/* * 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. * *

Example

* var instance = new createjs.BitmapAnimation(spriteSheet); * instance.gotoAndStop("frameName"); * * Currently, you must call either {{#crossLink "BitmapAnimation/gotoAndStop"}}{{/crossLink}} or * {{#crossLink "BitmapAnimation/gotoAndPlay"}}{{/crossLink}}, or nothing will display on stage. * * @class BitmapAnimation * @extends DisplayObject * @uses EventDispatcher * @constructor * @param {SpriteSheet} spriteSheet The SpriteSheet instance to play back. This includes the source image(s), frame * dimensions, and frame data. See {{#crossLink "SpriteSheet"}}{{/crossLink}} for more information. **/ var BitmapAnimation = function(spriteSheet) { this.initialize(spriteSheet); } var p = BitmapAnimation.prototype = new createjs.DisplayObject(); // events: /** * Dispatched when an animation reaches its ends. * @event animationend * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @param {String} name The name of the animation that just ended. * @param {String} next The name of the next animation that will be played, or null. This will be the same as name if the animation is looping. * @since 0.6.0 */ // public properties: /** * Specifies a function to call whenever any animation reaches its end. It will be called with three * params: the first will be a reference to this instance, the second will be the name of the animation * that just ended, and the third will be the name of the next animation that will be played. * @property onAnimationEnd * @type {Function} * @deprecated In favour of the "animationend" event. Will be removed in a future version. */ p.onAnimationEnd = null; /** * The frame that will be drawn when draw is called. Note that with some SpriteSheet data, this * will advance non-sequentially. READ-ONLY. * @property currentFrame * @type {Number} * @default -1 **/ p.currentFrame = -1; /** * Returns the currently playing animation. READ-ONLY. * @property currentAnimation * @type {String} * @final **/ p.currentAnimation = null; // READ-ONLY /** * Prevents the animation from advancing each tick automatically. For example, you could create a sprite * sheet of icons, set paused to true, and display the appropriate icon by setting 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; }());