hooked node transitions and sprite animation into new animation API

This commit is contained in:
Eric Rowell
2012-08-08 23:41:16 -07:00
parent b6db65301c
commit 58cabf8ddc
4 changed files with 12 additions and 58 deletions

33
dist/kinetic-core.js vendored
View File

@@ -3,7 +3,7 @@
* http://www.kineticjs.com/
* Copyright 2012, Eric Rowell
* Licensed under the MIT or GPL Version 2 licenses.
* Date: Aug 04 2012
* Date: Aug 08 2012
*
* Copyright (C) 2011 - 2012 by Eric Rowell
*
@@ -1886,14 +1886,6 @@ Kinetic.Node = Kinetic.Class.extend({
* transition completes
*/
transitionTo: function(config) {
var a = Kinetic.Animation;
/*
* clear transition if one is currently running for this
* node
*/
a._removeAnimation(this.transAnim);
/*
* create new transition
*/
@@ -1905,16 +1897,11 @@ Kinetic.Node = Kinetic.Class.extend({
trans._onEnterFrame();
};
this.transAnim.node = node;
/*
* adding the animation with the addAnimation
* method auto generates an id
*/
a._addAnimation(this.transAnim);
// subscribe to onFinished for first tween
trans.onFinished = function() {
// remove animation
a._removeAnimation(that.transAnim);
that.transAnim.stop();
that.transAnim.node.draw();
// callback
@@ -1924,7 +1911,7 @@ Kinetic.Node = Kinetic.Class.extend({
};
// auto start
trans.start();
a._handleAnimation();
this.transAnim.start();
return trans;
},
/**
@@ -5419,10 +5406,6 @@ Kinetic.Sprite = Kinetic.Shape.extend({
start: function() {
var that = this;
var layer = this.getLayer();
var ka = Kinetic.Animation;
// if sprite already has an animation, remove it
ka._removeAnimation(this.anim);
/*
* animation object has no executable function because
@@ -5432,12 +5415,6 @@ Kinetic.Sprite = Kinetic.Shape.extend({
*/
this.anim.node = layer;
/*
* adding the animation with the addAnimation
* method auto generates an id
*/
ka._addAnimation(this.anim);
this.interval = setInterval(function() {
var index = that.attrs.index;
that._updateIndex();
@@ -5446,7 +5423,7 @@ Kinetic.Sprite = Kinetic.Shape.extend({
}
}, 1000 / this.attrs.frameRate);
ka._handleAnimation();
this.anim.start();
},
/**
* stop sprite animation
@@ -5454,7 +5431,7 @@ Kinetic.Sprite = Kinetic.Shape.extend({
* @methodOf Kinetic.Sprite.prototype
*/
stop: function() {
Kinetic.Animation._removeAnimation(this.anim);
this.anim.stop();
clearInterval(this.interval);
},
/**

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@@ -671,14 +671,6 @@ Kinetic.Node = Kinetic.Class.extend({
* transition completes
*/
transitionTo: function(config) {
var a = Kinetic.Animation;
/*
* clear transition if one is currently running for this
* node
*/
a._removeAnimation(this.transAnim);
/*
* create new transition
*/
@@ -690,16 +682,11 @@ Kinetic.Node = Kinetic.Class.extend({
trans._onEnterFrame();
};
this.transAnim.node = node;
/*
* adding the animation with the addAnimation
* method auto generates an id
*/
a._addAnimation(this.transAnim);
// subscribe to onFinished for first tween
trans.onFinished = function() {
// remove animation
a._removeAnimation(that.transAnim);
that.transAnim.stop();
that.transAnim.node.draw();
// callback
@@ -709,7 +696,7 @@ Kinetic.Node = Kinetic.Class.extend({
};
// auto start
trans.start();
a._handleAnimation();
this.transAnim.start();
return trans;
},
/**

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@@ -45,10 +45,6 @@ Kinetic.Sprite = Kinetic.Shape.extend({
start: function() {
var that = this;
var layer = this.getLayer();
var ka = Kinetic.Animation;
// if sprite already has an animation, remove it
ka._removeAnimation(this.anim);
/*
* animation object has no executable function because
@@ -58,12 +54,6 @@ Kinetic.Sprite = Kinetic.Shape.extend({
*/
this.anim.node = layer;
/*
* adding the animation with the addAnimation
* method auto generates an id
*/
ka._addAnimation(this.anim);
this.interval = setInterval(function() {
var index = that.attrs.index;
that._updateIndex();
@@ -72,7 +62,7 @@ Kinetic.Sprite = Kinetic.Shape.extend({
}
}, 1000 / this.attrs.frameRate);
ka._handleAnimation();
this.anim.start();
},
/**
* stop sprite animation
@@ -80,7 +70,7 @@ Kinetic.Sprite = Kinetic.Shape.extend({
* @methodOf Kinetic.Sprite.prototype
*/
stop: function() {
Kinetic.Animation._removeAnimation(this.anim);
this.anim.stop();
clearInterval(this.interval);
},
/**