @param {(Phaser.Animations.AnimationManager|Phaser.GameObjects.GameObject)} [target] - Create the animations on this target Sprite. If not given, they will be created globally in this Animation Manager.
*
* @return {Phaser.Animations.Animation[]} An array of Animation instances that were successfully created.
*/
createFromAseprite: function (key, tags, target)
{
var output = [];
var data = this.game.cache.json.get(key);
if (!data)
{
console.warn('No Aseprite data found for: ' + key);
return output;
}
var _this = this;
var meta = GetValue(data, 'meta', null);
var frames = GetValue(data, 'frames', null);
if (meta && frames)
{
var frameTags = GetValue(meta, 'frameTags', []);
frameTags.forEach(function (tag)
{
var animFrames = [];
var name = GetFastValue(tag, 'name', null);
var from = GetFastValue(tag, 'from', 0);
var to = GetFastValue(tag, 'to', 0);
var direction = GetFastValue(tag, 'direction', 'forward');
if (!name)
{
// Skip if no name
return;
}
if (!tags || (tags && tags.indexOf(name) > -1))
{
// Get all the frames for this tag and calculate the total duration in milliseconds.
var totalDuration = 0;
for (var i = from; i <= to; i++)
{
var frameKey = i.toString();
var frame = frames[frameKey];
if (frame)
{
var frameDuration = GetFastValue(frame, 'duration', MATH_CONST.MAX_SAFE_INTEGER);
animFrames.push({ key: key, frame: frameKey, duration: frameDuration });
totalDuration += frameDuration;
}
}
if (direction === 'reverse')
{
animFrames = animFrames.reverse();
}
// Create the animation
var createConfig = {
key: name,
frames: animFrames,
duration: totalDuration,
yoyo: (direction === 'pingpong')
};
var result;
if (target)
{
if (target.anims)
{
result = target.anims.create(createConfig);
}
}
else
{
result = _this.create(createConfig);
}
if (result)
{
output.push(result);
}
}
});
}
return output;
},
/**
* Creates a new Animation and adds it to the Animation Manager.
*
* Animations are global. Once created, you can use them in any Scene in your game. They are not Scene specific.
*
* If an invalid key is given this method will return `false`.
*
* If you pass the key of an animation that already exists in the Animation Manager, that animation will be returned.
*
* A brand new animation is only created if the key is valid and not already in use.
*
* If you wish to re-use an existing key, call `AnimationManager.remove` first, then this method.
*
* @method Phaser.Animations.AnimationManager#create
* @fires Phaser.Animations.Events#ADD_ANIMATION
* @since 3.0.0
*
* @param {Phaser.Types.Animations.Animation} config - The configuration settings for the Animation.
*
* @return {(Phaser.Animations.Animation|false)} The Animation that was created, or `false` if the key is already in use.
*/
create: function (config)
{
var key = config.key;
var anim = false;
if (key)
{
anim = this.get(key);
if (!anim)
{
anim = new Animation(this, key, config);
this.anims.set(key, anim);
this.emit(Events.ADD_ANIMATION, key, anim);
}
else
{
console.warn('AnimationManager key already exists: ' + key);
}
}
return anim;
},
/**
* Loads this Animation Manager's Animations and settings from a JSON object.
*
* @method Phaser.Animations.AnimationManager#fromJSON
* @since 3.0.0
*
* @param {(string|Phaser.Types.Animations.JSONAnimations|Phaser.Types.Animations.JSONAnimation)} data - The JSON object to parse.
* @param {boolean} [clearCurrentAnimations=false] - If set to `true`, the current animations will be removed (`anims.clear()`). If set to `false` (default), the animations in `data` will be added.
*
* @return {Phaser.Animations.Animation[]} An array containing all of the Animation objects that were created as a result of this call.
*/
fromJSON: function (data, clearCurrentAnimations)
{
if (clearCurrentAnimations === undefined) { clearCurrentAnimations = false; }
if (clearCurrentAnimations)
{
this.anims.clear();
}
// Do we have a String (i.e. from JSON, or an Object?)
if (typeof data === 'string')
{
data = JSON.parse(data);
}
var output = [];
// Array of animations, or a single animation?
if (data.hasOwnProperty('anims') && Array.isArray(data.anims))
{
for (var i = 0; i < data.anims.length; i++)
{
output.push(this.create(data.anims[i]));
}
if (data.hasOwnProperty('globalTimeScale'))
{
this.globalTimeScale = data.globalTimeScale;
}
}
else if (data.hasOwnProperty('key') && data.type === 'frame')
{
output.push(this.create(data));
}
return output;
},
/**
* Generate an array of {@link Phaser.Types.Animations.AnimationFrame} objects from a texture key and configuration object.
*
* Generates objects with string based frame names, as configured by the given {@link Phaser.Types.Animations.GenerateFrameNames}.
*
* It's a helper method, designed to make it easier for you to extract all of the frame names from texture atlases.
*
* If you're working with a sprite sheet, see the `generateFrameNumbers` method instead.
*
* Example:
*
* If you have a texture atlases loaded called `gems` and it contains 6 frames called `ruby_0001`, `ruby_0002`, and so on,
* then you can call this method using: `this.anims.generateFrameNames('gems', { prefix: 'ruby_', start: 1, end: 6, zeroPad: 4 })`.
*
* The `end` value tells it to select frames 1 through 6, incrementally numbered, all starting with the prefix `ruby_`. The `zeroPad`
* value tells it how many zeroes pad out the numbers. To create an animation using this method, you can do:
*
* ```javascript
* this.anims.create({
* key: 'ruby',
* repeat: -1,
* frames: this.anims.generateFrameNames('gems', {
* prefix: 'ruby_',
* end: 6,
* zeroPad: 4
* })
* });
* ```
*
* Please see the animation examples for further details.
*
* @method Phaser.Animations.AnimationManager#generateFrameNames
* @since 3.0.0
*
* @param {string} key - The key for the texture containing the animation frames.
* @param {Phaser.Types.Animations.GenerateFrameNames} [config] - The configuration object for the animation frame names.
*
* @return {Phaser.Types.Animations.AnimationFrame[]} The array of {@link Phaser.Types.Animations.AnimationFrame} objects.
*/
generateFrameNames: function (key, config)
{
var prefix = GetValue(config, 'prefix', '');
var start = GetValue(config, 'start', 0);
var end = GetValue(config, 'end', 0);
var suffix = GetValue(config, 'suffix', '');
var zeroPad = GetValue(config, 'zeroPad', 0);
var out = GetValue(config, 'outputArray', []);
var frames = GetValue(config, 'frames', false);
if (!this.textureManager.exists(key))
{
console.warn('Texture "%s" not found', key);
return out;
}
var texture = this.textureManager.get(key);
if (!texture)
{
return out;
}
var i;
if (!config)
{
// Use every frame in the atlas
frames = texture.getFrameNames();
for (i = 0; i < frames.length; i++)
{
out.push({ key: key, frame: frames[i] });
}
}
else
{
if (!frames)
{
frames = NumberArray(start, end);
}
for (i = 0; i < frames.length; i++)
{
var frame = prefix + Pad(frames[i], zeroPad, '0', 1) + suffix;
if (texture.has(frame))
{
out.push({ key: key, frame: frame });
}
else
{
console.warn('Frame "%s" not found in texture "%s"', frame, key);
}
}
}
return out;
},
/**
* Generate an array of {@link Phaser.Types.Animations.AnimationFrame} objects from a texture key and configuration object.
*
* Generates objects with numbered frame names, as configured by the given {@link Phaser.Types.Animations.GenerateFrameNumbers}.
*
* If you're working with a texture atlas, see the `generateFrameNames` method instead.
*
* It's a helper method, designed to make it easier for you to extract frames from sprite sheets.
*
* Example:
*
* If you have a sprite sheet loaded called `explosion` and it contains 12 frames, then you can call this method using:
*
* `this.anims.generateFrameNumbers('explosion', { start: 0, end: 11 })`.
*
* The `end` value of 11 tells it to stop after the 12th frame has been added, because it started at zero.
*
* To create an animation using this method, you can do:
*
* ```javascript
* this.anims.create({
* key: 'boom',
* frames: this.anims.generateFrameNumbers('explosion', {
* start: 0,
* end: 11
* })
* });
* ```
*
* Note that `start` is optional and you don't need to include it if the animation starts from frame 0.
*
* To specify an animation in reverse, swap the `start` and `end` values.
*
* If the frames are not sequential, you may pass an array of frame numbers instead, for example:
*
* `this.anims.generateFrameNumbers('explosion', { frames: [ 0, 1, 2, 1, 2, 3, 4, 0, 1, 2 ] })`
*
* Please see the animation examples and `GenerateFrameNumbers` config docs for further details.
*
* @method Phaser.Animations.AnimationManager#generateFrameNumbers
* @since 3.0.0
*
* @param {string} key - The key for the texture containing the animation frames.
* @param {Phaser.Types.Animations.GenerateFrameNumbers} [config] - The configuration object for the animation frames.
*
* @return {Phaser.Types.Animations.AnimationFrame[]} The array of {@link Phaser.Types.Animations.AnimationFrame} objects.
*/
generateFrameNumbers: function (key, config)
{
var start = GetValue(config, 'start', 0);
var end = GetValue(config, 'end', -1);
var first = GetValue(config, 'first', false);
var out = GetValue(config, 'outputArray', []);
var frames = GetValue(config, 'frames', false);
if (!this.textureManager.exists(key))
{
console.warn('Texture "%s" not found', key);
return out;
}
var texture = this.textureManager.get(key);
if (!texture)
{
return out;
}
if (first && texture.has(first))
{
out.push({ key: key, frame: first });
}
// No 'frames' array? Then generate one automatically
if (!frames)
{
if (end === -1)
{
// -1 because of __BASE, which we don't want in our results
// and -1 because frames are zero based
end = texture.frameTotal - 2;
}
frames = NumberArray(start, end);
}
for (var i = 0; i < frames.length; i++)
{
var frameName = frames[i];
if (texture.has(frameName))
{
out.push({ key: key, frame: frameName });
}
else
{
console.warn('Frame "%s" not found in texture "%s"', frameName, key);
}
}
return out;
},
/**
* Get an Animation.
*
* @method Phaser.Animations.AnimationManager#get
* @since 3.0.0
*
* @param {string} key - The key of the Animation to retrieve.
*
* @return {Phaser.Animations.Animation} The Animation.
*/
get: function (key)
{
return this.anims.get(key);
},
/**
* Returns an array of all Animation keys that are using the given
* Texture. Only Animations that have at least one AnimationFrame
* entry using this texture will be included in the result.
*
* @method Phaser.Animations.AnimationManager#getAnimsFromTexture
* @since 3.60.0
*
* @param {(string|Phaser.Textures.Texture|Phaser.Textures.Frame)} key - The unique string-based key of the Texture, or a Texture, or Frame instance.
*
* @return {string[]} An array of Animation keys that feature the given Texture.
*/
getAnimsFromTexture: function (key)
{
var texture = this.textureManager.get(key);
var match = texture.key;
var anims = this.anims.getArray();
var out = [];
for (var i = 0; i < anims.length; i++)
{
var anim = anims[i];
var frames = anim.frames;
for (var c = 0; c < frames.length; c++)
{
if (frames[c].textureKey === match)
{
out.push(anim.key);
break;
}
}
}
return out;
},
/**
* Pause all animations.
*
* @method Phaser.Animations.AnimationManager#pauseAll
* @fires Phaser.Animations.Events#PAUSE_ALL
* @since 3.0.0
*
* @return {this} This Animation Manager.
*/
pauseAll: function ()
{
if (!this.paused)
{
this.paused = true;
this.emit(Events.PAUSE_ALL);
}
return this;
},
/**
* Play an animation on the given Game Objects that have an Animation Component.
*
* @method Phaser.Animations.AnimationManager#play
* @since 3.0.0
*
* @param {(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig)} key - The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object.
* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]} children - An array of Game Objects to play the animation on. They must have an Animation Component.
*
* @return {this} This Animation Manager.
*/
play: function (key, children)
{
if (!Array.isArray(children))
{
children = [ children ];
}
for (var i = 0; i < children.length; i++)
{
children[i].anims.play(key);
}
return this;
},
/**
* Takes an array of Game Objects that have an Animation Component and then
* starts the given animation playing on them. The start time of each Game Object
* is offset, incrementally, by the `stagger` amount.
*
* For example, if you pass an array with 4 children and a stagger time of 1000,
* the delays will be:
*
* child 1: 1000ms delay
* child 2: 2000ms delay
* child 3: 3000ms delay
* child 4: 4000ms delay
*
* If you set the `staggerFirst` parameter to `false` they would be:
*
* child 1: 0ms delay
* child 2: 1000ms delay
* child 3: 2000ms delay
* child 4: 3000ms delay
*
* You can also set `stagger` to be a negative value. If it was -1000, the above would be:
*
* child 1: 3000ms delay
* child 2: 2000ms delay
* child 3: 1000ms delay
* child 4: 0ms delay
*
* @method Phaser.Animations.AnimationManager#staggerPlay
* @since 3.0.0
*
* @generic {Phaser.GameObjects.GameObject[]} G - [items,$return]
*
* @param {(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig)} key - The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object.
* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]} children - An array of Game Objects to play the animation on. They must have an Animation Component.
* @param {number} stagger - The amount of time, in milliseconds, to offset each play time by. If a negative value is given, it's applied to the children in reverse order.
* @param {boolean} [staggerFirst=true] -Should the first child be staggered as well?
*
* @return {this} This Animation Manager.
*/
staggerPlay: function (key, children, stagger, staggerFirst)
{
if (stagger === undefined) { stagger = 0; }
if (staggerFirst === undefined) { staggerFirst = true; }
if (!Array.isArray(children))
{
children = [ children ];
}
var len = children.length;
if (!staggerFirst)
{
len--;
}
for (var i = 0; i < children.length; i++)
{
var time = (stagger < 0) ? Math.abs(stagger) * (len - i) : stagger * i;
children[i].anims.playAfterDelay(key, time);
}
return this;
},
/**
* Removes an Animation from this Animation Manager, based on the given key.
*
* This is a global action. Once an Animation has been removed, no Game Objects
* can carry on using it.
*
* @method Phaser.Animations.AnimationManager#remove
* @fires Phaser.Animations.Events#REMOVE_ANIMATION
* @since 3.0.0
*
* @param {string} key - The key of the animation to remove.
*
* @return {Phaser.Animations.Animation} The Animation instance that was removed from the Animation Manager.
*/
remove: function (key)
{
var anim = this.get(key);
if (anim)
{
this.emit(Events.REMOVE_ANIMATION, key, anim);
this.anims.delete(key);
this.removeMix(key);
}
return anim;
},
/**
* Resume all paused animations.
*
* @method Phaser.Animations.AnimationManager#resumeAll
* @fires Phaser.Animations.Events#RESUME_ALL
* @since 3.0.0
*
* @return {this} This Animation Manager.
*/
resumeAll: function ()