1 /**************************************************************************** 2 Copyright (c) 2010-2012 cocos2d-x.org 3 4 http://www.cocos2d-x.org 5 6 Permission is hereby granted, free of charge, to any person obtaining a copy 7 of this software and associated documentation files (the "Software"), to deal 8 in the Software without restriction, including without limitation the rights 9 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 10 copies of the Software, and to permit persons to whom the Software is 11 furnished to do so, subject to the following conditions: 12 13 The above copyright notice and this permission notice shall be included in 14 all copies or substantial portions of the Software. 15 16 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 17 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 19 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 20 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 21 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 22 THE SOFTWARE. 23 ****************************************************************************/ 24 25 26 //animation type 27 /** 28 * the animation just have one frame 29 * @constant 30 * @type {number} 31 */ 32 ccs.ANIMATION_TYPE_SINGLE_FRAME = -4; 33 /** 34 * the animation isn't loop 35 * @constant 36 * @type {number} 37 */ 38 ccs.ANIMATION_TYPE_NO_LOOP = -3; 39 /** 40 * the animation to loop from front 41 * @constant 42 * @type {number} 43 */ 44 ccs.ANIMATION_TYPE_TO_LOOP_FRONT = -2; 45 /** 46 * the animation to loop from back 47 * @constant 48 * @type {number} 49 */ 50 ccs.ANIMATION_TYPE_TO_LOOP_BACK = -1; 51 /** 52 * the animation loop from front 53 * @constant 54 * @type {number} 55 */ 56 ccs.ANIMATION_TYPE_LOOP_FRONT = 0; 57 /** 58 * the animation loop from back 59 * @constant 60 * @type {number} 61 */ 62 ccs.ANIMATION_TYPE_LOOP_BACK = 1; 63 /** 64 * the animation max 65 * @constant 66 * @type {number} 67 */ 68 ccs.ANIMATION_TYPE_MAX = 2; 69 70 /** 71 * Base class for ccs.ProcessBase objects. 72 * @class 73 * @extends ccs.Class 74 * 75 * @property {Number} currentFrameIndex - <@readonly> The current frame's index 76 * @property {Boolean} paused - <@readonly> Indicate whether the process is paused 77 * @property {Boolean} completed - <@readonly> Indicate whether the process is done 78 * @property {Number} currentPercent - <@readonly> The current percentage of the process 79 * @property {Number} rawDuration - <@readonly> The duration 80 * @property {Number} loop - <@readonly> The number of loop 81 * @property {Number} tweenEasing - <@readonly> The tween easing 82 * @property {Number} animationInterval - The animation internal 83 * @property {Number} processScale - The process scale 84 * @property {Boolean} playing - <@readonly> Indicate whether the process is playing 85 */ 86 ccs.ProcessBase = ccs.Class.extend(/** @lends ccs.ProcessBase# */{ 87 processScale:1, 88 _isComplete:true, 89 _isPause:true, 90 _isPlaying:false, 91 _currentPercent:0.0, 92 _rawDuration:0, 93 _loopType:0, 94 _tweenEasing:0, 95 animationInternal:null, 96 _currentFrame:0, 97 _durationTween:0, 98 _nextFrameIndex:0, 99 _curFrameIndex:null, 100 _isLoopBack:false, 101 ctor:function () { 102 this.processScale = 1; 103 this._isComplete = true; 104 this._isPause = true; 105 this._isPlaying = false; 106 this._currentFrame = 0; 107 this._currentPercent = 0.0; 108 this._durationTween = 0; 109 this._rawDuration = 0; 110 this._loopType = ccs.ANIMATION_TYPE_LOOP_BACK; 111 this._tweenEasing = ccs.TweenType.linear; 112 this.animationInternal = 1/60; 113 this._curFrameIndex = 0; 114 this._durationTween = 0; 115 this._isLoopBack = false; 116 }, 117 118 /** 119 * Pause the Process 120 */ 121 pause:function () { 122 this._isPause = true; 123 this._isPlaying = false; 124 }, 125 126 /** 127 * Resume the Process 128 */ 129 resume:function () { 130 this._isPause = false; 131 this._isPlaying = true; 132 }, 133 134 /** 135 * Stop the Process 136 */ 137 stop:function () { 138 this._isComplete = true; 139 this._isPlaying = false; 140 }, 141 142 /** 143 * Play the Process 144 * @param {Number} durationTo 145 * @param {ccs.TweenType} tweenEasing 146 */ 147 play:function (durationTo, tweenEasing) { 148 this._isComplete = false; 149 this._isPause = false; 150 this._isPlaying = true; 151 this._currentFrame = 0; 152 this._nextFrameIndex = durationTo; 153 this._tweenEasing = tweenEasing; 154 }, 155 156 update:function (dt) { 157 if (this._isComplete || this._isPause) { 158 return false; 159 } 160 if (this._rawDuration <= 0) { 161 return false; 162 } 163 var locNextFrameIndex = this._nextFrameIndex; 164 var locCurrentFrame = this._currentFrame; 165 if (locNextFrameIndex <= 0) { 166 this._currentPercent = 1; 167 locCurrentFrame = 0; 168 }else{ 169 /* 170 * update currentFrame, every update add the frame passed. 171 * dt/this.animationInternal determine it is not a frame animation. If frame speed changed, it will not make our 172 * animation speed slower or quicker. 173 */ 174 locCurrentFrame += this.processScale * (dt / this.animationInternal); 175 176 this._currentPercent = locCurrentFrame / locNextFrameIndex; 177 178 /* 179 * if currentFrame is bigger or equal than this._nextFrameIndex, then reduce it util currentFrame is 180 * smaller than this._nextFrameIndex 181 */ 182 locCurrentFrame = ccs.fmodf(locCurrentFrame, locNextFrameIndex); 183 } 184 this._currentFrame = locCurrentFrame 185 this.updateHandler(); 186 return true; 187 }, 188 189 /** 190 * update will call this handler, you can handle your logic here 191 */ 192 updateHandler:function () { 193 //override 194 }, 195 196 /** 197 * goto frame 198 * @param {Number} frameIndex 199 */ 200 gotoFrame:function (frameIndex) { 201 var locLoopType = this._loopType; 202 if (locLoopType == ccs.ANIMATION_TYPE_NO_LOOP) { 203 locLoopType = ccs.ANIMATION_TYPE_MAX; 204 } 205 else if (locLoopType == ccs.ANIMATION_TYPE_TO_LOOP_FRONT) { 206 locLoopType = ccs.ANIMATION_TYPE_LOOP_FRONT; 207 } 208 this._loopType = locLoopType; 209 this._curFrameIndex = frameIndex; 210 this._nextFrameIndex = this._durationTween; 211 }, 212 213 /** 214 * get currentFrameIndex 215 * @return {Number} 216 */ 217 getCurrentFrameIndex:function () { 218 this._curFrameIndex = (this._rawDuration-1) * this._currentPercent; 219 return this._curFrameIndex; 220 }, 221 222 /** 223 * whether the animation is pause 224 * @returns {boolean} 225 */ 226 isPause:function () { 227 return this._isPause; 228 }, 229 230 /** 231 * whether the animation is complete 232 * @returns {boolean} 233 */ 234 isComplete:function () { 235 return this._isComplete; 236 }, 237 238 /** 239 * current percent getter 240 * @returns {number} 241 */ 242 getCurrentPercent:function () { 243 return this._currentPercent; 244 }, 245 246 /** 247 * rawDuration getter 248 * @returns {number} 249 */ 250 getRawDuration:function () { 251 return this._rawDuration; 252 }, 253 254 /** 255 * loop type getter 256 * @returns {number} 257 */ 258 getLoop:function () { 259 return this._loopType; 260 }, 261 262 /** 263 * tween easing getter 264 * @returns {number} 265 */ 266 getTweenEasing:function () { 267 return this._tweenEasing; 268 }, 269 270 /** 271 * animationInternal getter 272 * @returns {number} 273 */ 274 getAnimationInternal:function () { 275 return this.animationInternal; 276 }, 277 278 /** 279 * animationInternal setter 280 * @param animationInternal 281 */ 282 setAnimationInternal:function(animationInternal){ 283 this.animationInternal = animationInternal; 284 }, 285 286 /** 287 * process scale getter 288 * @returns {number} 289 */ 290 getProcessScale:function () { 291 return this.processScale; 292 }, 293 294 /** 295 * process scale setter 296 * @param processScale 297 */ 298 setProcessScale:function (processScale) { 299 this.processScale = processScale; 300 }, 301 302 /** 303 * whether the animation is playing 304 * @returns {boolean} 305 */ 306 isPlaying:function () { 307 return this._isPlaying; 308 } 309 }); 310 311 window._p = ccs.ProcessBase.prototype; 312 313 // Extended properties 314 /** @expose */ 315 _p.currentFrameIndex; 316 cc.defineGetterSetter(_p, "currentFrameIndex", _p.getCurrentFrameIndex); 317 /** @expose */ 318 _p.paused; 319 cc.defineGetterSetter(_p, "paused", _p.isPause); 320 /** @expose */ 321 _p.completed; 322 cc.defineGetterSetter(_p, "completed", _p.isComplete); 323 /** @expose */ 324 _p.currentPercent; 325 cc.defineGetterSetter(_p, "currentPercent", _p.getCurrentPercent); 326 /** @expose */ 327 _p.rawDuration; 328 cc.defineGetterSetter(_p, "rawDuration", _p.getRawDuration); 329 /** @expose */ 330 _p.loop; 331 cc.defineGetterSetter(_p, "loop", _p.getLoop); 332 /** @expose */ 333 _p.tweenEasing; 334 cc.defineGetterSetter(_p, "tweenEasing", _p.getTweenEasing); 335 /** @expose */ 336 _p.playing; 337 cc.defineGetterSetter(_p, "playing", _p.isPlaying); 338 339 delete window._p; 340