新增动画 移除不相关的库

This commit is contained in:
yhh
2020-07-03 16:45:52 +08:00
parent f36a1cdb27
commit c3c9181400
22 changed files with 831 additions and 24208 deletions

View File

@@ -0,0 +1,9 @@
class SpriteAnimation {
public readonly sprites: Sprite[];
public readonly frameRate: number;
constructor(sprites: Sprite[], frameRate: number){
this.sprites = sprites;
this.frameRate = frameRate;
}
}

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@@ -0,0 +1,142 @@
///<reference path="./SpriteRenderer.ts" />
class SpriteAnimator extends SpriteRenderer {
/** 在动画完成时触发,包括动画名称; */
public onAnimationCompletedEvent: Function;
/** 动画播放速度 */
public speed = 1;
/** 动画的当前状态 */
public animationState = State.none;
/** 当前动画 */
public currentAnimation: SpriteAnimation;
/** 当前动画的名称 */
public currentAnimationName: string;
/** 当前动画的精灵数组中当前帧的索引 */
public currentFrame: number;
/** 检查当前动画是否正在运行 */
public get isRunning(): boolean{
return this.animationState == State.running;
}
private _animations: Map<string, SpriteAnimation> = new Map<string, SpriteAnimation>();
private _elapsedTime: number = 0;
private _loopMode: LoopMode;
constructor(sprite?: Sprite){
super();
if (sprite) this.setSprite(sprite);
}
/**
* 添加一个SpriteAnimation
* @param name
* @param animation
*/
public addAnimation(name: string, animation: SpriteAnimation): SpriteAnimator{
if (!this.sprite && animation.sprites.length > 0)
this.setSprite(animation.sprites[0]);
this._animations[name] = animation;
return this;
}
/**
* 以给定的名称放置动画。如果没有指定循环模式,则默认为循环
* @param name
* @param loopMode
*/
public play(name: string, loopMode: LoopMode = null){
this.currentAnimation = this._animations[name];
this.currentAnimationName = name;
this.currentFrame = 0;
this.animationState = State.running;
this.sprite = this.currentAnimation.sprites[0];
this._elapsedTime = 0;
this._loopMode = loopMode ? loopMode : LoopMode.loop;
}
/**
* 检查动画是否正在播放(即动画是活动的)。它可能仍然处于暂停状态)
* @param name
*/
public isAnimationActive(name: string): boolean{
return this.currentAnimation && this.currentAnimationName == name;
}
/**
* 暂停动画
*/
public pause(){
this.animationState = State.paused;
}
/**
* 继续动画
*/
public unPause(){
this.animationState = State.running;
}
/**
* 停止当前动画并将其设为null
*/
public stop(){
this.currentAnimation = null;
this.currentAnimationName = null;
this.currentFrame = 0;
this.animationState = State.none;
}
public update(){
if (this.animationState != State.running || !this.currentAnimation) return;
let animation = this.currentAnimation;
let secondsPerFrame = 1 / (animation.frameRate * this.speed);
let iterationDuration = secondsPerFrame * animation.sprites.length;
this._elapsedTime += Time.deltaTime;
let time = Math.abs(this._elapsedTime);
if (this._loopMode == LoopMode.once && time > iterationDuration ||
this._loopMode == LoopMode.pingPongOnce && time > iterationDuration * 2){
this.animationState = State.completed;
this._elapsedTime = 0;
this.currentFrame = 0;
this.sprite = animation.sprites[this.currentFrame];
return;
}
// 弄清楚我们在哪个坐标系上
let i = Math.floor(time / secondsPerFrame);
let n = animation.sprites.length;
if (n > 2 && (this._loopMode == LoopMode.pingPong || this._loopMode == LoopMode.pingPongOnce)){
// pingpong
let maxIndex = n - 1;
this.currentFrame = maxIndex - Math.abs(maxIndex - i % (maxIndex * 2));
}else{
this.currentFrame = i % n;
}
this.sprite = animation.sprites[this.currentFrame];
}
}
enum LoopMode {
/** 在一个循环序列[A][B][C][A][B][C][A][B][C]... */
loop,
/** [A][B][C]然后暂停设置时间为0 [A] */
once,
/** [A][B][C]。当它到达终点时,它会继续播放最后一帧,并且不会停止播放 */
clampForever,
/** 以一个乒乓循环的方式永远播放这个序列 [A][B][C][B][A][B][C][B]... */
pingPong,
/** 将顺序向前播放一次,然后返回到开始[A][B][C][B][A]然后暂停并设置时间为0 */
pingPongOnce,
}
enum State {
none,
running,
paused,
completed,
}

View File

@@ -15,6 +15,14 @@ class SpriteRenderer extends RenderableComponent {
}
return this;
}
/** 应该由这个精灵显示的精灵。当设置时,精灵的原点也被设置为匹配精灵.origin。 */
public get sprite(): Sprite{
return this._sprite;
}
/** 应该由这个精灵显示的精灵。当设置时,精灵的原点也被设置为匹配精灵.origin。 */
public set sprite(value: Sprite){
this.setSprite(value);
}
public setSprite(sprite: Sprite): SpriteRenderer{
this.removeChildren();