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<h1 class="page-title">Source: src/tween/TweenManager.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
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* @copyright 2015 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser.Game has a single instance of the TweenManager through which all Tween objects are created and updated.
* Tweens are hooked into the game clock and pause system, adjusting based on the game state.
*
* TweenManager is based heavily on tween.js by http://soledadpenades.com.
* The difference being that tweens belong to a games instance of TweenManager, rather than to a global TWEEN object.
* It also has callbacks swapped for Signals and a few issues patched with regard to properties and completion errors.
* Please see https://github.com/sole/tween.js for a full list of contributors.
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*
* @class Phaser.TweenManager
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.TweenManager = function (game) {
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/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
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/**
* Are all newly created Tweens frame or time based? A frame based tween will use the physics elapsed timer when updating. This means
* it will retain the same consistent frame rate, regardless of the speed of the device. The duration value given should
* be given in frames.
*
* If the Tween uses a time based update (which is the default) then the duration is given in milliseconds.
* In this situation a 2000ms tween will last exactly 2 seconds, regardless of the device and how many visual updates the tween
* has actually been through. For very short tweens you may wish to experiment with a frame based update instead.
* @property {boolean} frameBased
* @default
*/
this.frameBased = false;
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/**
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* @property {array&lt;Phaser.Tween>} _tweens - All of the currently running tweens.
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* @private
*/
this._tweens = [];
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/**
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* @property {array&lt;Phaser.Tween>} _add - All of the tweens queued to be added in the next update.
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* @private
*/
this._add = [];
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this.easeMap = {
"Power0": Phaser.Easing.Power0,
"Power1": Phaser.Easing.Power1,
"Power2": Phaser.Easing.Power2,
"Power3": Phaser.Easing.Power3,
"Power4": Phaser.Easing.Power4,
"Linear": Phaser.Easing.Linear.None,
"Quad": Phaser.Easing.Quadratic.Out,
"Cubic": Phaser.Easing.Cubic.Out,
"Quart": Phaser.Easing.Quartic.Out,
"Quint": Phaser.Easing.Quintic.Out,
"Sine": Phaser.Easing.Sinusoidal.Out,
"Expo": Phaser.Easing.Exponential.Out,
"Circ": Phaser.Easing.Circular.Out,
"Elastic": Phaser.Easing.Elastic.Out,
"Back": Phaser.Easing.Back.Out,
"Bounce": Phaser.Easing.Bounce.Out,
"Quad.easeIn": Phaser.Easing.Quadratic.In,
"Cubic.easeIn": Phaser.Easing.Cubic.In,
"Quart.easeIn": Phaser.Easing.Quartic.In,
"Quint.easeIn": Phaser.Easing.Quintic.In,
"Sine.easeIn": Phaser.Easing.Sinusoidal.In,
"Expo.easeIn": Phaser.Easing.Exponential.In,
"Circ.easeIn": Phaser.Easing.Circular.In,
"Elastic.easeIn": Phaser.Easing.Elastic.In,
"Back.easeIn": Phaser.Easing.Back.In,
"Bounce.easeIn": Phaser.Easing.Bounce.In,
"Quad.easeOut": Phaser.Easing.Quadratic.Out,
"Cubic.easeOut": Phaser.Easing.Cubic.Out,
"Quart.easeOut": Phaser.Easing.Quartic.Out,
"Quint.easeOut": Phaser.Easing.Quintic.Out,
"Sine.easeOut": Phaser.Easing.Sinusoidal.Out,
"Expo.easeOut": Phaser.Easing.Exponential.Out,
"Circ.easeOut": Phaser.Easing.Circular.Out,
"Elastic.easeOut": Phaser.Easing.Elastic.Out,
"Back.easeOut": Phaser.Easing.Back.Out,
"Bounce.easeOut": Phaser.Easing.Bounce.Out,
"Quad.easeInOut": Phaser.Easing.Quadratic.InOut,
"Cubic.easeInOut": Phaser.Easing.Cubic.InOut,
"Quart.easeInOut": Phaser.Easing.Quartic.InOut,
"Quint.easeInOut": Phaser.Easing.Quintic.InOut,
"Sine.easeInOut": Phaser.Easing.Sinusoidal.InOut,
"Expo.easeInOut": Phaser.Easing.Exponential.InOut,
"Circ.easeInOut": Phaser.Easing.Circular.InOut,
"Elastic.easeInOut": Phaser.Easing.Elastic.InOut,
"Back.easeInOut": Phaser.Easing.Back.InOut,
"Bounce.easeInOut": Phaser.Easing.Bounce.InOut
};
this.game.onPause.add(this._pauseAll, this);
this.game.onResume.add(this._resumeAll, this);
};
Phaser.TweenManager.prototype = {
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/**
* Get all the tween objects in an array.
* @method Phaser.TweenManager#getAll
* @returns {Phaser.Tween[]} Array with all tween objects.
*/
getAll: function () {
return this._tweens;
},
/**
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* Remove all tweens running and in the queue. Doesn't call any of the tween onComplete events.
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* @method Phaser.TweenManager#removeAll
*/
removeAll: function () {
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for (var i = 0; i &lt; this._tweens.length; i++)
{
this._tweens[i].pendingDelete = true;
}
this._add = [];
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},
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/**
* Remove all tweens from a specific object, array of objects or Group.
*
* @method Phaser.TweenManager#removeFrom
* @param {object|object[]|Phaser.Group} obj - The object you want to remove the tweens from.
* @param {boolean} [children=true] - If passing a group, setting this to true will remove the tweens from all of its children instead of the group itself.
*/
removeFrom: function (obj, children) {
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if (children === undefined) { children = true; }
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var i;
var len;
if (Array.isArray(obj))
{
for (i = 0, len = obj.length; i &lt; len; i++)
{
this.removeFrom(obj[i]);
}
}
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else if (obj.type === Phaser.GROUP &amp;&amp; children)
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{
for (var i = 0, len = obj.children.length; i &lt; len; i++)
{
this.removeFrom(obj.children[i]);
}
}
else
{
for (i = 0, len = this._tweens.length; i &lt; len; i++)
{
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if (obj === this._tweens[i].target)
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{
this.remove(this._tweens[i]);
}
}
for (i = 0, len = this._add.length; i &lt; len; i++)
{
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if (obj === this._add[i].target)
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{
this.remove(this._add[i]);
}
}
}
},
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/**
* Add a new tween into the TweenManager.
*
* @method Phaser.TweenManager#add
* @param {Phaser.Tween} tween - The tween object you want to add.
* @returns {Phaser.Tween} The tween object you added to the manager.
*/
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add: function (tween) {
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tween._manager = this;
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this._add.push(tween);
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},
/**
* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
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*
* @method Phaser.TweenManager#create
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* @param {object} object - Object the tween will be run on.
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* @returns {Phaser.Tween} The newly created tween object.
*/
create: function (object) {
return new Phaser.Tween(object, this.game, this);
},
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/**
* Remove a tween from this manager.
*
* @method Phaser.TweenManager#remove
* @param {Phaser.Tween} tween - The tween object you want to remove.
*/
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remove: function (tween) {
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var i = this._tweens.indexOf(tween);
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if (i !== -1)
{
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this._tweens[i].pendingDelete = true;
}
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else
{
i = this._add.indexOf(tween);
if (i !== -1)
{
this._add[i].pendingDelete = true;
}
}
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},
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/**
* Update all the tween objects you added to this manager.
*
* @method Phaser.TweenManager#update
* @returns {boolean} Return false if there's no tween to update, otherwise return true.
*/
update: function () {
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var addTweens = this._add.length;
var numTweens = this._tweens.length;
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if (numTweens === 0 &amp;&amp; addTweens === 0)
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{
return false;
}
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var i = 0;
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while (i &lt; numTweens)
{
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if (this._tweens[i].update(this.game.time.time))
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{
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i++;
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}
else
{
this._tweens.splice(i, 1);
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numTweens--;
}
}
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// If there are any new tweens to be added, do so now - otherwise they can be spliced out of the array before ever running
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if (addTweens > 0)
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{
this._tweens = this._tweens.concat(this._add);
this._add.length = 0;
}
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return true;
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},
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/**
* Checks to see if a particular Sprite is currently being tweened.
*
* @method Phaser.TweenManager#isTweening
* @param {object} object - The object to check for tweens against.
* @returns {boolean} Returns true if the object is currently being tweened, false if not.
*/
isTweening: function(object) {
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return this._tweens.some(function(tween) {
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return tween.target === object;
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});
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},
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/**
* Private. Called by game focus loss. Pauses all currently running tweens.
*
* @method Phaser.TweenManager#_pauseAll
* @private
*/
_pauseAll: function () {
for (var i = this._tweens.length - 1; i >= 0; i--)
{
this._tweens[i]._pause();
}
},
/**
* Private. Called by game focus loss. Resumes all currently paused tweens.
*
* @method Phaser.TweenManager#_resumeAll
* @private
*/
_resumeAll: function () {
for (var i = this._tweens.length - 1; i >= 0; i--)
{
this._tweens[i]._resume();
}
},
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/**
* Pauses all currently running tweens.
*
* @method Phaser.TweenManager#pauseAll
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*/
pauseAll: function () {
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for (var i = this._tweens.length - 1; i >= 0; i--)
{
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this._tweens[i].pause();
}
},
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/**
* Resumes all currently paused tweens.
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*
* @method Phaser.TweenManager#resumeAll
*/
resumeAll: function () {
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for (var i = this._tweens.length - 1; i >= 0; i--)
{
this._tweens[i].resume(true);
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}
}
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};
Phaser.TweenManager.prototype.constructor = Phaser.TweenManager;
</pre>
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Phaser Copyright © 2012-2015 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
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