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Foundry-VTT-Docker/resources/app/node_modules/@pixi/sprite-animated/lib/AnimatedSprite.mjs
2025-01-04 00:34:03 +01:00

146 lines
7.1 KiB
JavaScript

import { Texture, Ticker, UPDATE_PRIORITY } from "@pixi/core";
import { Sprite } from "@pixi/sprite";
class AnimatedSprite extends Sprite {
/**
* @param textures - An array of {@link PIXI.Texture} or frame
* objects that make up the animation.
* @param {boolean} [autoUpdate=true] - Whether to use Ticker.shared to auto update animation time.
*/
constructor(textures, autoUpdate = !0) {
super(textures[0] instanceof Texture ? textures[0] : textures[0].texture), this._textures = null, this._durations = null, this._autoUpdate = autoUpdate, this._isConnectedToTicker = !1, this.animationSpeed = 1, this.loop = !0, this.updateAnchor = !1, this.onComplete = null, this.onFrameChange = null, this.onLoop = null, this._currentTime = 0, this._playing = !1, this._previousFrame = null, this.textures = textures;
}
/** Stops the AnimatedSprite. */
stop() {
this._playing && (this._playing = !1, this._autoUpdate && this._isConnectedToTicker && (Ticker.shared.remove(this.update, this), this._isConnectedToTicker = !1));
}
/** Plays the AnimatedSprite. */
play() {
this._playing || (this._playing = !0, this._autoUpdate && !this._isConnectedToTicker && (Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH), this._isConnectedToTicker = !0));
}
/**
* Stops the AnimatedSprite and goes to a specific frame.
* @param frameNumber - Frame index to stop at.
*/
gotoAndStop(frameNumber) {
this.stop(), this.currentFrame = frameNumber;
}
/**
* Goes to a specific frame and begins playing the AnimatedSprite.
* @param frameNumber - Frame index to start at.
*/
gotoAndPlay(frameNumber) {
this.currentFrame = frameNumber, this.play();
}
/**
* Updates the object transform for rendering.
* @param deltaTime - Time since last tick.
*/
update(deltaTime) {
if (!this._playing)
return;
const elapsed = this.animationSpeed * deltaTime, previousFrame = this.currentFrame;
if (this._durations !== null) {
let lag = this._currentTime % 1 * this._durations[this.currentFrame];
for (lag += elapsed / 60 * 1e3; lag < 0; )
this._currentTime--, lag += this._durations[this.currentFrame];
const sign = Math.sign(this.animationSpeed * deltaTime);
for (this._currentTime = Math.floor(this._currentTime); 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;
this._currentTime < 0 && !this.loop ? (this.gotoAndStop(0), this.onComplete && this.onComplete()) : this._currentTime >= this._textures.length && !this.loop ? (this.gotoAndStop(this._textures.length - 1), this.onComplete && this.onComplete()) : previousFrame !== this.currentFrame && (this.loop && this.onLoop && (this.animationSpeed > 0 && this.currentFrame < previousFrame || this.animationSpeed < 0 && this.currentFrame > previousFrame) && this.onLoop(), this.updateTexture());
}
/** Updates the displayed texture to match the current frame index. */
updateTexture() {
const currentFrame = this.currentFrame;
this._previousFrame !== currentFrame && (this._previousFrame = currentFrame, this._texture = this._textures[currentFrame], this._textureID = -1, this._textureTrimmedID = -1, this._cachedTint = 16777215, this.uvs = this._texture._uvs.uvsFloat32, this.updateAnchor && this._anchor.copyFrom(this._texture.defaultAnchor), this.onFrameChange && this.onFrameChange(this.currentFrame));
}
/**
* Stops the AnimatedSprite and destroys it.
* @param {object|boolean} [options] - Options parameter. A boolean will act as if all options
* have been set to that value.
* @param {boolean} [options.children=false] - If set to true, all the children will have their destroy
* method called as well. 'options' will be passed on to those calls.
* @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well.
* @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well.
*/
destroy(options) {
this.stop(), super.destroy(options), this.onComplete = null, this.onFrameChange = null, this.onLoop = null;
}
/**
* A short hand way of creating an AnimatedSprite from an array of frame ids.
* @param frames - The array of frames ids the AnimatedSprite will use as its texture frames.
* @returns - The new animated sprite with the specified frames.
*/
static fromFrames(frames) {
const textures = [];
for (let i = 0; i < frames.length; ++i)
textures.push(Texture.from(frames[i]));
return new AnimatedSprite(textures);
}
/**
* A short hand way of creating an AnimatedSprite from an array of image ids.
* @param images - The array of image urls the AnimatedSprite will use as its texture frames.
* @returns 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(Texture.from(images[i]));
return new AnimatedSprite(textures);
}
/**
* The total number of frames in the AnimatedSprite. This is the same as number of textures
* assigned to the AnimatedSprite.
* @readonly
* @default 0
*/
get totalFrames() {
return this._textures.length;
}
/** The array of textures used for this AnimatedSprite. */
get textures() {
return this._textures;
}
set textures(value) {
if (value[0] instanceof 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);
}
this._previousFrame = null, this.gotoAndStop(0), this.updateTexture();
}
/** The AnimatedSprite's current frame index. */
get currentFrame() {
let currentFrame = Math.floor(this._currentTime) % this._textures.length;
return currentFrame < 0 && (currentFrame += this._textures.length), currentFrame;
}
set currentFrame(value) {
if (value < 0 || value > this.totalFrames - 1)
throw new Error(`[AnimatedSprite]: Invalid frame index value ${value}, expected to be between 0 and totalFrames ${this.totalFrames}.`);
const previousFrame = this.currentFrame;
this._currentTime = value, previousFrame !== this.currentFrame && this.updateTexture();
}
/**
* Indicates if the AnimatedSprite is currently playing.
* @readonly
*/
get playing() {
return this._playing;
}
/** Whether to use Ticker.shared to auto update animation time. */
get autoUpdate() {
return this._autoUpdate;
}
set autoUpdate(value) {
value !== this._autoUpdate && (this._autoUpdate = value, !this._autoUpdate && this._isConnectedToTicker ? (Ticker.shared.remove(this.update, this), this._isConnectedToTicker = !1) : this._autoUpdate && !this._isConnectedToTicker && this._playing && (Ticker.shared.add(this.update, this), this._isConnectedToTicker = !0));
}
}
export {
AnimatedSprite
};
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