import { Texture } from '@pixi/core' ; import { Particle } from '../Particle' ; import { IEmitterBehavior , BehaviorOrder } from './Behaviors' ; import { GetTextureFromString } from '../ParticleUtils' ; import { BehaviorEditorConfig } from './editor/Types' ; /**
 * The format of a single animation to be used on a particle.
 */ export interface AnimatedParticleArt { /**
     * Framerate for the animation (in frames per second). A value of -1 will tie the framerate to
     * the particle's lifetime so that the animation lasts exactly as long as the particle.
     */ framerate : - 1 | number ; /**
     * If the animation should loop. Defaults to false.
     */ loop ? : boolean ; /**
     * A list of textures or frame descriptions for duplicated frames.
     * String values will be converted to textures with  ParticleUtils . GetTextureFromString .
     * Example of a texture repeated for 5 frames, followed by a second texture for one frame:
     * ```javascript
     * [{texture: 'myFirstTex', count: 5}, 'mySecondTex']
     * ```
      textures : ( string | Texture | { texture : string | Texture ; count : number ; } ) [ ] ; } interface ParsedAnimatedParticleArt { textures : Texture [ ] ; duration : number ; framerate : number ; loop : boolean ; } function getTextures ( textures ) { const outTextures = [ ] ; for ( let j = 0 ; j < textures . length ; ++ j ) { let tex = textures [ j ] ; if ( typeof tex === 'string' ) { outTextures . push ( GetTextureFromString ( tex ) ) ; } else if ( tex instanceof Texture ) { outTextures . push ( tex ) ; } else { let dupe = tex . count || 1 ; if ( typeof tex . texture === 'string' ) { tex = GetTextureFromString ( tex . texture ) ; } else { tex = tex . texture ; } for ( ; dupe > 0 ; -- dupe ) { outTextures . push ( tex ) ; } } } return outTextures ; } /**
 * A Texture behavior that picks a random animation for each particle to play.
 * See  AnimatedParticleArt for detailed configuration info.
 *
 * Example config:
 * ```javascript
 * {
 *     type: 'animatedRandom',
 *     config: {
 *         anims: [
 *              {
 *                  framerate: 25,
 *                  loop: true,
 *                  textures: ['frame1', 'frame2', 'frame3']
 *              },
 *              {
 *                  framerate: 25,
 *                  loop: true,
 *                  textures: ['frame3', 'frame2', 'frame1']
 *              }
 *         ],
 *     }
 * }
 * ```
  export class RandomAnimatedTextureBehavior implements IEmitterBehavior { public static type = 'animatedRandom' ; public static editorConfig : BehaviorEditorConfig = null ; public order = BehaviorOrder . Normal ; private anims : ParsedAnimatedParticleArt [ ] ; constructor ( config ) { this . anims = [ ] ; for ( let i = 0 ; i < config . anims . length ; ++ i ) { const anim = config . anims [ i ] ; const textures = getTextures ( anim . textures ) ; const framerate = anim . framerate < 0 ? - 1 : ( anim . framerate > 0 ? anim . framerate : 60 ) ; const parsedAnim = { textures , duration : framerate > 0 ? textures . length / framerate : 0 , framerate , loop : framerate > 0 ? ! ! anim . loop : false , } ; this . anims . push ( parsedAnim ) ; } } initParticles ( first ) { let next = first ; while ( next ) { const index = Math . floor ( Math . random ( ) * this . anims . length ) ; const anim = next . config . anim = this . anims [ index ] ; next . texture = anim . textures [ 0 ] ; next . config . animElapsed = 0 ; if ( anim . framerate === - 1 ) { next . config . animDuration = next . maxLife ; next . config . animFramerate = anim . textures . length / next . maxLife ; } else { next . config . animDuration = anim . duration ; next . config . animFramerate = anim . framerate ; } next = next . next ; } } updateParticle ( particle , deltaSec ) { const config = particle . config ; const anim = config . anim ; config . animElapsed += deltaSec ; if ( config . animElapsed >= config . animDuration ) { if ( config . anim . loop ) { config . animElapsed = config . animElapsed % config . animDuration ; } else { config . animElapsed = config . animDuration - 0.000001 ; } } const frame = ( ( config . animElapsed * config . animFramerate ) + 0.0000001 ) | 0 ; particle . texture = anim . textures [ frame ] || anim . textures [ anim . textures . length - 1 ] || Texture . EMPTY ; } } /**
 * A Texture behavior that uses a single animation for each particle to play.
 * See  AnimatedParticleArt for detailed configuration info.
 *
 * Example config:
 * ```javascript
 * {
 *     type: 'animatedSingle',
 *     config: {
 *         anim: {
 *              framerate: 25,
 *              loop: true,
 *              textures: ['frame1', 'frame2', 'frame3']
 *         }
 *     }
 * }
 * ```
  export class SingleAnimatedTextureBehavior implements IEmitterBehavior { public static type = 'animatedSingle' ; public static editorConfig : BehaviorEditorConfig = null ; public order = BehaviorOrder . Normal ; private anim : ParsedAnimatedParticleArt ; constructor ( config ) { const anim = config . anim ; const textures = getTextures ( anim . textures ) ; const framerate = anim . framerate < 0 ? - 1 : ( anim . framerate > 0 ? anim . framerate : 60 ) ; this . anim = { textures , duration : framerate > 0 ? textures . length / framerate : 0 , framerate , loop : framerate > 0 ? ! ! anim . loop : false , } ; } initParticles ( first ) { let next = first ; const anim = this . anim ; while ( next ) { next . texture = anim . textures [ 0 ] ; next . config . animElapsed = 0 ; if ( anim . framerate === - 1 ) { next . config . animDuration = next . maxLife ; next . config . animFramerate = anim . textures . length / next . maxLife ; } else { next . config . animDuration = anim . duration ; next . config . animFramerate = anim . framerate ; } next = next . next ; } } updateParticle ( particle , deltaSec ) { const anim = this . anim ; const config = particle . config ; config . animElapsed += deltaSec ; if ( config . animElapsed >= config . animDuration ) { if ( anim . loop ) { config . animElapsed = config . animElapsed % config . animDuration ; } else { config . animElapsed = config . animDuration - 0.000001 ; } } const frame = ( ( config . animElapsed * config . animFramerate ) + 0.0000001 ) | 0 ; particle . texture = anim . textures [ frame ] || anim . textures [ anim . textures . length - 1 ] || Texture . EMPTY ; } }