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AnimSprite for Starling
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/** | |
* Copyright (c) 2013 Amos Laber | |
* | |
* 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. | |
*/ | |
package fw.anim | |
{ | |
import starling.animation.IAnimatable; | |
import starling.core.Starling; | |
import starling.display.Image; | |
import starling.textures.Texture; | |
import starling.textures.TextureAtlas; | |
// ============================= Created by: Amos Laber, Dec 2, 2011 | |
// ================= Updated: Feb 6, 2013 Initial Starling port | |
// ================= Updated: May 10, 2013 | |
// | |
// AnimSprite is a class to display an animated sequence from a sprite sheet | |
// it is initialized with a sprite sheet and can hold multiple | |
// animation sequnces that can be switched anytime. | |
// | |
// This is a Starling port of the original class. All blitting code was replaced | |
// with starling related display code. | |
// | |
public class AnimSprite extends Image implements IAnimatable | |
{ | |
private var mAnimSheet:TextureAtlas; | |
private var mSequences:Vector.<AnimSeqData>; | |
private var donePlaying:Boolean; | |
private var curAnim:AnimSeqData; | |
private var curFrame:uint; // Frame index in a sequence (local) | |
// Internal, used to time each frame of animation. | |
protected var frameTimer:Number; | |
private var mNotifyFn:Function; | |
private static var msEmptyFrame:Texture; | |
public function AnimSprite(sheet:TextureAtlas) | |
{ | |
mAnimSheet= sheet; | |
if (!msEmptyFrame) { | |
msEmptyFrame= Texture.empty(32,32); | |
} | |
super(msEmptyFrame); | |
mSequences= new Vector.<AnimSeqData>(); | |
} | |
// Check if we are playing a sequence | |
// | |
public function isPlaying():Boolean | |
{ | |
return !donePlaying; | |
} | |
public function get numSequences():int { return mSequences.length; } | |
public function get currentFrame():uint { return curFrame; } | |
public function set currentFrame(val:uint):void | |
{ | |
curFrame = val; | |
frameTimer=0; | |
updateFrame(); | |
} | |
override public function dispose():void | |
{ | |
mAnimSheet= null; | |
while ( mSequences.length > 0) { | |
mSequences.pop(); | |
} | |
super.dispose(); | |
} | |
// | |
// | |
public function addSequence(name:String, base:String, looped:Boolean=true, frameRate:Number=15):void | |
{ | |
var frames:Vector.<Texture> = mAnimSheet.getTextures(base); | |
if (!frames || frames.length==0) { | |
trace("Error: not textures found!"); | |
return; | |
} | |
addSequenceInternal(name, frames, frameRate, looped); | |
} | |
public function addReverseSequence(name:String, base:String, looped:Boolean=true, frameRate:Number=15):void | |
{ | |
var frames:Vector.<Texture> = mAnimSheet.getTextures(base); | |
if (!frames || frames.length==0) { | |
trace("Error: not textures found!"); | |
return; | |
} | |
addSequenceInternal(name, frames.reverse(), frameRate, looped); | |
} | |
private function addSequenceInternal(name:String, frames:Vector.<Texture>, frameRate:Number, looped:Boolean):void | |
{ | |
var seq:AnimSeqData = new AnimSeqData(name, frames, frameRate, looped); | |
mSequences.push(seq); | |
// Show the first frame | |
if (!curAnim) { | |
curAnim= seq; | |
currentFrame=0; | |
donePlaying= true; | |
readjustSize(); | |
} | |
} | |
private function findSequence(name:String):AnimSeqData | |
{ | |
var aSeq:AnimSeqData; | |
for (var i:int = 0; i < mSequences.length; i++) { | |
aSeq = AnimSeqData(mSequences[i]); | |
if (aSeq.seqName == name) { | |
return aSeq; | |
} | |
} | |
return null; | |
} | |
// Start playing a sequence | |
// | |
// Leaving sequence name as null will play the current sequence | |
// | |
public function play(name:String=null, doneCb:Function=null):void | |
{ | |
mNotifyFn= doneCb; | |
frameTimer = 0; | |
if (name == null) { | |
donePlaying= false; | |
return; | |
} | |
curFrame = 0; // Set to first frame | |
if (!curAnim || curAnim.seqName != name) { | |
curAnim= findSequence(name); | |
if (!curAnim) { | |
trace("play: cannot find sequence: " + name); | |
return; | |
} | |
updateFrame(); | |
readjustSize(); | |
} | |
// trace("playing " + name +", frames: " + curAnim.arFrames.length); | |
donePlaying= false; | |
// Stop if we only have a single frame | |
if (curAnim.seqFrames.length==1) donePlaying= true; | |
} | |
private var _showWhenDone:Boolean= false; | |
// Covinience function that takes care of attching the animation to the juggler | |
// and detaching it when it is done. | |
// | |
public function attachAndPlayOnce(name:String=null, showAfterStop:Boolean=false):void | |
{ | |
_showWhenDone= showAfterStop; | |
Starling.juggler.add(this); | |
this.visible= true; | |
this.play(name, endPlay); | |
} | |
private function endPlay(a:AnimSprite):void | |
{ | |
Starling.juggler.remove(a); | |
a.visible= _showWhenDone; | |
} | |
// External stop | |
// | |
public function stop():void | |
{ | |
donePlaying= true; | |
} | |
public function internal_stop():void | |
{ | |
donePlaying= true; | |
//dispatchEventWith(Event.COMPLETE); | |
if (mNotifyFn!=null) mNotifyFn(this); | |
} | |
private function updateFrame():void | |
{ | |
texture = curAnim.seqFrames[curFrame]; | |
} | |
// | |
// | |
private function advanceFrame():void | |
{ | |
if (curFrame == curAnim.seqFrames.length -1) { | |
if (curAnim.loop) | |
curFrame = 0; | |
else internal_stop(); | |
} | |
else ++curFrame; | |
updateFrame(); | |
} | |
public function advanceTime(deltaTime:Number):void | |
{ | |
if (curAnim!=null && curAnim.frameTime > 0 && !donePlaying) { | |
// Check elapsed time and adjust to sequence rate | |
frameTimer += deltaTime; | |
while(frameTimer > curAnim.frameTime) { | |
frameTimer = frameTimer - curAnim.frameTime; | |
advanceFrame(); | |
} | |
} | |
} | |
} | |
} | |
import starling.textures.Texture; | |
internal class AnimSeqData | |
{ | |
public var seqName:String; | |
public var seqFrames:Vector.<Texture>; | |
public var fps:int; | |
public var loop:Boolean; | |
public var frameTime:Number=0; | |
public function AnimSeqData(name:String, frames:Vector.<Texture>, frameRate:Number=0, looped:Boolean=true) | |
{ | |
seqName= name; | |
seqFrames= frames; | |
fps= frameRate; | |
loop= looped; | |
frameTime = 1.0 / frameRate; | |
} | |
} |
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Just look through the code, really helpful, Amosl !
Do like the play once function and play complete callback.
Great gist!