/* * BitmapAnimation * Visit http://createjs.com/ for documentation, updates and examples. * * Copyright (c) 2010 gskinner.com, inc. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * 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. */ // namespace: this.createjs = this.createjs||{}; (function() { /** * Displays frames or sequences of frames (ie. animations) from a sprite sheet image. A sprite sheet is a series of * images (usually animation frames) combined into a single image. For example, an animation consisting of 8 100x100 * images could be combined into a 400x200 sprite sheet (4 frames across by 2 high). You can display individual frames, * play frames as an animation, and even sequence animations together. * * See the {{#crossLink "SpriteSheet"}}{{/crossLink}} class for more information on setting up frames and animations. * *
currentFrame
.
* @property paused
* @type {Boolean}
* @default false
**/
p.paused = true;
/**
* The SpriteSheet instance to play back. This includes the source image, frame dimensions, and frame
* data. See {{#crossLink "SpriteSheet"}}{{/crossLink}} for more information.
* @property spriteSheet
* @type {SpriteSheet}
**/
p.spriteSheet = null;
/**
* Whether or not the image should be draw to the canvas at whole pixel coordinates.
* @property snapToPixel
* @type {Boolean}
* @default true
**/
p.snapToPixel = true;
/**
* When used in conjunction with animations having an frequency greater than 1, this lets you offset which tick the
* playhead will advance on. For example, you could create two BitmapAnimations, both playing an animation with a
* frequency of 2, but one having offset set to 1. Both instances would advance every second tick, but they would
* advance on alternating ticks (effectively, one instance would advance on odd ticks, the other on even ticks).
* @property offset
* @type {Number}
* @default 0
*/
p.offset = 0;
/**
* Specifies the current frame index within the current playing animation. When playing normally, this will increase
* successively from 0 to n-1, where n is the number of frames in the current animation.
* @property currentAnimationFrame
* @type {Number}
* @default 0
**/
p.currentAnimationFrame = 0;
// mix-ins:
// EventDispatcher methods:
p.addEventListener = null;
p.removeEventListener = null;
p.removeAllEventListeners = null;
p.dispatchEvent = null;
p.hasEventListener = null;
p._listeners = null;
createjs.EventDispatcher.initialize(p); // inject EventDispatcher methods.
// private properties:
/**
* @property _advanceCount
* @protected
* @type {Number}
* @default 0
**/
p._advanceCount = 0;
/**
* @property _animation
* @protected
* @type {Object}
* @default null
**/
p._animation = null;
// constructor:
/**
* @property DisplayObject_initialize
* @type {Function}
* @private
**/
p.DisplayObject_initialize = p.initialize;
/**
* Initialization method.
* @method initialize
* @protected
*/
p.initialize = function(spriteSheet) {
this.DisplayObject_initialize();
this.spriteSheet = spriteSheet;
}
/**
* Returns true or false indicating whether the display object would be visible if drawn to a canvas.
* This does not account for whether it would be visible within the boundaries of the stage.
* NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
* @method isVisible
* @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
**/
p.isVisible = function() {
var hasContent = this.cacheCanvas || (this.spriteSheet.complete && this.currentFrame >= 0);
return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent);
}
/**
* @property DisplayObject_draw
* @type {Function}
* @private
**/
p.DisplayObject_draw = p.draw;
/**
* Draws the display object into the specified context ignoring it's visible, alpha, shadow, and transform.
* Returns true if the draw was handled (useful for overriding functionality).
* NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
* @method draw
* @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
* @param {Boolean} ignoreCache Indicates whether the draw operation should ignore any current cache.
* For example, used for drawing the cache (to prevent it from simply drawing an existing cache back
* into itself).
**/
p.draw = function(ctx, ignoreCache) {
if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; }
this._normalizeFrame();
var o = this.spriteSheet.getFrame(this.currentFrame);
if (!o) { return; }
var rect = o.rect;
ctx.drawImage(o.image, rect.x, rect.y, rect.width, rect.height, -o.regX, -o.regY, rect.width, rect.height);
return true;
}
//Note, the doc sections below document using the specified APIs (from DisplayObject) from
//Bitmap. This is why they have no method implementations.
/**
* Because the content of a Bitmap is already in a simple format, cache is unnecessary for Bitmap instances.
* You should not cache Bitmap instances as it can degrade performance.
* @method cache
**/
/**
* Because the content of a Bitmap is already in a simple format, cache is unnecessary for Bitmap instances.
* You should not cache Bitmap instances as it can degrade performance.
* @method updateCache
**/
/**
* Because the content of a Bitmap is already in a simple format, cache is unnecessary for Bitmap instances.
* You should not cache Bitmap instances as it can degrade performance.
* @method uncache
**/
/**
* Begin playing a paused animation. The BitmapAnimation will be paused if either {{#crossLink "BitmapAnimation/stop"}}{{/crossLink}}
* or {{#crossLink "BitmapAnimation/gotoAndStop"}}{{/crossLink}} is called. Single frame animations will remain
* unchanged.
* @method play
**/
p.play = function() {
this.paused = false;
}
/**
* Stop playing a running animation. The BitmapAnimation will be playing if {{#crossLink "BitmapAnimation/gotoAndPlay"}}{{/crossLink}}
* is called. Note that calling {{#crossLink "BitmapAnimation/gotoAndPlay"}}{{/crossLink}} or {{#crossLink "BitmapAnimation/play"}}{{/crossLink}}
* will resume playback.
* @method stop
**/
p.stop = function() {
this.paused = true;
}
/**
* Sets paused to false and plays the specified animation name, named frame, or frame number.
* @method gotoAndPlay
* @param {String|Number} frameOrAnimation The frame number or animation name that the playhead should move to
* and begin playing.
**/
p.gotoAndPlay = function(frameOrAnimation) {
this.paused = false;
this._goto(frameOrAnimation);
}
/**
* Sets paused to true and seeks to the specified animation name, named frame, or frame number.
* @method gotoAndStop
* @param {String|Number} frameOrAnimation The frame number or animation name that the playhead should move to
* and stop.
**/
p.gotoAndStop = function(frameOrAnimation) {
this.paused = true;
this._goto(frameOrAnimation);
}
/**
* Advances the playhead. This occurs automatically each tick by default.
* @method advance
*/
p.advance = function() {
if (this._animation) { this.currentAnimationFrame++; }
else { this.currentFrame++; }
this._normalizeFrame();
}
/**
* Returns a {{#crossLink "Rectangle"}}{{/crossLink}} instance defining the bounds of the current frame relative to
* the origin. For example, a 90 x 70 frame with regX=50
and regY=40
would return a
* rectangle with [x=-50, y=-40, width=90, height=70].
*
* Also see the SpriteSheet {{#crossLink "SpriteSheet/getFrameBounds"}}{{/crossLink}} method.
* @method getBounds
* @return {Rectangle} A Rectangle instance. Returns null if the frame does not exist, or the image is not fully
* loaded.
**/
p.getBounds = function() {
return this.spriteSheet.getFrameBounds(this.currentFrame);
}
/**
* Returns a clone of the BitmapAnimation instance. Note that the same SpriteSheet is shared between cloned
* instances.
* @method clone
* @return {BitmapAnimation} a clone of the BitmapAnimation instance.
**/
p.clone = function() {
var o = new BitmapAnimation(this.spriteSheet);
this.cloneProps(o);
return o;
}
/**
* Returns a string representation of this object.
* @method toString
* @return {String} a string representation of the instance.
**/
p.toString = function() {
return "[BitmapAnimation (name="+ this.name +")]";
}
// private methods:
/**
* @property DisplayObject__tick
* @type {Function}
* @private
**/
p.DisplayObject__tick = p._tick;
/**
* Advances the currentFrame
if paused is not true. This is called automatically when the {{#crossLink "Stage"}}{{/crossLink}}
* ticks.
* @protected
* @method _tick
**/
p._tick = function(params) {
var f = this._animation ? this._animation.frequency : 1;
if (!this.paused && ((++this._advanceCount)+this.offset)%f == 0) {
this.advance();
}
this.DisplayObject__tick(params);
}
/**
* Normalizes the current frame, advancing animations and dispatching callbacks as appropriate.
* @protected
* @method _normalizeCurrentFrame
**/
p._normalizeFrame = function() {
var animation = this._animation;
var frame = this.currentFrame;
var paused = this.paused;
var l;
if (animation) {
l = animation.frames.length;
if (this.currentAnimationFrame >= l) {
var next = animation.next;
if (this._dispatchAnimationEnd(animation, frame, paused, next, l-1)) {
// do nothing, something changed in the event stack.
} else if (next) {
this._goto(next);
} else {
this.paused = true;
this.currentAnimationFrame = animation.frames.length-1;
this.currentFrame = animation.frames[this.currentAnimationFrame];
}
} else {
this.currentFrame = animation.frames[this.currentAnimationFrame];
}
} else {
l = this.spriteSheet.getNumFrames();
if (frame >= l) {
if (!this._dispatchAnimationEnd(animation, frame, paused, l-1)) { this.currentFrame = 0; }
}
}
}
/**
* Dispatches the "animationend" event. Returns true if a handler changed the animation (ex. calling {{#crossLink "BitmapAnimation/stop"}}{{/crossLink}},
* {{#crossLink "BitmapAnimation/gotoAndPlay"}}{{/crossLink}}, etc.)
* @property _dispatchAnimationEnd
* @private
* @type {Function}
**/
p._dispatchAnimationEnd = function(animation, frame, paused, next, end) {
var name = animation ? animation.name : null;
this.onAnimationEnd&&this.onAnimationEnd(this, name, next);
this.dispatchEvent({type:"animationend", name:name, next:next});
if (!paused && this.paused) { this.currentAnimationFrame = end; }
return (this.paused != paused || this._animation != animation || this.currentFrame != frame);
}
/**
* @property DisplayObject_cloneProps
* @private
* @type {Function}
**/
p.DisplayObject_cloneProps = p.cloneProps;
/**
* @method cloneProps
* @param {Text} o
* @protected
**/
p.cloneProps = function(o) {
this.DisplayObject_cloneProps(o);
o.onAnimationEnd = this.onAnimationEnd;
o.currentFrame = this.currentFrame;
o.currentAnimation = this.currentAnimation;
o.paused = this.paused;
o.offset = this.offset;
o._animation = this._animation;
o.currentAnimationFrame = this.currentAnimationFrame;
}
/**
* Moves the playhead to the specified frame number or animation.
* @method _goto
* @param {String|Number} frameOrAnimation The frame number or animation that the playhead should move to.
* @protected
**/
p._goto = function(frameOrAnimation) {
if (isNaN(frameOrAnimation)) {
var data = this.spriteSheet.getAnimation(frameOrAnimation);
if (data) {
this.currentAnimationFrame = 0;
this._animation = data;
this.currentAnimation = frameOrAnimation;
this._normalizeFrame();
}
} else {
this.currentAnimation = this._animation = null;
this.currentFrame = frameOrAnimation;
}
}
createjs.BitmapAnimation = BitmapAnimation;
}());