/* DynAPI Distribution CircleAnimation Class The DynAPI Distribution is distributed under the terms of the GNU LGPL license. requires: dynapi.functions.Math,dynapi.fx.Thread */ function CircleAnimation(dlyr) { this.Thread = Thread; this.Thread(dlyr); this.offsetX = 0; this.offsetY = 0; this.playing = false; this.radius = 100; this.angle = 0; this.setAngleIncrement(10); }; var p = dynapi.setPrototype('CircleAnimation','Thread'); p.setRadius = function (r) { this.hradius = this.vradius = r; }; p.setHRadius = function (r) { this.hradius = r; }; p.setVRadius = function (r) { this.vradius = r; }; p.setAngle = function (a) { this.angle = dynapi.functions.degreeToRadian(a); }; p.setAngleIncrement = function (inc) { this.angleinc = dynapi.functions.degreeToRadian(inc); }; p.playAnimation = function () { this.playing = true; if (this.dlyr!=null) { this.offsetX = this.hradius*Math.cos(this.angle); this.offsetY = -this.vradius*Math.sin(this.angle); this.baseX = this.dlyr.x-this.offsetX; this.baseY = this.dlyr.y+this.offsetY; this.dlyr.invokeEvent("circlestart"); } this.start(); }; p.stopAnimation = function () { this.playing = false; this.stop(); if (this.dlyr!=null) this.dlyr.invokeEvent("circlestop"); }; p.run = function () { if (!this.playing || this.dlyr==null) return; this.angle += this.angleinc; this.offsetX = this.hradius*Math.cos(this.angle); this.offsetY = -this.vradius*Math.sin(this.angle); if (this.dlyr!=null) { this.dlyr.invokeEvent("circlerun"); this.dlyr.setLocation(this.baseX+this.offsetX,this.baseY+this.offsetY); } }; p.reset = function () { this.angle = this.offsetX = this.offsetY = 0; }; p.generatePath = function(centerX,centerY) { if (centerX==null) centerX = this.dlyr!=null? this.dlyr.x : 0; if (centerY==null) centerY = this.dlyr!=null? this.dlyr.y : 0; var path = []; var i = 0; /* for (var a=this.angle;a<=this.angle+Math.PI*2;a+=this.angleinc) { path[i] = Math.round(centerX + this.hradius*Math.cos(a)); path[i+1] = Math.round(centerY - this.vradius*Math.sin(a)); i+=2; }*/ if (this.angleinc>0) for (var a=this.angle;a<=this.angle+Math.PI*2;a+=this.angleinc) { path[i] = Math.round(centerX + this.hradius*Math.cos(a)); path[i+1] = Math.round(centerY - this.vradius*Math.sin(a)); i+=2; } else for (var a=this.angle;a>=this.angle-Math.PI*2;a+=this.angleinc) { path[i] = Math.round(centerX + this.hradius*Math.cos(a)); path[i+1] = Math.round(centerY - this.vradius*Math.sin(a)); i+=2; } return path; };