text: /**
  * @author       Richard Davey <rich@photonstorm.com>
  * @copyright    2015 Photon Storm Ltd.
  * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
  */
  
  /**
  * The Animation Manager is used to add, play and update Phaser Animations.
  * Any Game Object such as Phaser.Sprite that supports animation contains a single AnimationManager instance.
  *
  * @class Phaser.AnimationManager
  * @constructor
  * @param {Phaser.Sprite} sprite - A reference to the Game Object that owns this AnimationManager.
  */
  Phaser.AnimationManager = function (sprite) {
  
      /**
      * @property {Phaser.Sprite} sprite - A reference to the parent Sprite that owns this AnimationManager.
      */
      this.sprite = sprite;
  
      /**
      * @property {Phaser.Game} game - A reference to the currently running Game.
      */
      this.game = sprite.game;
  
      /**
      * The currently displayed Frame of animation, if any.
      * This property is only set once an Animation starts playing. Until that point it remains set as `null`.
      * 
      * @property {Phaser.Frame} currentFrame
      * @default
      */
      this.currentFrame = null;
  
      /**
      * @property {Phaser.Animation} currentAnim - The currently displayed animation, if any.
      * @default
      */
      this.currentAnim = null;
  
      /**
      * @property {boolean} updateIfVisible - Should the animation data continue to update even if the Sprite.visible is set to false.
      * @default
      */
      this.updateIfVisible = true;
  
      /**
      * @property {boolean} isLoaded - Set to true once animation data has been loaded.
      * @default
      */
      this.isLoaded = false;
  
      /**
      * @property {Phaser.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData.
      * @private
      * @default
      */
      this._frameData = null;
  
      /**
      * @property {object} _anims - An internal object that stores all of the Animation instances.
      * @private
      */
      this._anims = {};
  
      /**
      * @property {object} _outputFrames - An internal object to help avoid gc.
      * @private
      */
      this._outputFrames = [];
  
  };
  
  Phaser.AnimationManager.prototype = {
  
      /**
      * Loads FrameData into the internal temporary vars and resets the frame index to zero.
      * This is called automatically when a new Sprite is created.
      *
      * @method Phaser.AnimationManager#loadFrameData
      * @private
      * @param {Phaser.FrameData} frameData - The FrameData set to load.
      * @param {string|number} frame - The frame to default to.
      * @return {boolean} Returns `true` if the frame data was loaded successfully, otherwise `false`
      */
      loadFrameData: function (frameData, frame) {
  
          if (frameData === undefined)
          {
              return false;
          }
  
          if (this.isLoaded)
          {
              //   We need to update the frameData that the animations are using
              for (var anim in this._anims)
              {
                  this._anims[anim].updateFrameData(frameData);
              }
          }
  
          this._frameData = frameData;
  
          if (frame === undefined || frame === null)
          {
              this.frame = 0;
          }
          else
          {
              if (typeof frame === 'string')
              {
                  this.frameName = frame;
              }
              else
              {
                  this.frame = frame;
              }
          }
  
          this.isLoaded = true;
  
          return true;
      },
  
      /**
      * Loads FrameData into the internal temporary vars and resets the frame index to zero.
      * This is called automatically when a new Sprite is created.
      *
      * @method Phaser.AnimationManager#copyFrameData
      * @private
      * @param {Phaser.FrameData} frameData - The FrameData set to load.
      * @param {string|number} frame - The frame to default to.
      * @return {boolean} Returns `true` if the frame data was loaded successfully, otherwise `false`
      */
      copyFrameData: function (frameData, frame) {
  
          this._frameData = frameData.clone();
  
          if (this.isLoaded)
          {
              //   We need to update the frameData that the animations are using
              for (var anim in this._anims)
              {
                  this._anims[anim].updateFrameData(this._frameData);
              }
          }
  
          if (frame === undefined || frame === null)
          {
              this.frame = 0;
          }
          else
          {
              if (typeof frame === 'string')
              {
                  this.frameName = frame;
              }
              else
              {
                  this.frame = frame;
              }
          }
  
          this.isLoaded = true;
  
          return true;
      },
  
      /**
      * Adds a new animation under the given key. Optionally set the frames, frame rate and loop.
      * Animations added in this way are played back with the play function.
      *
      * @method Phaser.AnimationManager#add
      * @param {string} name - The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk".
      * @param {Array} [frames=null] - An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used.
      * @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.
      * @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings?
      * @return {Phaser.Animation} The Animation object that was created.
      */
      add: function (name, frames, frameRate, loop, useNumericIndex) {
  
          frames = frames || [];
          frameRate = frameRate || 60;
  
          if (loop === undefined) { loop = false; }
  
          //  If they didn't set the useNumericIndex then let's at least try and guess it
          if (useNumericIndex === undefined)
          {
              if (frames && typeof frames[0] === 'number')
              {
                  useNumericIndex = true;
              }
              else
              {
                  useNumericIndex = false;
              }
          }
  
          this._outputFrames = [];
  
          this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames);
  
          this._anims[name] = new Phaser.Animation(this.game, this.sprite, name, this._frameData, this._outputFrames, frameRate, loop);
  
          this.currentAnim = this._anims[name];
  
          //  This shouldn't be set until the Animation is played, surely?
          // this.currentFrame = this.currentAnim.currentFrame;
  
          if (this.sprite.tilingTexture)
          {
              this.sprite.refreshTexture = true;
          }
  
          return this._anims[name];
  
      },
  
      /**
      * Check whether the frames in the given array are valid and exist.
      *
      * @method Phaser.AnimationManager#validateFrames
      * @param {Array} frames - An array of frames to be validated.
      * @param {boolean} [useNumericIndex=true] - Validate the frames based on their numeric index (true) or string index (false)
      * @return {boolean} True if all given Frames are valid, otherwise false.
      */
      validateFrames: function (frames, useNumericIndex) {
  
          if (useNumericIndex === undefined) { useNumericIndex = true; }
  
          for (var i = 0; i < frames.length; i++)
          {
              if (useNumericIndex === true)
              {
                  if (frames[i] > this._frameData.total)
                  {
                      return false;
                  }
              }
              else
              {
                  if (this._frameData.checkFrameName(frames[i]) === false)
                  {
                      return false;
                  }
              }
          }
  
          return true;
  
      },
  
      /**
      * Play an animation based on the given key. The animation should previously have been added via `animations.add`
      * 
      * If the requested animation is already playing this request will be ignored. 
      * If you need to reset an already running animation do so directly on the Animation object itself.
      *
      * @method Phaser.AnimationManager#play
      * @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
      * @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 playing Animation instance.
      */
      play: function (name, frameRate, loop, killOnComplete) {
  
          if (this._anims[name])
          {
              if (this.currentAnim === this._anims[name])
              {
                  if (this.currentAnim.isPlaying === false)
                  {
                      this.currentAnim.paused = false;
                      return this.currentAnim.play(frameRate, loop, killOnComplete);
                  }
  
                  return this.currentAnim;
              }
              else
              {
                  if (this.currentAnim && this.currentAnim.isPlaying)
                  {
                      this.currentAnim.stop();
                  }
  
                  this.currentAnim = this._anims[name];
                  this.currentAnim.paused = false;
                  this.currentFrame = this.currentAnim.currentFrame;
                  return this.currentAnim.play(frameRate, loop, killOnComplete);
              }
          }
  
      },
  
      /**
      * Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped.
      * The currentAnim property of the AnimationManager is automatically set to the animation given.
      *
      * @method Phaser.AnimationManager#stop
      * @param {string} [name=null] - The name of the animation to be stopped, e.g. "fire". If none is given the currently running animation is stopped.
      * @param {boolean} [resetFrame=false] - When the animation is stopped should the currentFrame be set to the first frame of the animation (true) or paused on the last frame displayed (false)
      */
      stop: function (name, resetFrame) {
  
          if (resetFrame === undefined) { resetFrame = false; }
  
          if (typeof name === 'string')
          {
              if (this._anims[name])
              {
                  this.currentAnim = this._anims[name];
                  this.currentAnim.stop(resetFrame);
              }
          }
          else
          {
              if (this.currentAnim)
              {
                  this.currentAnim.stop(resetFrame);
              }
          }
  
      },
  
      /**
      * The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events.
      *
      * @method Phaser.AnimationManager#update
      * @protected
      * @return {boolean} True if a new animation frame has been set, otherwise false.
      */
      update: function () {
  
          if (this.updateIfVisible && !this.sprite.visible)
          {
              return false;
          }
  
          if (this.currentAnim && this.currentAnim.update())
          {
              this.currentFrame = this.currentAnim.currentFrame;
              return true;
          }
  
          return false;
  
      },
  
      /**
      * Advances by the given number of frames in the current animation, taking the loop value into consideration.
      *
      * @method Phaser.AnimationManager#next
      * @param {number} [quantity=1] - The number of frames to advance.
      */
      next: function (quantity) {
  
          if (this.currentAnim)
          {
              this.currentAnim.next(quantity);
              this.currentFrame = this.currentAnim.currentFrame;
          }
  
      },
  
      /**
      * Moves backwards the given number of frames in the current animation, taking the loop value into consideration.
      *
      * @method Phaser.AnimationManager#previous
      * @param {number} [quantity=1] - The number of frames to move back.
      */
      previous: function (quantity) {
  
          if (this.currentAnim)
          {
              this.currentAnim.previous(quantity);
              this.currentFrame = this.currentAnim.currentFrame;
          }
  
      },
  
      /**
      * Returns an animation that was previously added by name.
      *
      * @method Phaser.AnimationManager#getAnimation
      * @param {string} name - The name of the animation to be returned, e.g. "fire".
      * @return {Phaser.Animation} The Animation instance, if found, otherwise null.
      */
      getAnimation: function (name) {
  
          if (typeof name === 'string')
          {
              if (this._anims[name])
              {
                  return this._anims[name];
              }
          }
  
          return null;
  
      },
  
      /**
      * Refreshes the current frame data back to the parent Sprite and also resets the texture data.
      *
      * @method Phaser.AnimationManager#refreshFrame
      */
      refreshFrame: function () {
  
          //  TODO
          this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
  
      },
  
      /**
      * Destroys all references this AnimationManager contains.
      * Iterates through the list of animations stored in this manager and calls destroy on each of them.
      *
      * @method Phaser.AnimationManager#destroy
      */
      destroy: function () {
  
          var anim = null;
  
          for (var anim in this._anims)
          {
              if (this._anims.hasOwnProperty(anim))
              {
                  this._anims[anim].destroy();
              }
          }
  
          this._anims = {};
          this._outputFrames = [];
          this._frameData = null;
          this.currentAnim = null;
          this.currentFrame = null;
          this.sprite = null;
          this.game = null;
  
      }
  
  };
  
  Phaser.AnimationManager.prototype.constructor = Phaser.AnimationManager;
  
  /**
  * @name Phaser.AnimationManager#frameData
  * @property {Phaser.FrameData} frameData - The current animations FrameData.
  * @readonly
  */
  Object.defineProperty(Phaser.AnimationManager.prototype, 'frameData', {
  
      get: function () {
          return this._frameData;
      }
  
  });
  
  /**
  * @name Phaser.AnimationManager#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.AnimationManager.prototype, 'frameTotal', {
  
      get: function () {
  
          return this._frameData.total;
      }
  
  });
  
  /**
  * @name Phaser.AnimationManager#paused
  * @property {boolean} paused - Gets and sets the paused state of the current animation.
  */
  Object.defineProperty(Phaser.AnimationManager.prototype, 'paused', {
  
      get: function () {
  
          return this.currentAnim.isPaused;
  
      },
  
      set: function (value) {
  
          this.currentAnim.paused = value;
  
      }
  
  });
  
  /**
  * @name Phaser.AnimationManager#name
  * @property {string} name - Gets the current animation name, if set.
  */
  Object.defineProperty(Phaser.AnimationManager.prototype, 'name', {
  
      get: function () {
  
          if (this.currentAnim)
          {
              return this.currentAnim.name;
          }
  
      }
  
  });
  
  /**
  * @name Phaser.AnimationManager#frame
  * @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
  */
  Object.defineProperty(Phaser.AnimationManager.prototype, 'frame', {
  
      get: function () {
  
          if (this.currentFrame)
          {
              return this.currentFrame.index;
          }
  
      },
  
      set: function (value) {
  
          if (typeof value === 'number' && this._frameData && this._frameData.getFrame(value) !== null)
          {
              this.currentFrame = this._frameData.getFrame(value);
  
              if (this.currentFrame)
              {
                  this.sprite.setFrame(this.currentFrame);
              }
          }
  
      }
  
  });
  
  /**
  * @name Phaser.AnimationManager#frameName
  * @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
  */
  Object.defineProperty(Phaser.AnimationManager.prototype, 'frameName', {
  
      get: function () {
  
          if (this.currentFrame)
          {
              return this.currentFrame.name;
          }
  
      },
  
      set: function (value) {
  
          if (typeof value === 'string' && this._frameData && this._frameData.getFrameByName(value) !== null)
          {
              this.currentFrame = this._frameData.getFrameByName(value);
  
              if (this.currentFrame)
              {
                  this._frameIndex = this.currentFrame.index;
  
                  this.sprite.setFrame(this.currentFrame);
              }
          }
          else
          {
              console.warn('Cannot set frameName: ' + value);
          }
      }
  
  });
  
  /**
  * @author       Richard Davey <rich@photonstorm.com>
  * @copyright    2015 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.
  * @param {boolean} loop - Should this animation loop when it reaches the end or play through 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`.
      * @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 onAnimationLoop instead.
      */
      this.onComplete = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onLoop - This event is dispatched when this Animation loops.
      */
      this.onLoop = new Phaser.Signal();
  
      //  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 = 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);
  
      },
  
      /**
      * 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] === frameIndex)
                      {
                          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);
  
              this._frameIndex += this._frameSkip;
  
              if (this._frameIndex >= this._frames.length)
              {
                  if (this.loop)
                  {
                      // Update current state before event callback
                      this._frameIndex %= this._frames.length;
                      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#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. Minimum value is 1.
  */
  Object.defineProperty(Phaser.Animation.prototype, 'speed', {
  
      get: function () {
  
          return Math.round(1000 / this.delay);
  
      },
  
      set: function (value) {
  
          if (value >= 1)
          {
              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 zeroes 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;
  
  };
  
  /**
  * @author       Richard Davey <rich@photonstorm.com>
  * @copyright    2015 Photon Storm Ltd.
  * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
  */
  
  /**
  * A Frame is a single frame of an animation and is part of a FrameData collection.
  *
  * @class Phaser.Frame
  * @constructor
  * @param {number} index - The index of this Frame within the FrameData set it is being added to.
  * @param {number} x - X position of the frame within the texture image.
  * @param {number} y - Y position of the frame within the texture image.
  * @param {number} width - Width of the frame within the texture image.
  * @param {number} height - Height of the frame within the texture image.
  * @param {string} name - The name of the frame. In Texture Atlas data this is usually set to the filename.
  */
  Phaser.Frame = function (index, x, y, width, height, name) {
  
      /**
      * @property {number} index - The index of this Frame within the FrameData set it is being added to.
      */
      this.index = index;
  
      /**
      * @property {number} x - X position within the image to cut from.
      */
      this.x = x;
  
      /**
      * @property {number} y - Y position within the image to cut from.
      */
      this.y = y;
  
      /**
      * @property {number} width - Width of the frame.
      */
      this.width = width;
  
      /**
      * @property {number} height - Height of the frame.
      */
      this.height = height;
  
      /**
      * @property {string} name - Useful for Texture Atlas files (is set to the filename value).
      */
      this.name = name;
  
      /**
      * @property {number} centerX - Center X position within the image to cut from.
      */
      this.centerX = Math.floor(width / 2);
  
      /**
      * @property {number} centerY - Center Y position within the image to cut from.
      */
      this.centerY = Math.floor(height / 2);
  
      /**
      * @property {number} distance - The distance from the top left to the bottom-right of this Frame.
      */
      this.distance = Phaser.Math.distance(0, 0, width, height);
  
      /**
      * @property {boolean} rotated - Rotated? (not yet implemented)
      * @default
      */
      this.rotated = false;
  
      /**
      * @property {string} rotationDirection - Either 'cw' or 'ccw', rotation is always 90 degrees.
      * @default 'cw'
      */
      this.rotationDirection = 'cw';
  
      /**
      * @property {boolean} trimmed - Was it trimmed when packed?
      * @default
      */
      this.trimmed = false;
  
      /**
      * @property {number} sourceSizeW - Width of the original sprite before it was trimmed.
      */
      this.sourceSizeW = width;
  
      /**
      * @property {number} sourceSizeH - Height of the original sprite before it was trimmed.
      */
      this.sourceSizeH = height;
  
      /**
      * @property {number} spriteSourceSizeX - X position of the trimmed sprite inside original sprite.
      * @default
      */
      this.spriteSourceSizeX = 0;
  
      /**
      * @property {number} spriteSourceSizeY - Y position of the trimmed sprite inside original sprite.
      * @default
      */
      this.spriteSourceSizeY = 0;
  
      /**
      * @property {number} spriteSourceSizeW - Width of the trimmed sprite.
      * @default
      */
      this.spriteSourceSizeW = 0;
  
      /**
      * @property {number} spriteSourceSizeH - Height of the trimmed sprite.
      * @default
      */
      this.spriteSourceSizeH = 0;
  
      /**
      * @property {number} right - The right of the Frame (x + width).
      */
      this.right = this.x + this.width;
  
      /**
      * @property {number} bottom - The bottom of the frame (y + height).
      */
      this.bottom = this.y + this.height;
  
  };
  
  Phaser.Frame.prototype = {
  
      /**
      * Adjusts of all the Frame properties based on the given width and height values.
      *
      * @method Phaser.Frame#resize
      * @param {integer} width - The new width of the Frame.
      * @param {integer} height - The new height of the Frame.
      */
      resize: function (width, height) {
  
          this.width = width;
          this.height = height;
          this.centerX = Math.floor(width / 2);
          this.centerY = Math.floor(height / 2);
          this.distance = Phaser.Math.distance(0, 0, width, height);
          this.sourceSizeW = width;
          this.sourceSizeH = height;
          this.right = this.x + width;
          this.bottom = this.y + height;
  
      },
  
      /**
      * If the frame was trimmed when added to the Texture Atlas this records the trim and source data.
      *
      * @method Phaser.Frame#setTrim
      * @param {boolean} trimmed - If this frame was trimmed or not.
      * @param {number} actualWidth - The width of the frame before being trimmed.
      * @param {number} actualHeight - The height of the frame before being trimmed.
      * @param {number} destX - The destination X position of the trimmed frame for display.
      * @param {number} destY - The destination Y position of the trimmed frame for display.
      * @param {number} destWidth - The destination width of the trimmed frame for display.
      * @param {number} destHeight - The destination height of the trimmed frame for display.
      */
      setTrim: function (trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) {
  
          this.trimmed = trimmed;
  
          if (trimmed)
          {
              this.sourceSizeW = actualWidth;
              this.sourceSizeH = actualHeight;
              this.centerX = Math.floor(actualWidth / 2);
              this.centerY = Math.floor(actualHeight / 2);
              this.spriteSourceSizeX = destX;
              this.spriteSourceSizeY = destY;
              this.spriteSourceSizeW = destWidth;
              this.spriteSourceSizeH = destHeight;
          }
  
      },
  
      /**
       * Clones this Frame into a new Phaser.Frame object and returns it.
       * Note that all properties are cloned, including the name, index and UUID.
       *
       * @method Phaser.Frame#clone
       * @return {Phaser.Frame} An exact copy of this Frame object.
       */
      clone: function () {
  
          var output = new Phaser.Frame(this.index, this.x, this.y, this.width, this.height, this.name);
  
          for (var prop in this)
          {
              if (this.hasOwnProperty(prop))
              {
                  output[prop] = this[prop];
              }
          }
  
          return output;
  
      },
  
      /**
      * Returns a Rectangle set to the dimensions of this Frame.
      *
      * @method Phaser.Frame#getRect
      * @param {Phaser.Rectangle} [out] - A rectangle to copy the frame dimensions to.
      * @return {Phaser.Rectangle} A rectangle.
      */
      getRect: function (out) {
  
          if (out === undefined)
          {
              out = new Phaser.Rectangle(this.x, this.y, this.width, this.height);
          }
          else
          {
              out.setTo(this.x, this.y, this.width, this.height);
          }
  
          return out;
  
      }
  
  };
  
  Phaser.Frame.prototype.constructor = Phaser.Frame;
  
  /**
  * @author       Richard Davey <rich@photonstorm.com>
  * @copyright    2015 Photon Storm Ltd.
  * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
  */
  
  /**
  * FrameData is a container for Frame objects, which are the internal representation of animation data in Phaser.
  *
  * @class Phaser.FrameData
  * @constructor
  */
  Phaser.FrameData = function () {
  
      /**
      * @property {Array} _frames - Local array of frames.
      * @private
      */
      this._frames = [];
  
      /**
      * @property {Array} _frameNames - Local array of frame names for name to index conversions.
      * @private
      */
      this._frameNames = [];
  
  };
  
  Phaser.FrameData.prototype = {
  
      /**
      * Adds a new Frame to this FrameData collection. Typically called by the Animation.Parser and not directly.
      *
      * @method Phaser.FrameData#addFrame
      * @param {Phaser.Frame} frame - The frame to add to this FrameData set.
      * @return {Phaser.Frame} The frame that was just added.
      */
      addFrame: function (frame) {
  
          frame.index = this._frames.length;
  
          this._frames.push(frame);
  
          if (frame.name !== '')
          {
              this._frameNames[frame.name] = frame.index;
          }
  
          return frame;
  
      },
  
      /**
      * Get a Frame by its numerical index.
      *
      * @method Phaser.FrameData#getFrame
      * @param {number} index - The index of the frame you want to get.
      * @return {Phaser.Frame} The frame, if found.
      */
      getFrame: function (index) {
  
          if (index >= this._frames.length)
          {
              index = 0;
          }
  
          return this._frames[index];
  
      },
  
      /**
      * Get a Frame by its frame name.
      *
      * @method Phaser.FrameData#getFrameByName
      * @param {string} name - The name of the frame you want to get.
      * @return {Phaser.Frame} The frame, if found.
      */
      getFrameByName: function (name) {
  
          if (typeof this._frameNames[name] === 'number')
          {
              return this._frames[this._frameNames[name]];
          }
  
          return null;
  
      },
  
      /**
      * Check if there is a Frame with the given name.
      *
      * @method Phaser.FrameData#checkFrameName
      * @param {string} name - The name of the frame you want to check.
      * @return {boolean} True if the frame is found, otherwise false.
      */
      checkFrameName: function (name) {
  
          if (this._frameNames[name] == null)
          {
              return false;
          }
  
          return true;
  
      },
  
      /**
       * Makes a copy of this FrameData including copies (not references) to all of the Frames it contains.
       *
       * @method Phaser.FrameData#clone
       * @return {Phaser.FrameData} A clone of this object, including clones of the Frame objects it contains.
       */
      clone: function () {
  
          var output = new Phaser.FrameData();
  
          //  No input array, so we loop through all frames
          for (var i = 0; i < this._frames.length; i++)
          {
              output._frames.push(this._frames[i].clone());
          }
  
          for (var p in this._frameNames)
          {
              if (this._frameNames.hasOwnProperty(p))
              {
                  output._frameNames.push(this._frameNames[p]);
              }
          }
  
          return output;
  
      },
  
      /**
      * Returns a range of frames based on the given start and end frame indexes and returns them in an Array.
      *
      * @method Phaser.FrameData#getFrameRange
      * @param {number} start - The starting frame index.
      * @param {number} end - The ending frame index.
      * @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created.
      * @return {Array} An array of Frames between the start and end index values, or an empty array if none were found.
      */
      getFrameRange: function (start, end, output) {
  
          if (output === undefined) { output = []; }
  
          for (var i = start; i <= end; i++)
          {
              output.push(this._frames[i]);
          }
  
          return output;
  
      },
  
      /**
      * Returns all of the Frames in this FrameData set where the frame index is found in the input array.
      * The frames are returned in the output array, or if none is provided in a new Array object.
      *
      * @method Phaser.FrameData#getFrames
      * @param {Array} [frames] - An Array containing the indexes of the frames to retrieve. If the array is empty or undefined then all frames in the FrameData are returned.
      * @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings? (false)
      * @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created.
      * @return {Array} An array of all Frames in this FrameData set matching the given names or IDs.
      */
      getFrames: function (frames, useNumericIndex, output) {
  
          if (useNumericIndex === undefined) { useNumericIndex = true; }
          if (output === undefined) { output = []; }
  
          if (frames === undefined || frames.length === 0)
          {
              //  No input array, so we loop through all frames
              for (var i = 0; i < this._frames.length; i++)
              {
                  //  We only need the indexes
                  output.push(this._frames[i]);
              }
          }
          else
          {
              //  Input array given, loop through that instead
              for (var i = 0; i < frames.length; i++)
              {
                  //  Does the input array contain names or indexes?
                  if (useNumericIndex)
                  {
                      //  The actual frame
                      output.push(this.getFrame(frames[i]));
                  }
                  else
                  {
                      //  The actual frame
                      output.push(this.getFrameByName(frames[i]));
                  }
              }
          }
  
          return output;
  
      },
  
      /**
      * Returns all of the Frame indexes in this FrameData set.
      * The frames indexes are returned in the output array, or if none is provided in a new Array object.
      *
      * @method Phaser.FrameData#getFrameIndexes
      * @param {Array} [frames] - An Array containing the indexes of the frames to retrieve. If undefined or the array is empty then all frames in the FrameData are returned.
      * @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings? (false)
      * @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created.
      * @return {Array} An array of all Frame indexes matching the given names or IDs.
      */
      getFrameIndexes: function (frames, useNumericIndex, output) {
  
          if (useNumericIndex === undefined) { useNumericIndex = true; }
          if (output === undefined) { output = []; }
  
          if (frames === undefined || frames.length === 0)
          {
              //  No frames array, so we loop through all frames
              for (var i = 0; i < this._frames.length; i++)
              {
                  output.push(this._frames[i].index);
              }
          }
          else
          {
              //  Input array given, loop through that instead
              for (var i = 0; i < frames.length; i++)
              {
                  //  Does the frames array contain names or indexes?
                  if (useNumericIndex)
                  {
                      output.push(this._frames[frames[i]].index);
                  }
                  else
                  {
                      if (this.getFrameByName(frames[i]))
                      {
                          output.push(this.getFrameByName(frames[i]).index);
                      }
                  }
              }
          }
  
          return output;
  
      }
  
  };
  
  Phaser.FrameData.prototype.constructor = Phaser.FrameData;
  
  /**
  * @name Phaser.FrameData#total
  * @property {number} total - The total number of frames in this FrameData set.
  * @readonly
  */
  Object.defineProperty(Phaser.FrameData.prototype, "total", {
  
      get: function () {
          return this._frames.length;
      }
  
  });
  
  /**
  * @author       Richard Davey <rich@photonstorm.com>
  * @copyright    2015 Photon Storm Ltd.
  * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
  */
  
  /**
  * Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
  *
  * @class Phaser.AnimationParser
  * @static
  */
  Phaser.AnimationParser = {
  
      /**
      * Parse a Sprite Sheet and extract the animation frame data from it.
      *
      * @method Phaser.AnimationParser.spriteSheet
      * @param {Phaser.Game} game - A reference to the currently running game.
      * @param {string|Image} key - The Game.Cache asset key of the Sprite Sheet image or an actual HTML Image element.
      * @param {number} frameWidth - The fixed width of each frame of the animation.
      * @param {number} frameHeight - The fixed height of each frame of the animation.
      * @param {number} [frameMax=-1] - The total number of animation frames to extract from the Sprite Sheet. The default value of -1 means "extract all frames".
      * @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.
      * @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
      * @return {Phaser.FrameData} A FrameData object containing the parsed frames.
      */
      spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing) {
  
          var img = key;
  
          if (typeof key === 'string')
          {
              img = game.cache.getImage(key);
          }
  
          if (img === null)
          {
              return null;
          }
  
          var width = img.width;
          var height = img.height;
  
          if (frameWidth <= 0)
          {
              frameWidth = Math.floor(-width / Math.min(-1, frameWidth));
          }
  
          if (frameHeight <= 0)
          {
              frameHeight = Math.floor(-height / Math.min(-1, frameHeight));
          }
  
          var row = Math.floor((width - margin) / (frameWidth + spacing));
          var column = Math.floor((height - margin) / (frameHeight + spacing));
          var total = row * column;
  
          if (frameMax !== -1)
          {
              total = frameMax;
          }
  
          //  Zero or smaller than frame sizes?
          if (width === 0 || height === 0 || width < frameWidth || height < frameHeight || total === 0)
          {
              console.warn("Phaser.AnimationParser.spriteSheet: '" + key + "'s width/height zero or width/height < given frameWidth/frameHeight");
              return null;
          }
  
          //  Let's create some frames then
          var data = new Phaser.FrameData();
          var x = margin;
          var y = margin;
  
          for (var i = 0; i < total; i++)
          {
              data.addFrame(new Phaser.Frame(i, x, y, frameWidth, frameHeight, ''));
  
              x += frameWidth + spacing;
  
              if (x + frameWidth > width)
              {
                  x = margin;
                  y += frameHeight + spacing;
              }
          }
  
          return data;
  
      },
  
      /**
      * Parse the JSON data and extract the animation frame data from it.
      *
      * @method Phaser.AnimationParser.JSONData
      * @param {Phaser.Game} game - A reference to the currently running game.
      * @param {object} json - The JSON data from the Texture Atlas. Must be in Array format.
      * @return {Phaser.FrameData} A FrameData object containing the parsed frames.
      */
      JSONData: function (game, json) {
  
          //  Malformed?
          if (!json['frames'])
          {
              console.warn("Phaser.AnimationParser.JSONData: Invalid Texture Atlas JSON given, missing 'frames' array");
              console.log(json);
              return;
          }
  
          //  Let's create some frames then
          var data = new Phaser.FrameData();
  
          //  By this stage frames is a fully parsed array
          var frames = json['frames'];
          var newFrame;
  
          for (var i = 0; i < frames.length; i++)
          {
              newFrame = data.addFrame(new Phaser.Frame(
                  i,
                  frames[i].frame.x,
                  frames[i].frame.y,
                  frames[i].frame.w,
                  frames[i].frame.h,
                  frames[i].filename
              ));
  
              if (frames[i].trimmed)
              {
                  newFrame.setTrim(
                      frames[i].trimmed,
                      frames[i].sourceSize.w,
                      frames[i].sourceSize.h,
                      frames[i].spriteSourceSize.x,
                      frames[i].spriteSourceSize.y,
                      frames[i].spriteSourceSize.w,
                      frames[i].spriteSourceSize.h
                  );
              }
          }
  
          return data;
  
      },
  
      /**
      * Parse the JSON data and extract the animation frame data from it.
      *
      * @method Phaser.AnimationParser.JSONDataHash
      * @param {Phaser.Game} game - A reference to the currently running game.
      * @param {object} json - The JSON data from the Texture Atlas. Must be in JSON Hash format.
      * @return {Phaser.FrameData} A FrameData object containing the parsed frames.
      */
      JSONDataHash: function (game, json) {
  
          //  Malformed?
          if (!json['frames'])
          {
              console.warn("Phaser.AnimationParser.JSONDataHash: Invalid Texture Atlas JSON given, missing 'frames' object");
              console.log(json);
              return;
          }
  
          //  Let's create some frames then
          var data = new Phaser.FrameData();
  
          //  By this stage frames is a fully parsed array
          var frames = json['frames'];
          var newFrame;
          var i = 0;
  
          for (var key in frames)
          {
              newFrame = data.addFrame(new Phaser.Frame(
                  i,
                  frames[key].frame.x,
                  frames[key].frame.y,
                  frames[key].frame.w,
                  frames[key].frame.h,
                  key
              ));
  
              if (frames[key].trimmed)
              {
                  newFrame.setTrim(
                      frames[key].trimmed,
                      frames[key].sourceSize.w,
                      frames[key].sourceSize.h,
                      frames[key].spriteSourceSize.x,
                      frames[key].spriteSourceSize.y,
                      frames[key].spriteSourceSize.w,
                      frames[key].spriteSourceSize.h
                  );
              }
  
              i++;
          }
  
          return data;
  
      },
  
      /**
      * Parse the XML data and extract the animation frame data from it.
      *
      * @method Phaser.AnimationParser.XMLData
      * @param {Phaser.Game} game - A reference to the currently running game.
      * @param {object} xml - The XML data from the Texture Atlas. Must be in Starling XML format.
      * @return {Phaser.FrameData} A FrameData object containing the parsed frames.
      */
      XMLData: function (game, xml) {
  
          //  Malformed?
          if (!xml.getElementsByTagName('TextureAtlas'))
          {
              console.warn("Phaser.AnimationParser.XMLData: Invalid Texture Atlas XML given, missing <TextureAtlas> tag");
              return;
          }
  
          //  Let's create some frames then
          var data = new Phaser.FrameData();
          var frames = xml.getElementsByTagName('SubTexture');
          var newFrame;
  
          var name;
          var frame;
          var x;
          var y;
          var width;
          var height;
          var frameX;
          var frameY;
          var frameWidth;
          var frameHeight;
  
          for (var i = 0; i < frames.length; i++)
          {
              frame = frames[i].attributes;
              
              name = frame.name.value;
              x = parseInt(frame.x.value, 10);
              y = parseInt(frame.y.value, 10);
              width = parseInt(frame.width.value, 10);
              height = parseInt(frame.height.value, 10);
  
              frameX = null;
              frameY = null;
  
              if (frame.frameX)
              {
                  frameX = Math.abs(parseInt(frame.frameX.value, 10));
                  frameY = Math.abs(parseInt(frame.frameY.value, 10));
                  frameWidth = parseInt(frame.frameWidth.value, 10);
                  frameHeight = parseInt(frame.frameHeight.value, 10);
              }
  
              newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name));
  
              //  Trimmed?
              if (frameX !== null || frameY !== null)
              {
                  newFrame.setTrim(true, width, height, frameX, frameY, frameWidth, frameHeight);
              }
          }
  
          return data;
  
      }
  
  };
  