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+ -------------------------------------------------------------------------------
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+ -- Copyright (c) 2013, Esoteric Software
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+ -- All rights reserved.
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+ --
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+ -- Redistribution and use in source and binary forms, with or without
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+ -- modification, are permitted provided that the following conditions are met:
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+ --
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+ -- 1. Redistributions of source code must retain the above copyright notice, this
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+ -- list of conditions and the following disclaimer.
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+ -- 2. Redistributions in binary form must reproduce the above copyright notice,
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+ -- this list of conditions and the following disclaimer in the documentation
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+ -- and/or other materials provided with the distribution.
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+ --
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+ -- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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+ -- ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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+ -- WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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+ -- DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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+ -- ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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+ -- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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+ -- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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+ -- ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+ -- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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+ -- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ ------------------------------------------------------------------------------
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+
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+local AnimationState = {}
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+
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+function AnimationState.new (data)
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+ if not data then error("data cannot be nil", 2) end
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+
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+ local self = {
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+ data = data,
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+ animation = nil,
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+ previous = nil,
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+ currentTime = 0,
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+ previousTime = 0,
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+ currentLoop = false,
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+ previousLoop = false,
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+ mixTime = 0,
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+ mixDuration = 0,
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+ queue = {}
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+ }
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+
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+ local function setAnimationInternal (animation, loop)
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+ self.previous = nil
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+ if (animation and self.animation) then
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+ self.mixDuration = data:getMix(self.animation.name, animation.name)
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+ if (self.mixDuration > 0) then
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+ self.mixTime = 0
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+ self.previous = self.animation
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+ self.previousTime = self.currentTime
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+ self.previousLoop = self.currentLoop
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+ end
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+ end
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+ self.animation = animation
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+ self.currentLoop = loop
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+ self.currentTime = 0
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+ end
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+
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+ function self:update (delta)
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+ self.currentTime = self.currentTime + delta
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+ self.previousTime = self.previousTime + delta
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+ self.mixTime = self.mixTime + delta
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+
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+ if (#self.queue > 0) then
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+ local entry = self.queue[1]
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+ if (self.currentTime >= entry.delay) then
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+ setAnimationInternal(entry.animation, entry.loop)
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+ table.remove(self.queue, 1)
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+ end
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+ end
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+ end
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+
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+ function self:apply(skeleton)
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+ if (not self.animation) then return end
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+ if (self.previous) then
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+ self.previous:apply(skeleton, self.previousTime, self.previousLoop)
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+ local alpha = self.mixTime / self.mixDuration
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+ if (alpha >= 1) then
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+ alpha = 1
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+ self.previous = nil
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+ end
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+ self.animation:mix(skeleton, self.currentTime, self.currentLoop, alpha)
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+ else
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+ self.animation:apply(skeleton, self.currentTime, self.currentLoop)
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+ end
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+ end
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+
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+ -- Queues an animation to be played after a delay. The delay starts when the last queued animation (if any) begins.
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+ -- The delay may be <= 0 to use duration of the previous animation minus any mix duration plus the negative delay.
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+ function self:addAnimationWithDelay (animationName, loop, delay)
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+ if (delay <= 0) then
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+ -- Find the animation that is queued before this one.
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+ local last
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+ if (#self.queue == 0) then
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+ last = self.animation
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+ else
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+ last = self.queue[#self.queue].animation
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+ end
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+ if (last) then
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+ delay = last.duration - data:getMix(last.name, animationName) + delay
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+ else
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+ delay = 0
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+ end
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+ end
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+ local animation = nil
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+ if animationName then animation = data.skeletonData:findAnimation(animationName) end
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+ table.insert(self.queue, {animation = animation, loop = loop, delay = delay})
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+ end
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+
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+ -- Queues an animation to be played after the last queued animation (if any).
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+ function self:addAnimation (animationName, loop)
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+ self:addAnimationWithDelay(animationName, loop, 0)
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+ end
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+
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+ -- Clears the animation queue and sets the current animation.
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+ function self:setAnimation (animationName, loop)
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+ self.queue = {}
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+ local animation = nil
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+ if animationName then animation = data.skeletonData:findAnimation(animationName) end
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+ setAnimationInternal(animation, loop)
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+ end
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+
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+ function self:isComplete ()
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+ return (not self.animation) or self.currentTime >= self.animation.duration
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+ end
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+
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+ return self
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+end
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+return AnimationState
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