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+var jaws = (function(jaws) {
+
+/**
+ * @class Manages an animation with a given list of frames. "Field Summary" contains options for the Animation()-constructor.
+ *
+ * @property {bool} loop Restart animation when end is reached
+ * @property {bool} bounce Rewind the animation frame by frame when end is reached
+ * @property {int} index Start on this frame
+ * @property {array} frames Images/canvaselements
+ * @property {milliseconds} frame_duration How long should each frame be displayed
+ * @property {int} frame_direction -1 for backwards animation. 1 is default
+ * @property {array} frame_size Containing width/height, eg. [32, 32]
+ * @property {int} offset When cutting out frames from a sprite sheet, start at this frame
+ * @property {string} orientation How to cut out frames frmo sprite sheet, possible values are "down" or "right"
+ * @property {function} on_end Function to call when animation ends. triggers only on non-looping, non-bouncing animations
+ * @property {object} subsets Name specific frames-intervals for easy access later, i.e. {move: [2,4], fire: [4,6]}. Access with animation.subset[name]
+ *
+ * @example
+ * // in setup()
+ * anim = new jaws.Animation({sprite_sheet: "droid_11x15.png", frame_size: [11,15], frame_duration: 100})
+ * player = new jaws.Sprite({y:300, anchor: "center_bottom"})
+ *
+ * // in update()
+ * player.setImage( anim.next() )
+ *
+ * // in draw()
+ * player.draw()
+ *
+ */
+jaws.Animation = function Animation(options) {
+ if( !(this instanceof arguments.callee) ) return new arguments.callee( options );
+
+ jaws.parseOptions(this, options, this.default_options);
+
+ if(options.sprite_sheet) {
+ var sprite_sheet = new jaws.SpriteSheet({image: options.sprite_sheet, scale_image: this.scale_image, frame_size: this.frame_size, orientation: this.orientation, offset: this.offset})
+ this.frames = sprite_sheet.frames
+ this.frame_size = sprite_sheet.frame_size
+ }
+
+ if(options.scale_image) {
+ var image = (jaws.isDrawable(options.sprite_sheet) ? options.sprite_sheet : jaws.assets.get(options.sprite_sheet))
+ this.frame_size[0] *= options.scale_image
+ this.frame_size[1] *= options.scale_image
+ options.sprite_sheet = jaws.retroScaleImage(image, options.scale_image)
+ }
+
+ /* Initializing timer-stuff */
+ this.current_tick = (new Date()).getTime();
+ this.last_tick = (new Date()).getTime();
+ this.sum_tick = 0
+
+ if(options.subsets) {
+ this.subsets = {}
+ for(subset in options.subsets) {
+ start_stop = options.subsets[subset]
+ this.subsets[subset] = this.slice(start_stop[0], start_stop[1])
+ }
+ }
+}
+
+jaws.Animation.prototype.default_options = {
+ frames: [],
+ subsets: [],
+ frame_duration: 100, // default: 100ms between each frameswitch
+ index: 0, // default: start with the very first frame
+ loop: 1,
+ bounce: 0,
+ frame_direction: 1,
+ frame_size: null,
+ orientation: "down",
+ on_end: null,
+ offset: 0,
+ scale_image: null,
+ sprite_sheet: null
+}
+
+/**
+ * Return a special animationsubset created with "subset"-parameter when initializing
+ *
+ */
+jaws.Animation.prototype.subset = function(subset) {
+ return this.subsets[subset]
+}
+
+/**
+ Propells the animation forward by counting milliseconds and changing this.index accordingly
+ Supports looping and bouncing animations
+*/
+jaws.Animation.prototype.update = function() {
+ this.current_tick = (new Date()).getTime();
+ this.sum_tick += (this.current_tick - this.last_tick);
+ this.last_tick = this.current_tick;
+
+ if(this.sum_tick > this.frame_duration) {
+ this.index += this.frame_direction
+ this.sum_tick = 0
+ }
+ if( (this.index >= this.frames.length) || (this.index < 0) ) {
+ if(this.bounce) {
+ this.frame_direction = -this.frame_direction
+ this.index += this.frame_direction * 2
+ }
+ else if(this.loop) {
+ if(this.frame_direction < 0) {
+ this.index = this.frames.length -1;
+ } else {
+ this.index = 0;
+ }
+ }
+ else {
+ this.index -= this.frame_direction
+ if (this.on_end) {
+ this.on_end()
+ this.on_end = null
+ }
+ }
+ }
+ return this
+}
+
+/**
+ works like Array.slice but returns a new Animation-object with a subset of the frames
+*/
+jaws.Animation.prototype.slice = function(start, stop) {
+ var o = {}
+ o.frame_duration = this.frame_duration
+ o.loop = this.loop
+ o.bounce = this.bounce
+ o.on_end = this.on_end
+ o.frame_direction = this.frame_direction
+ o.frames = this.frames.slice().slice(start, stop)
+ return new jaws.Animation(o)
+};
+
+/**
+ Moves animation forward by calling update() and then return the current frame
+*/
+jaws.Animation.prototype.next = function() {
+ this.update()
+ return this.frames[this.index]
+};
+
+/** returns true if animation is at the very last frame */
+jaws.Animation.prototype.atLastFrame = function() { return (this.index == this.frames.length-1) }
+
+/** returns true if animation is at the very first frame */
+jaws.Animation.prototype.atFirstFrame = function() { return (this.index == 0) }
+
+
+/**
+ returns the current frame
+*/
+jaws.Animation.prototype.currentFrame = function() {
+ return this.frames[this.index]
+};
+
+/**
+ * Debugstring for Animation()-constructor
+ * @example
+ * var anim = new Animation(...)
+ * console.log(anim.toString())
+ */
+jaws.Animation.prototype.toString = function() { return "[Animation, " + this.frames.length + " frames]" }
+
+return jaws;
+})(jaws || {});
+