import * as core from '../core'; /** * @typedef FrameObject * @type {object} * @property {PIXI.Texture} texture - The {@link PIXI.Texture} of the frame * @property {number} time - the duration of the frame in ms */ /** * An AnimatedSprite is a simple way to display an animation depicted by a list of textures. * * ```js * let alienImages = ["image_sequence_01.png","image_sequence_02.png","image_sequence_03.png","image_sequence_04.png"]; * let textureArray = []; * * for (let i=0; i < 4; i++) * { * let texture = PIXI.Texture.fromImage(alienImages[i]); * textureArray.push(texture); * }; * * let mc = new PIXI.AnimatedSprite(textureArray); * ``` * * @class * @extends PIXI.Sprite * @memberof PIXI.extras */ export default class AnimatedSprite extends core.Sprite { /** * @param {PIXI.Texture[]|FrameObject[]} textures - an array of {@link PIXI.Texture} or frame * objects that make up the animation * @param {boolean} [autoUpdate=true] - Whether to use PIXI.ticker.shared to auto update animation time. */ constructor(textures, autoUpdate) { super(textures[0] instanceof core.Texture ? textures[0] : textures[0].texture); /** * @private */ this._textures = null; /** * @private */ this._durations = null; this.textures = textures; /** * `true` uses PIXI.ticker.shared to auto update animation time. * @type {boolean} * @default true * @private */ this._autoUpdate = autoUpdate !== false; /** * The speed that the AnimatedSprite will play at. Higher is faster, lower is slower * * @member {number} * @default 1 */ this.animationSpeed = 1; /** * Whether or not the animate sprite repeats after playing. * * @member {boolean} * @default true */ this.loop = true; /** * Function to call when a AnimatedSprite finishes playing * * @member {Function} */ this.onComplete = null; /** * Function to call when a AnimatedSprite changes which texture is being rendered * * @member {Function} */ this.onFrameChange = null; /** * Function to call when 'loop' is true, and an AnimatedSprite is played and loops around to start again * * @member {Function} */ this.onLoop = null; /** * Elapsed time since animation has been started, used internally to display current texture * * @member {number} * @private */ this._currentTime = 0; /** * Indicates if the AnimatedSprite is currently playing * * @member {boolean} * @readonly */ this.playing = false; } /** * Stops the AnimatedSprite * */ stop() { if (!this.playing) { return; } this.playing = false; if (this._autoUpdate) { core.ticker.shared.remove(this.update, this); } } /** * Plays the AnimatedSprite * */ play() { if (this.playing) { return; } this.playing = true; if (this._autoUpdate) { core.ticker.shared.add(this.update, this, core.UPDATE_PRIORITY.HIGH); } } /** * Stops the AnimatedSprite and goes to a specific frame * * @param {number} frameNumber - frame index to stop at */ gotoAndStop(frameNumber) { this.stop(); const previousFrame = this.currentFrame; this._currentTime = frameNumber; if (previousFrame !== this.currentFrame) { this.updateTexture(); } } /** * Goes to a specific frame and begins playing the AnimatedSprite * * @param {number} frameNumber - frame index to start at */ gotoAndPlay(frameNumber) { const previousFrame = this.currentFrame; this._currentTime = frameNumber; if (previousFrame !== this.currentFrame) { this.updateTexture(); } this.play(); } /** * Updates the object transform for rendering. * * @private * @param {number} deltaTime - Time since last tick. */ update(deltaTime) { const elapsed = this.animationSpeed * deltaTime; const previousFrame = this.currentFrame; if (this._durations !== null) { let lag = this._currentTime % 1 * this._durations[this.currentFrame]; lag += elapsed / 60 * 1000; while (lag < 0) { this._currentTime--; lag += this._durations[this.currentFrame]; } const sign = Math.sign(this.animationSpeed * deltaTime); this._currentTime = Math.floor(this._currentTime); while (lag >= this._durations[this.currentFrame]) { lag -= this._durations[this.currentFrame] * sign; this._currentTime += sign; } this._currentTime += lag / this._durations[this.currentFrame]; } else { this._currentTime += elapsed; } if (this._currentTime < 0 && !this.loop) { this.gotoAndStop(0); if (this.onComplete) { this.onComplete(); } } else if (this._currentTime >= this._textures.length && !this.loop) { this.gotoAndStop(this._textures.length - 1); if (this.onComplete) { this.onComplete(); } } else if (previousFrame !== this.currentFrame) { if (this.loop && this.onLoop) { if (this.animationSpeed > 0 && this.currentFrame < previousFrame) { this.onLoop(); } else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) { this.onLoop(); } } this.updateTexture(); } } /** * Updates the displayed texture to match the current frame index * * @private */ updateTexture() { this._texture = this._textures[this.currentFrame]; this._textureID = -1; this.cachedTint = 0xFFFFFF; if (this.onFrameChange) { this.onFrameChange(this.currentFrame); } } /** * Stops the AnimatedSprite and destroys it * * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options * have been set to that value * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy * method called as well. 'options' will be passed on to those calls. * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well */ destroy(options) { this.stop(); super.destroy(options); } /** * A short hand way of creating a movieclip from an array of frame ids * * @static * @param {string[]} frames - The array of frames ids the movieclip will use as its texture frames * @return {AnimatedSprite} The new animated sprite with the specified frames. */ static fromFrames(frames) { const textures = []; for (let i = 0; i < frames.length; ++i) { textures.push(core.Texture.fromFrame(frames[i])); } return new AnimatedSprite(textures); } /** * A short hand way of creating a movieclip from an array of image ids * * @static * @param {string[]} images - the array of image urls the movieclip will use as its texture frames * @return {AnimatedSprite} The new animate sprite with the specified images as frames. */ static fromImages(images) { const textures = []; for (let i = 0; i < images.length; ++i) { textures.push(core.Texture.fromImage(images[i])); } return new AnimatedSprite(textures); } /** * totalFrames is the total number of frames in the AnimatedSprite. This is the same as number of textures * assigned to the AnimatedSprite. * * @readonly * @member {number} * @default 0 */ get totalFrames() { return this._textures.length; } /** * The array of textures used for this AnimatedSprite * * @member {PIXI.Texture[]} */ get textures() { return this._textures; } set textures(value) // eslint-disable-line require-jsdoc { if (value[0] instanceof core.Texture) { this._textures = value; this._durations = null; } else { this._textures = []; this._durations = []; for (let i = 0; i < value.length; i++) { this._textures.push(value[i].texture); this._durations.push(value[i].time); } } this.gotoAndStop(0); this.updateTexture(); } /** * The AnimatedSprites current frame index * * @member {number} * @readonly */ get currentFrame() { let currentFrame = Math.floor(this._currentTime) % this._textures.length; if (currentFrame < 0) { currentFrame += this._textures.length; } return currentFrame; } }