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Diffstat (limited to 'jaws/src/animation.js')
| -rwxr-xr-x | jaws/src/animation.js | 168 |
1 files changed, 0 insertions, 168 deletions
diff --git a/jaws/src/animation.js b/jaws/src/animation.js deleted file mode 100755 index 593450f..0000000 --- a/jaws/src/animation.js +++ /dev/null @@ -1,168 +0,0 @@ -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 || {}); - |
