bastion.overflow.fun/src/classes/game/AnimationManager.ts

101 lines
3.0 KiB
TypeScript

import * as PIXI from 'pixi.js';
class Animateable {
public finished: boolean = false;
protected calledBack: boolean = false;
public callbackFn: Function;
public Finish() {
this.finished = true;
}
public update(ms) {
if (this.finished) {
return;
}
}
}
export class FadeInOut extends Animateable {
public fadeType: 'in' | 'out';
public fadeTime: number;
public pixiObject: PIXI.Container;
private ticks: number = 0;
constructor(type: 'in' | 'out', timeInFrames: number, object: PIXI.Container, callbackFn: Function) {
super();
this.fadeType = type;
this.fadeTime = timeInFrames;
this.pixiObject = object;
this.callbackFn = callbackFn;
if (type == 'in') {
this.pixiObject.alpha = 0;
} else {
this.pixiObject.alpha = 1;
}
}
public update(ms) {
super.update(ms);
if (this.pixiObject == null) return this.Finish();
this.ticks++;
if (this.fadeType == 'in') {
this.pixiObject.alpha = this.ticks / this.fadeTime;
} else {
this.pixiObject.alpha -= 1 / this.fadeTime;
}
if (this.ticks >= this.fadeTime) this.Finish();
}
}
export class Tween extends Animateable {
public tweenTime: number;
public pixiObject: PIXI.Container;
private goalX: number;
private goalY: number;
private ticks: number = 0;
constructor(timeInFrames: number, object: PIXI.Container, goalX, goalY, callbackFn: Function) {
super();
this.tweenTime = timeInFrames;
this.pixiObject = object;
this.callbackFn = callbackFn;
this.goalX = goalX;
this.goalY = goalY;
}
public update(deltaMS) {
super.update(deltaMS);
this.ticks += deltaMS;
const progress = this.ticks / (this.tweenTime * 16.67);
this.pixiObject.x = (this.goalX - this.pixiObject.x) * progress + this.pixiObject.x;
this.pixiObject.y = (this.goalY - this.pixiObject.y) * progress + this.pixiObject.y;
if (this.ticks >= this.tweenTime * 16.67) {
this.pixiObject.x = this.goalX;
this.pixiObject.y = this.goalY;
this.Finish();
}
}
}
export class AnimationManager {
public AnimationQueue: Animateable[] = [];
public Animate(animatable: Animateable) {
this.AnimationQueue.push(animatable);
}
public update(ms) {
// Explanation: we go from the back of the array so that we can remove items freely without messing with
// foreach. From experience it gets a little screwy if you do this.AnimationQueue.forEach and doesn't properly
// remove elements.
for (let i = this.AnimationQueue.length - 1; i >= 0; i--) {
const anim = this.AnimationQueue[i];
if (anim.finished) {
anim.callbackFn();
this.AnimationQueue.splice(i, 1);
} else anim.update(ms);
}
}
}