Source: scene/sprite-animated/AnimatedSprite.ts

import { Texture } from '../../rendering/renderers/shared/texture/Texture';
import { UPDATE_PRIORITY } from '../../ticker/const';
import { Ticker } from '../../ticker/Ticker';
import { Sprite } from '../sprite/Sprite';

/**
 * An AnimatedSprite is a simple way to display an animation depicted by a list of textures.
 *
 * ```js
 * import { AnimatedSprite, Texture } from 'pixi.js';
 *
 * const alienImages = [
 *     'image_sequence_01.png',
 *     'image_sequence_02.png',
 *     'image_sequence_03.png',
 *     'image_sequence_04.png',
 * ];
 * const textureArray = [];
 *
 * for (let i = 0; i < 4; i++)
 * {
 *     const texture = Texture.from(alienImages[i]);
 *     textureArray.push(texture);
 * }
 *
 * const animatedSprite = new AnimatedSprite(textureArray);
 * ```
 *
 * The more efficient and simpler way to create an animated sprite is using a Spritesheet
 * containing the animation definitions:
 * @example
 * import { AnimatedSprite, Assets } from 'pixi.js';
 *
 * const sheet = await Assets.load('assets/spritesheet.json');
 * animatedSprite = new AnimatedSprite(sheet.animations['image_sequence']);
 * @memberof scene
 */
export class AnimatedSprite extends Sprite
{
    /**
     * The speed that the AnimatedSprite will play at. Higher is faster, lower is slower.
     * @default 1
     */
    public animationSpeed: number;

    /**
     * Whether or not the animate sprite repeats after playing.
     * @default true
     */
    public loop: boolean;

    /**
     * Update anchor to Texture's defaultAnchor when frame changes.
     *
     * Useful with sprite sheet animations created with tools.
     * Changing anchor for each frame allows to pin sprite origin to certain moving feature
     * of the frame (e.g. left foot).
     *
     * Note: Enabling this will override any previously set `anchor` on each frame change.
     * @default false
     */
    public updateAnchor: boolean;

    /**
     * User-assigned function to call when an AnimatedSprite finishes playing.
     * @example
     * animation.onComplete = () => {
     *     // Finished!
     * };
     */
    public onComplete?: () => void;

    /**
     * User-assigned function to call when an AnimatedSprite changes which texture is being rendered.
     * @example
     * animation.onFrameChange = () => {
     *     // Updated!
     * };
     */
    public onFrameChange?: (currentFrame: number) => void;

    /**
     * User-assigned function to call when `loop` is true, and an AnimatedSprite is played and
     * loops around to start again.
     * @example
     * animation.onLoop = () => {
     *     // Looped!
     * };
     */
    public onLoop?: () => void;

    private _playing: boolean;
    private _textures: Texture[];
    private _durations: number[];

    /**
     * `true` uses Ticker.shared to auto update animation time.
     * @default true
     */
    private _autoUpdate: boolean;

    /**
     * `true` if the instance is currently connected to Ticker.shared to auto update animation time.
     * @default false
     */
    private _isConnectedToTicker: boolean;

    /** Elapsed time since animation has been started, used internally to display current texture. */
    private _currentTime: number;

    /** The texture index that was displayed last time. */
    private _previousFrame: number;

    /**
     * @param textures - An array of Texture or frame
     *  objects that make up the animation.
     * @param {boolean} [autoUpdate=true] - Whether to use Ticker.shared to auto update animation time.
     */
    constructor(textures: Texture[] | FrameObject[], autoUpdate = true)
    {
        super(textures[0] instanceof Texture ? textures[0] : textures[0].texture);

        this._textures = null;
        this._durations = null;
        this._autoUpdate = autoUpdate;
        this._isConnectedToTicker = false;

        this.animationSpeed = 1;
        this.loop = true;
        this.updateAnchor = false;
        this.onComplete = null;
        this.onFrameChange = null;
        this.onLoop = null;

        this._currentTime = 0;

        this._playing = false;
        this._previousFrame = null;

        this.textures = textures;
    }

    /** Stops the AnimatedSprite. */
    public stop(): void
    {
        if (!this._playing)
        {
            return;
        }

        this._playing = false;
        if (this._autoUpdate && this._isConnectedToTicker)
        {
            Ticker.shared.remove(this.update, this);
            this._isConnectedToTicker = false;
        }
    }

    /** Plays the AnimatedSprite. */
    public play(): void
    {
        if (this._playing)
        {
            return;
        }

        this._playing = true;
        if (this._autoUpdate && !this._isConnectedToTicker)
        {
            Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH);
            this._isConnectedToTicker = true;
        }
    }

    /**
     * Stops the AnimatedSprite and goes to a specific frame.
     * @param frameNumber - Frame index to stop at.
     */
    public gotoAndStop(frameNumber: number): void
    {
        this.stop();
        this.currentFrame = frameNumber;
    }

    /**
     * Goes to a specific frame and begins playing the AnimatedSprite.
     * @param frameNumber - Frame index to start at.
     */
    public gotoAndPlay(frameNumber: number): void
    {
        this.currentFrame = frameNumber;
        this.play();
    }

    /**
     * Updates the object transform for rendering.
     * @param ticker - the ticker to use to update the object.
     */
    public update(ticker: Ticker): void
    {
        // If the animation isn't playing, no update is needed.
        if (!this._playing)
        {
            return;
        }

        // Calculate elapsed time based on ticker's deltaTime and animation speed.
        const deltaTime = ticker.deltaTime;
        const elapsed = this.animationSpeed * deltaTime;
        const previousFrame = this.currentFrame;

        // If there are specific durations set for each frame:
        if (this._durations !== null)
        {
            // Calculate the lag for the current frame based on the current time.
            let lag = this._currentTime % 1 * this._durations[this.currentFrame];

            // Adjust the lag based on elapsed time.
            lag += elapsed / 60 * 1000;

            // If the lag is negative, adjust the current time and the lag.
            while (lag < 0)
            {
                this._currentTime--;
                lag += this._durations[this.currentFrame];
            }

            const sign = Math.sign(this.animationSpeed * deltaTime);

            // Floor the current time to get a whole number frame.
            this._currentTime = Math.floor(this._currentTime);

            // Adjust the current time and the lag until the lag is less than the current frame's duration.
            while (lag >= this._durations[this.currentFrame])
            {
                lag -= this._durations[this.currentFrame] * sign;
                this._currentTime += sign;
            }

            // Adjust the current time based on the lag and current frame's duration.
            this._currentTime += lag / this._durations[this.currentFrame];
        }
        else
        {
            // If no specific durations set, simply adjust the current time by elapsed time.
            this._currentTime += elapsed;
        }

        // Handle scenarios when animation reaches the start or the end.
        if (this._currentTime < 0 && !this.loop)
        {
            // If the animation shouldn't loop and it reaches the start, go to the first frame.
            this.gotoAndStop(0);

            // If there's an onComplete callback, call it.
            if (this.onComplete)
            {
                this.onComplete();
            }
        }
        else if (this._currentTime >= this._textures.length && !this.loop)
        {
            // If the animation shouldn't loop and it reaches the end, go to the last frame.
            this.gotoAndStop(this._textures.length - 1);

            // If there's an onComplete callback, call it.
            if (this.onComplete)
            {
                this.onComplete();
            }
        }
        else if (previousFrame !== this.currentFrame)
        {
            // If the current frame is different from the last update, handle loop scenarios.
            if (this.loop && this.onLoop)
            {
                if ((this.animationSpeed > 0 && this.currentFrame < previousFrame)
                    || (this.animationSpeed < 0 && this.currentFrame > previousFrame))
                {
                    // If the animation loops, and there's an onLoop callback, call it.
                    this.onLoop();
                }
            }

            // Update the texture for the current frame.
            this._updateTexture();
        }
    }

    /** Updates the displayed texture to match the current frame index. */
    private _updateTexture(): void
    {
        const currentFrame = this.currentFrame;

        if (this._previousFrame === currentFrame)
        {
            return;
        }

        this._previousFrame = currentFrame;

        this.texture = this._textures[currentFrame];

        if (this.updateAnchor)
        {
            this.anchor.copyFrom(this.texture.defaultAnchor);
        }

        if (this.onFrameChange)
        {
            this.onFrameChange(this.currentFrame);
        }
    }

    /** Stops the AnimatedSprite and destroys it. */
    public destroy(): void
    {
        this.stop();
        super.destroy();

        this.onComplete = null;
        this.onFrameChange = null;
        this.onLoop = null;
    }

    /**
     * A short hand way of creating an AnimatedSprite from an array of frame ids.
     * @param frames - The array of frames ids the AnimatedSprite will use as its texture frames.
     * @returns - The new animated sprite with the specified frames.
     */
    public static fromFrames(frames: string[]): AnimatedSprite
    {
        const textures = [];

        for (let i = 0; i < frames.length; ++i)
        {
            textures.push(Texture.from(frames[i]));
        }

        return new AnimatedSprite(textures);
    }

    /**
     * A short hand way of creating an AnimatedSprite from an array of image ids.
     * @param images - The array of image urls the AnimatedSprite will use as its texture frames.
     * @returns The new animate sprite with the specified images as frames.
     */
    public static fromImages(images: string[]): AnimatedSprite
    {
        const textures = [];

        for (let i = 0; i < images.length; ++i)
        {
            textures.push(Texture.from(images[i]));
        }

        return new AnimatedSprite(textures);
    }

    /**
     * The total number of frames in the AnimatedSprite. This is the same as number of textures
     * assigned to the AnimatedSprite.
     * @readonly
     * @default 0
     */
    get totalFrames(): number
    {
        return this._textures.length;
    }

    /** The array of textures used for this AnimatedSprite. */
    get textures(): Texture[] | FrameObject[]
    {
        return this._textures;
    }

    set textures(value: Texture[] | FrameObject[])
    {
        if (value[0] instanceof Texture)
        {
            this._textures = value as Texture[];
            this._durations = null;
        }
        else
        {
            this._textures = [];
            this._durations = [];

            for (let i = 0; i < value.length; i++)
            {
                this._textures.push((value[i] as FrameObject).texture);
                this._durations.push((value[i] as FrameObject).time);
            }
        }
        this._previousFrame = null;
        this.gotoAndStop(0);
        this._updateTexture();
    }

    /** The AnimatedSprite's current frame index. */
    get currentFrame(): number
    {
        let currentFrame = Math.floor(this._currentTime) % this._textures.length;

        if (currentFrame < 0)
        {
            currentFrame += this._textures.length;
        }

        return currentFrame;
    }

    set currentFrame(value: number)
    {
        if (value < 0 || value > this.totalFrames - 1)
        {
            throw new Error(`[AnimatedSprite]: Invalid frame index value ${value}, `
                + `expected to be between 0 and totalFrames ${this.totalFrames}.`);
        }

        const previousFrame = this.currentFrame;

        this._currentTime = value;

        if (previousFrame !== this.currentFrame)
        {
            this._updateTexture();
        }
    }

    /**
     * Indicates if the AnimatedSprite is currently playing.
     * @readonly
     */
    get playing(): boolean
    {
        return this._playing;
    }

    /** Whether to use Ticker.shared to auto update animation time. */
    get autoUpdate(): boolean
    {
        return this._autoUpdate;
    }

    set autoUpdate(value: boolean)
    {
        if (value !== this._autoUpdate)
        {
            this._autoUpdate = value;

            if (!this._autoUpdate && this._isConnectedToTicker)
            {
                Ticker.shared.remove(this.update, this);
                this._isConnectedToTicker = false;
            }
            else if (this._autoUpdate && !this._isConnectedToTicker && this._playing)
            {
                Ticker.shared.add(this.update, this);
                this._isConnectedToTicker = true;
            }
        }
    }
}

/**
 * A reference to a frame in an AnimatedSprite
 * @memberof scene
 */
export interface FrameObject
{
    /** The Texture of the frame. */
    texture: Texture;

    /** The duration of the frame, in milliseconds. */
    time: number;
}