/*!
 * @pixi/sprite-animated - v5.3.7
 * Compiled Tue, 29 Dec 2020 19:30:11 UTC
 *
 * @pixi/sprite-animated is licensed under the MIT License.
 * http://www.opensource.org/licenses/mit-license
 */
this.PIXI = this.PIXI || {};
var _pixi_sprite_animated = (function (exports, core, sprite, ticker) {
    'use strict';

    /*! *****************************************************************************
    Copyright (c) Microsoft Corporation. All rights reserved.
    Licensed under the Apache License, Version 2.0 (the "License"); you may not use
    this file except in compliance with the License. You may obtain a copy of the
    License at http://www.apache.org/licenses/LICENSE-2.0

    THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
    KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED
    WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,
    MERCHANTABLITY OR NON-INFRINGEMENT.

    See the Apache Version 2.0 License for specific language governing permissions
    and limitations under the License.
    ***************************************************************************** */
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    /**
     * An AnimatedSprite is a simple way to display an animation depicted by a list of textures.
     *
     * ```js
     * let alienImages = ["image_sequence_01.png","image_sequence_02.png","image_sequence_03.png","image_sequence_04.png"];
     * let textureArray = [];
     *
     * for (let i=0; i < 4; i++)
     * {
     *      let texture = PIXI.Texture.from(alienImages[i]);
     *      textureArray.push(texture);
     * };
     *
     * let animatedSprite = new PIXI.AnimatedSprite(textureArray);
     * ```
     *
     * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet}
     * containing the animation definitions:
     *
     * ```js
     * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup);
     *
     * function setup() {
     *   let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet;
     *   animatedSprite = new PIXI.AnimatedSprite(sheet.animations["image_sequence"]);
     *   ...
     * }
     * ```
     *
     * @class
     * @extends PIXI.Sprite
     * @memberof PIXI
     */
    var AnimatedSprite = /** @class */ (function (_super) {
        __extends(AnimatedSprite, _super);
        /**
         * @param {PIXI.Texture[]|PIXI.AnimatedSprite.FrameObject[]} textures - An array of {@link PIXI.Texture} or frame
         *  objects that make up the animation.
         * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time.
         */
        function AnimatedSprite(textures, autoUpdate) {
            if (autoUpdate === void 0) { autoUpdate = true; }
            var _this = _super.call(this, textures[0] instanceof core.Texture ? textures[0] : textures[0].texture) || this;
            /**
             * @type {PIXI.Texture[]}
             * @private
             */
            _this._textures = null;
            /**
             * @type {number[]}
             * @private
             */
            _this._durations = null;
            /**
             * `true` uses PIXI.Ticker.shared to auto update animation time.
             *
             * @type {boolean}
             * @default true
             * @private
             */
            _this._autoUpdate = autoUpdate;
            /**
             * `true` if the instance is currently connected to PIXI.Ticker.shared to auto update animation time.
             *
             * @type {boolean}
             * @default false
             * @private
             */
            _this._isConnectedToTicker = false;
            /**
             * The speed that the AnimatedSprite will play at. Higher is faster, lower is slower.
             *
             * @member {number}
             * @default 1
             */
            _this.animationSpeed = 1;
            /**
             * Whether or not the animate sprite repeats after playing.
             *
             * @member {boolean}
             * @default true
             */
            _this.loop = true;
            /**
             * Update anchor to [Texture's defaultAnchor]{@link PIXI.Texture#defaultAnchor} when frame changes.
             *
             * Useful with [sprite sheet animations]{@link PIXI.Spritesheet#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.
             *
             * @member {boolean}
             * @default false
             */
            _this.updateAnchor = false;
            /**
             * User-assigned function to call when an AnimatedSprite finishes playing.
             *
             * @example
             * animation.onComplete = function () {
             *   // finished!
             * };
             * @member {Function}
             */
            _this.onComplete = null;
            /**
             * User-assigned function to call when an AnimatedSprite changes which texture is being rendered.
             *
             * @example
             * animation.onFrameChange = function () {
             *   // updated!
             * };
             * @member {Function}
             */
            _this.onFrameChange = null;
            /**
             * User-assigned function to call when `loop` is true, and an AnimatedSprite is played and
             * loops around to start again.
             *
             * @example
             * animation.onLoop = function () {
             *   // looped!
             * };
             * @member {Function}
             */
            _this.onLoop = null;
            /**
             * Elapsed time since animation has been started, used internally to display current texture.
             *
             * @member {number}
             * @private
             */
            _this._currentTime = 0;
            _this._playing = false;
            /**
             * The texture index that was displayed last time
             *
             * @member {number}
             * @private
             */
            _this._previousFrame = null;
            _this.textures = textures;
            return _this;
        }
        /**
         * Stops the AnimatedSprite.
         *
         */
        AnimatedSprite.prototype.stop = function () {
            if (!this._playing) {
                return;
            }
            this._playing = false;
            if (this._autoUpdate && this._isConnectedToTicker) {
                ticker.Ticker.shared.remove(this.update, this);
                this._isConnectedToTicker = false;
            }
        };
        /**
         * Plays the AnimatedSprite.
         *
         */
        AnimatedSprite.prototype.play = function () {
            if (this._playing) {
                return;
            }
            this._playing = true;
            if (this._autoUpdate && !this._isConnectedToTicker) {
                ticker.Ticker.shared.add(this.update, this, ticker.UPDATE_PRIORITY.HIGH);
                this._isConnectedToTicker = true;
            }
        };
        /**
         * Stops the AnimatedSprite and goes to a specific frame.
         *
         * @param {number} frameNumber - Frame index to stop at.
         */
        AnimatedSprite.prototype.gotoAndStop = function (frameNumber) {
            this.stop();
            var previousFrame = this.currentFrame;
            this._currentTime = frameNumber;
            if (previousFrame !== this.currentFrame) {
                this.updateTexture();
            }
        };
        /**
         * Goes to a specific frame and begins playing the AnimatedSprite.
         *
         * @param {number} frameNumber - Frame index to start at.
         */
        AnimatedSprite.prototype.gotoAndPlay = function (frameNumber) {
            var previousFrame = this.currentFrame;
            this._currentTime = frameNumber;
            if (previousFrame !== this.currentFrame) {
                this.updateTexture();
            }
            this.play();
        };
        /**
         * Updates the object transform for rendering.
         *
         * @param {number} deltaTime - Time since last tick.
         */
        AnimatedSprite.prototype.update = function (deltaTime) {
            var elapsed = this.animationSpeed * deltaTime;
            var previousFrame = this.currentFrame;
            if (this._durations !== null) {
                var lag = this._currentTime % 1 * this._durations[this.currentFrame];
                lag += elapsed / 60 * 1000;
                while (lag < 0) {
                    this._currentTime--;
                    lag += this._durations[this.currentFrame];
                }
                var sign = Math.sign(this.animationSpeed * deltaTime);
                this._currentTime = Math.floor(this._currentTime);
                while (lag >= this._durations[this.currentFrame]) {
                    lag -= this._durations[this.currentFrame] * sign;
                    this._currentTime += sign;
                }
                this._currentTime += lag / this._durations[this.currentFrame];
            }
            else {
                this._currentTime += elapsed;
            }
            if (this._currentTime < 0 && !this.loop) {
                this.gotoAndStop(0);
                if (this.onComplete) {
                    this.onComplete();
                }
            }
            else if (this._currentTime >= this._textures.length && !this.loop) {
                this.gotoAndStop(this._textures.length - 1);
                if (this.onComplete) {
                    this.onComplete();
                }
            }
            else if (previousFrame !== this.currentFrame) {
                if (this.loop && this.onLoop) {
                    if (this.animationSpeed > 0 && this.currentFrame < previousFrame) {
                        this.onLoop();
                    }
                    else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) {
                        this.onLoop();
                    }
                }
                this.updateTexture();
            }
        };
        /**
         * Updates the displayed texture to match the current frame index.
         *
         * @private
         */
        AnimatedSprite.prototype.updateTexture = function () {
            var currentFrame = this.currentFrame;
            if (this._previousFrame === currentFrame) {
                return;
            }
            this._previousFrame = currentFrame;
            this._texture = this._textures[currentFrame];
            this._textureID = -1;
            this._textureTrimmedID = -1;
            this._cachedTint = 0xFFFFFF;
            this.uvs = this._texture._uvs.uvsFloat32;
            if (this.updateAnchor) {
                this._anchor.copyFrom(this._texture.defaultAnchor);
            }
            if (this.onFrameChange) {
                this.onFrameChange(this.currentFrame);
            }
        };
        /**
         * Stops the AnimatedSprite and destroys it.
         *
         * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options
         *  have been set to that value.
         * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy
         *      method called as well. 'options' will be passed on to those calls.
         * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well.
         * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well.
         */
        AnimatedSprite.prototype.destroy = function (options) {
            this.stop();
            _super.prototype.destroy.call(this, options);
            this.onComplete = null;
            this.onFrameChange = null;
            this.onLoop = null;
        };
        /**
         * A short hand way of creating an AnimatedSprite from an array of frame ids.
         *
         * @static
         * @param {string[]} frames - The array of frames ids the AnimatedSprite will use as its texture frames.
         * @return {PIXI.AnimatedSprite} The new animated sprite with the specified frames.
         */
        AnimatedSprite.fromFrames = function (frames) {
            var textures = [];
            for (var i = 0; i < frames.length; ++i) {
                textures.push(core.Texture.from(frames[i]));
            }
            return new AnimatedSprite(textures);
        };
        /**
         * A short hand way of creating an AnimatedSprite from an array of image ids.
         *
         * @static
         * @param {string[]} images - The array of image urls the AnimatedSprite will use as its texture frames.
         * @return {PIXI.AnimatedSprite} The new animate sprite with the specified images as frames.
         */
        AnimatedSprite.fromImages = function (images) {
            var textures = [];
            for (var i = 0; i < images.length; ++i) {
                textures.push(core.Texture.from(images[i]));
            }
            return new AnimatedSprite(textures);
        };
        Object.defineProperty(AnimatedSprite.prototype, "totalFrames", {
            /**
             * The total number of frames in the AnimatedSprite. This is the same as number of textures
             * assigned to the AnimatedSprite.
             *
             * @readonly
             * @member {number}
             * @default 0
             */
            get: function () {
                return this._textures.length;
            },
            enumerable: false,
            configurable: true
        });
        Object.defineProperty(AnimatedSprite.prototype, "textures", {
            /**
             * The array of textures used for this AnimatedSprite.
             *
             * @member {PIXI.Texture[]}
             */
            get: function () {
                return this._textures;
            },
            set: function (value) {
                if (value[0] instanceof core.Texture) {
                    this._textures = value;
                    this._durations = null;
                }
                else {
                    this._textures = [];
                    this._durations = [];
                    for (var i = 0; i < value.length; i++) {
                        this._textures.push(value[i].texture);
                        this._durations.push(value[i].time);
                    }
                }
                this._previousFrame = null;
                this.gotoAndStop(0);
                this.updateTexture();
            },
            enumerable: false,
            configurable: true
        });
        Object.defineProperty(AnimatedSprite.prototype, "currentFrame", {
            /**
            * The AnimatedSprites current frame index.
            *
            * @member {number}
            * @readonly
            */
            get: function () {
                var currentFrame = Math.floor(this._currentTime) % this._textures.length;
                if (currentFrame < 0) {
                    currentFrame += this._textures.length;
                }
                return currentFrame;
            },
            enumerable: false,
            configurable: true
        });
        Object.defineProperty(AnimatedSprite.prototype, "playing", {
            /**
             * Indicates if the AnimatedSprite is currently playing.
             *
             * @member {boolean}
             * @readonly
             */
            get: function () {
                return this._playing;
            },
            enumerable: false,
            configurable: true
        });
        Object.defineProperty(AnimatedSprite.prototype, "autoUpdate", {
            /**
             * Whether to use PIXI.Ticker.shared to auto update animation time
             *
             * @member {boolean}
             */
            get: function () {
                return this._autoUpdate;
            },
            set: function (value) {
                if (value !== this._autoUpdate) {
                    this._autoUpdate = value;
                    if (!this._autoUpdate && this._isConnectedToTicker) {
                        ticker.Ticker.shared.remove(this.update, this);
                        this._isConnectedToTicker = false;
                    }
                    else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) {
                        ticker.Ticker.shared.add(this.update, this);
                        this._isConnectedToTicker = true;
                    }
                }
            },
            enumerable: false,
            configurable: true
        });
        return AnimatedSprite;
    }(sprite.Sprite));
    /**
     * @memberof PIXI.AnimatedSprite
     * @typedef {object} FrameObject
     * @type {object}
     * @property {PIXI.Texture} texture - The {@link PIXI.Texture} of the frame
     * @property {number} time - the duration of the frame in ms
     */

    exports.AnimatedSprite = AnimatedSprite;

    return exports;

}({}, PIXI, PIXI, PIXI));
Object.assign(this.PIXI, _pixi_sprite_animated);
//# sourceMappingURL=sprite-animated.js.map
