# Source: src/animation/Animation.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2016 Photon Storm Ltd.
    * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
    */

    /**
    * An Animation instance contains a single animation and the controls to play it.
    *
    * It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
    *
    * @class Phaser.Animation
    * @constructor
    * @param {Phaser.Game} game - A reference to the currently running game.
    * @param {Phaser.Sprite} parent - A reference to the owner of this Animation.
    * @param {string} name - The unique name for this animation, used in playback commands.
    * @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
    * @param {number[]|string[]} frames - An array of numbers or strings indicating which frames to play in which order.
    * @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.
    * @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.
    */
    Phaser.Animation = function (game, parent, name, frameData, frames, frameRate, loop) {

        if (loop === undefined) { loop = false; }

        /**
        * @property {Phaser.Game} game - A reference to the currently running Game.
        */
        this.game = game;

        /**
        * @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation.
        * @private
        */
        this._parent = parent;

        /**
        * @property {Phaser.FrameData} _frameData - The FrameData the Animation uses.
        * @private
        */
        this._frameData = frameData;

        /**
        * @property {string} name - The user defined name given to this Animation.
        */
        this.name = name;

        /**
        * @property {array} _frames
        * @private
        */
        this._frames = [];
        this._frames = this._frames.concat(frames);

        /**
        * @property {number} delay - The delay in ms between each frame of the Animation, based on the given frameRate.
        */
        this.delay = 1000 / frameRate;

        /**
        * @property {boolean} loop - The loop state of the Animation.
        */
        this.loop = loop;

        /**
        * @property {number} loopCount - The number of times the animation has looped since it was last started.
        */
        this.loopCount = 0;

        /**
        * @property {boolean} killOnComplete - Should the parent of this Animation be killed when the animation completes?
        * @default
        */
        this.killOnComplete = false;

        /**
        * @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback.
        * @default
        */
        this.isFinished = false;

        /**
        * @property {boolean} isPlaying - The playing state of the Animation. Set to false once playback completes, true during playback.
        * @default
        */
        this.isPlaying = false;

        /**
        * @property {boolean} isPaused - The paused state of the Animation.
        * @default
        */
        this.isPaused = false;

        /**
        * @property {boolean} _pauseStartTime - The time the animation paused.
        * @private
        * @default
        */
        this._pauseStartTime = 0;

        /**
        * @property {number} _frameIndex
        * @private
        * @default
        */
        this._frameIndex = 0;

        /**
        * @property {number} _frameDiff
        * @private
        * @default
        */
        this._frameDiff = 0;

        /**
        * @property {number} _frameSkip
        * @private
        * @default
        */
        this._frameSkip = 1;

        /**
        * @property {Phaser.Frame} currentFrame - The currently displayed frame of the Animation.
        */
        this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);

        /**
        * @property {Phaser.Signal} onStart - This event is dispatched when this Animation starts playback.
        */
        this.onStart = new Phaser.Signal();

        /**
        * This event is dispatched when the Animation changes frame.
        * By default this event is disabled due to its intensive nature. Enable it with: `Animation.enableUpdate = true`.
        * Note that the event is only dispatched with the current frame. In a low-FPS environment Animations
        * will automatically frame-skip to try and claw back time, so do not base your code on expecting to
        * receive a perfectly sequential set of frames from this event.
        * @property {Phaser.Signal|null} onUpdate
        * @default
        */
        this.onUpdate = null;

        /**
        * @property {Phaser.Signal} onComplete - This event is dispatched when this Animation completes playback. If the animation is set to loop this is never fired, listen for onLoop instead.
        */
        this.onComplete = new Phaser.Signal();

        /**
        * @property {Phaser.Signal} onLoop - This event is dispatched when this Animation loops.
        */
        this.onLoop = new Phaser.Signal();

        /**
         * @property {boolean} isReversed - Indicates if the animation will play backwards.
         * @default
         */
        this.isReversed = false;

        //  Set-up some event listeners
        this.game.onPause.add(this.onPause, this);
        this.game.onResume.add(this.onResume, this);

    };

    Phaser.Animation.prototype = {

        /**
        * Plays this animation.
        *
        * @method Phaser.Animation#play
        * @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
        * @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
        * @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
        * @return {Phaser.Animation} - A reference to this Animation instance.
        */
        play: function (frameRate, loop, killOnComplete) {

            if (typeof frameRate === 'number')
            {
                //  If they set a new frame rate then use it, otherwise use the one set on creation
                this.delay = 1000 / frameRate;
            }

            if (typeof loop === 'boolean')
            {
                //  If they set a new loop value then use it, otherwise use the one set on creation
                this.loop = loop;
            }

            if (typeof killOnComplete !== 'undefined')
            {
                //  Remove the parent sprite once the animation has finished?
                this.killOnComplete = killOnComplete;
            }

            this.isPlaying = true;
            this.isFinished = false;
            this.paused = false;
            this.loopCount = 0;

            this._timeLastFrame = this.game.time.time;
            this._timeNextFrame = this.game.time.time + this.delay;

            this._frameIndex = this.isReversed ? this._frames.length - 1 : 0;
            this.updateCurrentFrame(false, true);

            this._parent.events.onAnimationStart$dispatch(this._parent, this);

            this.onStart.dispatch(this._parent, this);

            this._parent.animations.currentAnim = this;
            this._parent.animations.currentFrame = this.currentFrame;

            return this;

        },

        /**
        * Sets this animation back to the first frame and restarts the animation.
        *
        * @method Phaser.Animation#restart
        */
        restart: function () {

            this.isPlaying = true;
            this.isFinished = false;
            this.paused = false;
            this.loopCount = 0;

            this._timeLastFrame = this.game.time.time;
            this._timeNextFrame = this.game.time.time + this.delay;

            this._frameIndex = 0;

            this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);

            this._parent.setFrame(this.currentFrame);

            this._parent.animations.currentAnim = this;
            this._parent.animations.currentFrame = this.currentFrame;

            this.onStart.dispatch(this._parent, this);

        },

        /**
        * Reverses the animation direction.
        *
        * @method Phaser.Animation#reverse
        * @return {Phaser.Animation} The animation instance.
        */
        reverse: function () {

            this.reversed = !this.reversed;

            return this;

        },

        /**
        * Reverses the animation direction for the current/next animation only
        * Once the onComplete event is called this method will be called again and revert
        * the reversed state.
        *
        * @method Phaser.Animation#reverseOnce
        * @return {Phaser.Animation} The animation instance.
        */
        reverseOnce: function () {

            this.onComplete.addOnce(this.reverse, this);

            return this.reverse();

        },

        /**
        * Sets this animations playback to a given frame with the given ID.
        *
        * @method Phaser.Animation#setFrame
        * @param {string|number} [frameId] - The identifier of the frame to set. Can be the name of the frame, the sprite index of the frame, or the animation-local frame index.
        * @param {boolean} [useLocalFrameIndex=false] - If you provide a number for frameId, should it use the numeric indexes of the frameData, or the 0-indexed frame index local to the animation.
        */
        setFrame: function(frameId, useLocalFrameIndex) {

            var frameIndex;

            if (useLocalFrameIndex === undefined)
            {
                useLocalFrameIndex = false;
            }

            //  Find the index to the desired frame.
            if (typeof frameId === "string")
            {
                for (var i = 0; i < this._frames.length; i++)
                {
                    if (this._frameData.getFrame(this._frames[i]).name === frameId)
                    {
                        frameIndex = i;
                    }
                }
            }
            else if (typeof frameId === "number")
            {
                if (useLocalFrameIndex)
                {
                    frameIndex = frameId;
                }
                else
                {
                    for (var i = 0; i < this._frames.length; i++)
                    {
                        if (this._frames[i] === frameId)
                        {
                            frameIndex = i;
                        }
                    }
                }
            }

            if (frameIndex)
            {
                //  Set the current frame index to the found index. Subtract 1 so that it animates to the desired frame on update.
                this._frameIndex = frameIndex - 1;

                //  Make the animation update at next update
                this._timeNextFrame = this.game.time.time;

                this.update();
            }

        },

        /**
        * Stops playback of this animation and set it to a finished state. If a resetFrame is provided it will stop playback and set frame to the first in the animation.
        * If `dispatchComplete` is true it will dispatch the complete events, otherwise they'll be ignored.
        *
        * @method Phaser.Animation#stop
        * @param {boolean} [resetFrame=false] - If true after the animation stops the currentFrame value will be set to the first frame in this animation.
        * @param {boolean} [dispatchComplete=false] - Dispatch the Animation.onComplete and parent.onAnimationComplete events?
        */
        stop: function (resetFrame, dispatchComplete) {

            if (resetFrame === undefined) { resetFrame = false; }
            if (dispatchComplete === undefined) { dispatchComplete = false; }

            this.isPlaying = false;
            this.isFinished = true;
            this.paused = false;

            if (resetFrame)
            {
                this.currentFrame = this._frameData.getFrame(this._frames[0]);
                this._parent.setFrame(this.currentFrame);
            }

            if (dispatchComplete)
            {
                this._parent.events.onAnimationComplete$dispatch(this._parent, this);
                this.onComplete.dispatch(this._parent, this);
            }

        },

        /**
        * Called when the Game enters a paused state.
        *
        * @method Phaser.Animation#onPause
        */
        onPause: function () {

            if (this.isPlaying)
            {
                this._frameDiff = this._timeNextFrame - this.game.time.time;
            }

        },

        /**
        * Called when the Game resumes from a paused state.
        *
        * @method Phaser.Animation#onResume
        */
        onResume: function () {

            if (this.isPlaying)
            {
                this._timeNextFrame = this.game.time.time + this._frameDiff;
            }

        },

        /**
        * Updates this animation. Called automatically by the AnimationManager.
        *
        * @method Phaser.Animation#update
        */
        update: function () {

            if (this.isPaused)
            {
                return false;
            }

            if (this.isPlaying && this.game.time.time >= this._timeNextFrame)
            {
                this._frameSkip = 1;

                //  Lagging?
                this._frameDiff = this.game.time.time - this._timeNextFrame;

                this._timeLastFrame = this.game.time.time;

                if (this._frameDiff > this.delay)
                {
                    //  We need to skip a frame, work out how many
                    this._frameSkip = Math.floor(this._frameDiff / this.delay);
                    this._frameDiff -= (this._frameSkip * this.delay);
                }

                //  And what's left now?
                this._timeNextFrame = this.game.time.time + (this.delay - this._frameDiff);

                if (this.isReversed)
                {
                    this._frameIndex -= this._frameSkip;
                }
                else
                {
                    this._frameIndex += this._frameSkip;
                }

                if (!this.isReversed && this._frameIndex >= this._frames.length || this.isReversed && this._frameIndex <= -1)
                {
                    if (this.loop)
                    {
                        // Update current state before event callback
                        this._frameIndex = Math.abs(this._frameIndex) % this._frames.length;

                        if (this.isReversed)
                        {
                            this._frameIndex = this._frames.length - 1 - this._frameIndex;
                        }

                        this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);

                        //  Instead of calling updateCurrentFrame we do it here instead
                        if (this.currentFrame)
                        {
                            this._parent.setFrame(this.currentFrame);
                        }

                        this.loopCount++;
                        this._parent.events.onAnimationLoop$dispatch(this._parent, this);
                        this.onLoop.dispatch(this._parent, this);

                        if (this.onUpdate)
                        {
                            this.onUpdate.dispatch(this, this.currentFrame);

                            // False if the animation was destroyed from within a callback
                            return !!this._frameData;
                        }
                        else
                        {
                            return true;
                        }
                    }
                    else
                    {
                        this.complete();
                        return false;
                    }
                }
                else
                {
                    return this.updateCurrentFrame(true);
                }
            }

            return false;

        },

        /**
        * Changes the currentFrame per the _frameIndex, updates the display state,
        * and triggers the update signal.
        *
        * Returns true if the current frame update was 'successful', false otherwise.
        *
        * @method Phaser.Animation#updateCurrentFrame
        * @private
        * @param {boolean} signalUpdate - If true the `Animation.onUpdate` signal will be dispatched.
        * @param {boolean} fromPlay - Was this call made from the playing of a new animation?
        * @return {boolean} True if the current frame was updated, otherwise false.
        */
        updateCurrentFrame: function (signalUpdate, fromPlay) {

            if (fromPlay === undefined) { fromPlay = false; }

            if (!this._frameData)
            {
                // The animation is already destroyed, probably from a callback
                return false;
            }

            //  Previous index
            var idx = this.currentFrame.index;

            this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);

            if (this.currentFrame && (fromPlay || (!fromPlay && idx !== this.currentFrame.index)))
            {
                this._parent.setFrame(this.currentFrame);
            }

            if (this.onUpdate && signalUpdate)
            {
                this.onUpdate.dispatch(this, this.currentFrame);

                // False if the animation was destroyed from within a callback
                return !!this._frameData;
            }
            else
            {
                return true;
            }

        },

        /**
        * Advances by the given number of frames in the Animation, taking the loop value into consideration.
        *
        * @method Phaser.Animation#next
        * @param {number} [quantity=1] - The number of frames to advance.
        */
        next: function (quantity) {

            if (quantity === undefined) { quantity = 1; }

            var frame = this._frameIndex + quantity;

            if (frame >= this._frames.length)
            {
                if (this.loop)
                {
                    frame %= this._frames.length;
                }
                else
                {
                    frame = this._frames.length - 1;
                }
            }

            if (frame !== this._frameIndex)
            {
                this._frameIndex = frame;
                this.updateCurrentFrame(true);
            }

        },

        /**
        * Moves backwards the given number of frames in the Animation, taking the loop value into consideration.
        *
        * @method Phaser.Animation#previous
        * @param {number} [quantity=1] - The number of frames to move back.
        */
        previous: function (quantity) {

            if (quantity === undefined) { quantity = 1; }

            var frame = this._frameIndex - quantity;

            if (frame < 0)
            {
                if (this.loop)
                {
                    frame = this._frames.length + frame;
                }
                else
                {
                    frame++;
                }
            }

            if (frame !== this._frameIndex)
            {
                this._frameIndex = frame;
                this.updateCurrentFrame(true);
            }

        },

        /**
        * Changes the FrameData object this Animation is using.
        *
        * @method Phaser.Animation#updateFrameData
        * @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
        */
        updateFrameData: function (frameData) {

            this._frameData = frameData;
            this.currentFrame = this._frameData ? this._frameData.getFrame(this._frames[this._frameIndex % this._frames.length]) : null;

        },

        /**
        * Cleans up this animation ready for deletion. Nulls all values and references.
        *
        * @method Phaser.Animation#destroy
        */
        destroy: function () {

            if (!this._frameData)
            {
                // Already destroyed
                return;
            }

            this.game.onPause.remove(this.onPause, this);
            this.game.onResume.remove(this.onResume, this);

            this.game = null;
            this._parent = null;
            this._frames = null;
            this._frameData = null;
            this.currentFrame = null;
            this.isPlaying = false;

            this.onStart.dispose();
            this.onLoop.dispose();
            this.onComplete.dispose();

            if (this.onUpdate)
            {
                this.onUpdate.dispose();
            }

        },

        /**
        * Called internally when the animation finishes playback.
        * Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent and local onComplete event.
        *
        * @method Phaser.Animation#complete
        */
        complete: function () {

            this._frameIndex = this._frames.length - 1;
            this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);

            this.isPlaying = false;
            this.isFinished = true;
            this.paused = false;

            this._parent.events.onAnimationComplete$dispatch(this._parent, this);

            this.onComplete.dispatch(this._parent, this);

            if (this.killOnComplete)
            {
                this._parent.kill();
            }

        }

    };

    Phaser.Animation.prototype.constructor = Phaser.Animation;

    /**
    * @name Phaser.Animation#paused
    * @property {boolean} paused - Gets and sets the paused state of this Animation.
    */
    Object.defineProperty(Phaser.Animation.prototype, 'paused', {

        get: function () {

            return this.isPaused;

        },

        set: function (value) {

            this.isPaused = value;

            if (value)
            {
                //  Paused
                this._pauseStartTime = this.game.time.time;
            }
            else
            {
                //  Un-paused
                if (this.isPlaying)
                {
                    this._timeNextFrame = this.game.time.time + this.delay;
                }
            }

        }

    });

    /**
    * @name Phaser.Animation#reversed
    * @property {boolean} reversed - Gets and sets the isReversed state of this Animation.
    */
    Object.defineProperty(Phaser.Animation.prototype, 'reversed', {

        get: function () {

            return this.isReversed;

        },

        set: function (value) {

            this.isReversed = value;

        }

    });

    /**
    * @name Phaser.Animation#frameTotal
    * @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
    * @readonly
    */
    Object.defineProperty(Phaser.Animation.prototype, 'frameTotal', {

        get: function () {
            return this._frames.length;
        }

    });

    /**
    * @name Phaser.Animation#frame
    * @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
    */
    Object.defineProperty(Phaser.Animation.prototype, 'frame', {

        get: function () {

            if (this.currentFrame !== null)
            {
                return this.currentFrame.index;
            }
            else
            {
                return this._frameIndex;
            }

        },

        set: function (value) {

            this.currentFrame = this._frameData.getFrame(this._frames[value]);

            if (this.currentFrame !== null)
            {
                this._frameIndex = value;
                this._parent.setFrame(this.currentFrame);

                if (this.onUpdate)
                {
                    this.onUpdate.dispatch(this, this.currentFrame);
                }
            }

        }

    });

    /**
    * @name Phaser.Animation#speed
    * @property {number} speed - Gets or sets the current speed of the animation in frames per second. Changing this in a playing animation will take effect from the next frame. Value must be greater than 0.
    */
    Object.defineProperty(Phaser.Animation.prototype, 'speed', {

        get: function () {

            return 1000 / this.delay;

        },

        set: function (value) {

            if (value > 0)
            {
                this.delay = 1000 / value;
            }

        }

    });

    /**
    * @name Phaser.Animation#enableUpdate
    * @property {boolean} enableUpdate - Gets or sets if this animation will dispatch the onUpdate events upon changing frame.
    */
    Object.defineProperty(Phaser.Animation.prototype, 'enableUpdate', {

        get: function () {

            return (this.onUpdate !== null);

        },

        set: function (value) {

            if (value && this.onUpdate === null)
            {
                this.onUpdate = new Phaser.Signal();
            }
            else if (!value && this.onUpdate !== null)
            {
                this.onUpdate.dispose();
                this.onUpdate = null;
            }

        }

    });

    /**
    * Really handy function for when you are creating arrays of animation data but it's using frame names and not numbers.
    * For example imagine you've got 30 frames named: 'explosion_0001-large' to 'explosion_0030-large'
    * You could use this function to generate those by doing: Phaser.Animation.generateFrameNames('explosion_', 1, 30, '-large', 4);
    *
    * @method Phaser.Animation.generateFrameNames
    * @static
    * @param {string} prefix - The start of the filename. If the filename was 'explosion_0001-large' the prefix would be 'explosion_'.
    * @param {number} start - The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the start is 1.
    * @param {number} stop - The number to count to. If your frames are named 'explosion_0001' to 'explosion_0034' the stop value is 34.
    * @param {string} [suffix=''] - The end of the filename. If the filename was 'explosion_0001-large' the prefix would be '-large'.
    * @param {number} [zeroPad=0] - The number of zeros to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4.
    * @return {string[]} An array of framenames.
    */
    Phaser.Animation.generateFrameNames = function (prefix, start, stop, suffix, zeroPad) {

        if (suffix === undefined) { suffix = ''; }

        var output = [];
        var frame = '';

        if (start < stop)
        {
            for (var i = start; i <= stop; i++)
            {
                if (typeof zeroPad === 'number')
                {
                    //  str, len, pad, dir
                    frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
                }
                else
                {
                    frame = i.toString();
                }

                frame = prefix + frame + suffix;

                output.push(frame);
            }
        }
        else
        {
            for (var i = start; i >= stop; i--)
            {
                if (typeof zeroPad === 'number')
                {
                    //  str, len, pad, dir
                    frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
                }
                else
                {
                    frame = i.toString();
                }

                frame = prefix + frame + suffix;

                output.push(frame);
            }
        }

        return output;

    };