Source: \extras\AnimatedSprite.js
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 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;
/**
* 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)
{
this.updateTexture();
}
}
/**
* Updates the displayed texture to match the current frame index
*
* @private
*/
updateTexture()
{
this._texture = this._textures[this.currentFrame];
this._textureID = -1;
if (this.onFrameChange)
{
this.onFrameChange(this.currentFrame);
}
}
/**
* Stops the AnimatedSprite and destroys it
*
*/
destroy()
{
this.stop();
super.destroy();
}
/**
* 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);
}
}
}
/**
* 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;
}
}