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<a href="PIXI.TilingSprite.html">TilingSprite</a>
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<a href="PIXI.VideoTexture.html">VideoTexture</a>
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
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<a href="RoundedRectangle.html">RoundedRectangle</a>
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</li>
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<a href="global.html#apply">apply</a>
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<a href="global.html#applyInverse">applyInverse</a>
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<a href="global.html#blendModes">blendModes</a>
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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<h1 class="page-title">Source: src/tween/TweenData.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
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* @copyright 2015 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* A Phaser.Tween contains at least one TweenData object. It contains all of the tween data values, such as the
* starting and ending values, the ease function, interpolation and duration. The Tween acts as a timeline manager for
* TweenData objects and can contain multiple TweenData objects.
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*
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* @class Phaser.TweenData
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* @constructor
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* @param {Phaser.Tween} parent - The Tween that owns this TweenData object.
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*/
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Phaser.TweenData = function (parent) {
/**
* @property {Phaser.Tween} parent - The Tween which owns this TweenData.
*/
this.parent = parent;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = parent.game;
/**
* @property {object} vStart - An object containing the values at the start of the tween.
* @private
*/
this.vStart = {};
/**
* @property {object} vStartCache - Cached starting values.
* @private
*/
this.vStartCache = {};
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/**
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* @property {object} vEnd - An object containing the values at the end of the tween.
* @private
*/
this.vEnd = {};
/**
* @property {object} vEnd - Cached ending values.
* @private
*/
this.vEndCache = {};
/**
* @property {number} duration - The duration of the tween in ms.
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* @default
*/
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this.duration = 1000;
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/**
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* @property {number} percent - A value between 0 and 1 that represents how far through the duration this tween is.
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* @readonly
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*/
this.percent = 0;
/**
* @property {number} value - The current calculated value.
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* @readonly
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*/
this.value = 0;
/**
* @property {number} repeatCounter - If the Tween is set to repeat this contains the current repeat count.
*/
this.repeatCounter = 0;
/**
* @property {number} repeatDelay - The amount of time in ms between repeats of this tween.
*/
this.repeatDelay = 0;
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/**
* @property {boolean} interpolate - True if the Tween will use interpolation (i.e. is an Array to Array tween)
* @default
*/
this.interpolate = false;
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/**
* @property {boolean} yoyo - True if the Tween is set to yoyo, otherwise false.
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* @default
*/
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this.yoyo = false;
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/**
* @property {number} yoyoDelay - The amount of time in ms between yoyos of this tween.
*/
this.yoyoDelay = 0;
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/**
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* @property {boolean} inReverse - When a Tween is yoyoing this value holds if it's currently playing forwards (false) or in reverse (true).
* @default
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*/
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this.inReverse = false;
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/**
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* @property {number} delay - The amount to delay by until the Tween starts (in ms). Only applies to the start, use repeatDelay to handle repeats.
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* @default
*/
this.delay = 0;
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/**
* @property {number} dt - Current time value.
*/
this.dt = 0;
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/**
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* @property {number} startTime - The time the Tween started or null if it hasn't yet started.
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*/
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this.startTime = null;
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/**
* @property {function} easingFunction - The easing function used for the Tween.
* @default Phaser.Easing.Default
*/
this.easingFunction = Phaser.Easing.Default;
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/**
* @property {function} interpolationFunction - The interpolation function used for the Tween.
* @default Phaser.Math.linearInterpolation
*/
this.interpolationFunction = Phaser.Math.linearInterpolation;
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/**
* @property {object} interpolationContext - The interpolation function context used for the Tween.
* @default Phaser.Math
*/
this.interpolationContext = Phaser.Math;
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/**
* @property {boolean} isRunning - If the tween is running this is set to `true`. Unless Phaser.Tween a TweenData that is waiting for a delay to expire is *not* considered as running.
* @default
*/
this.isRunning = false;
/**
* @property {boolean} isFrom - Is this a from tween or a to tween?
* @default
*/
this.isFrom = false;
};
/**
* @constant
* @type {number}
*/
Phaser.TweenData.PENDING = 0;
/**
* @constant
* @type {number}
*/
Phaser.TweenData.RUNNING = 1;
/**
* @constant
* @type {number}
*/
Phaser.TweenData.LOOPED = 2;
/**
* @constant
* @type {number}
*/
Phaser.TweenData.COMPLETE = 3;
Phaser.TweenData.prototype = {
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/**
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* Sets this tween to be a `to` tween on the properties given. A `to` tween starts at the current value and tweens to the destination value given.
* For example a Sprite with an `x` coordinate of 100 could be tweened to `x` 200 by giving a properties object of `{ x: 200 }`.
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*
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* @method Phaser.Tween#to
* @param {object} properties - The properties you want to tween, such as `Sprite.x` or `Sound.volume`. Given as a JavaScript object.
* @param {number} [duration=1000] - Duration of this tween in ms.
* @param {function} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Default, which is Phaser.Easing.Linear.None by default but can be over-ridden at will.
* @param {number} [delay=0] - Delay before this tween will start, defaults to 0 (no delay). Value given is in ms.
* @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This ignores any chained tweens.
* @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself and play backwards automatically. A yoyo'd tween doesn't fire the Tween.onComplete event, so listen for Tween.onLoop instead.
* @return {Phaser.TweenData} This Tween object.
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*/
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to: function (properties, duration, ease, delay, repeat, yoyo) {
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this.vEnd = properties;
this.duration = duration;
this.easingFunction = ease;
this.delay = delay;
this.repeatCounter = repeat;
this.yoyo = yoyo;
this.isFrom = false;
return this;
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},
/**
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* Sets this tween to be a `from` tween on the properties given. A `from` tween sets the target to the destination value and tweens to its current value.
* For example a Sprite with an `x` coordinate of 100 tweened from `x` 500 would be set to `x` 500 and then tweened to `x` 100 by giving a properties object of `{ x: 500 }`.
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*
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* @method Phaser.Tween#from
* @param {object} properties - The properties you want to tween, such as `Sprite.x` or `Sound.volume`. Given as a JavaScript object.
* @param {number} [duration=1000] - Duration of this tween in ms.
* @param {function} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Default, which is Phaser.Easing.Linear.None by default but can be over-ridden at will.
* @param {number} [delay=0] - Delay before this tween will start, defaults to 0 (no delay). Value given is in ms.
* @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This ignores any chained tweens.
* @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself and play backwards automatically. A yoyo'd tween doesn't fire the Tween.onComplete event, so listen for Tween.onLoop instead.
* @return {Phaser.TweenData} This Tween object.
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*/
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from: function (properties, duration, ease, delay, repeat, yoyo) {
this.vEnd = properties;
this.duration = duration;
this.easingFunction = ease;
this.delay = delay;
this.repeatCounter = repeat;
this.yoyo = yoyo;
this.isFrom = true;
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return this;
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},
/**
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* Starts the Tween running.
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*
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* @method Phaser.TweenData#start
* @return {Phaser.TweenData} This Tween object.
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*/
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start: function () {
this.startTime = this.game.time.time + this.delay;
if (this.parent.reverse)
{
this.dt = this.duration;
}
else
{
this.dt = 0;
}
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if (this.delay > 0)
{
this.isRunning = false;
}
else
{
this.isRunning = true;
}
if (this.isFrom)
{
// Reverse them all and instant set them
for (var property in this.vStartCache)
{
this.vStart[property] = this.vEndCache[property];
this.vEnd[property] = this.vStartCache[property];
this.parent.target[property] = this.vStart[property];
}
}
this.value = 0;
this.yoyoCounter = 0;
return this;
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},
/**
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* Loads the values from the target object into this Tween.
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*
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* @private
* @method Phaser.TweenData#loadValues
* @return {Phaser.TweenData} This Tween object.
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*/
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loadValues: function () {
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for (var property in this.parent.properties)
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{
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// Load the property from the parent object
this.vStart[property] = this.parent.properties[property];
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// Check if an Array was provided as property value
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if (Array.isArray(this.vEnd[property]))
{
if (this.vEnd[property].length === 0)
{
continue;
}
// Create a local copy of the Array with the start value at the front
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this.vEnd[property] = [this.vStart[property]].concat(this.vEnd[property]);
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}
if (typeof this.vEnd[property] !== 'undefined')
{
if (typeof this.vEnd[property] === 'string')
{
// Parses relative end values with start as base (e.g.: +10, -3)
this.vEnd[property] = this.vStart[property] + parseFloat(this.vEnd[property], 10);
}
this.parent.properties[property] = this.vEnd[property];
}
else
{
// Null tween
this.vEnd[property] = this.vStart[property];
}
this.vStartCache[property] = this.vStart[property];
this.vEndCache[property] = this.vEnd[property];
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}
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return this;
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},
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/**
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* Updates this Tween. This is called automatically by Phaser.Tween.
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*
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* @protected
* @method Phaser.TweenData#update
* @return {number} The current status of this Tween. One of the Phaser.TweenData constants: PENDING, RUNNING, LOOPED or COMPLETE.
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*/
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update: function () {
if (!this.isRunning)
{
if (this.game.time.time >= this.startTime)
{
this.isRunning = true;
}
else
{
return Phaser.TweenData.PENDING;
}
}
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else
{
// Is Running, but is waiting to repeat
if (this.game.time.time &lt; this.startTime)
{
return Phaser.TweenData.RUNNING;
}
}
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if (this.parent.reverse)
{
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this.dt -= this.game.time.physicsElapsedMS * this.parent.timeScale;
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this.dt = Math.max(this.dt, 0);
}
else
{
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this.dt += this.game.time.physicsElapsedMS * this.parent.timeScale;
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this.dt = Math.min(this.dt, this.duration);
}
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this.percent = this.dt / this.duration;
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this.value = this.easingFunction(this.percent);
for (var property in this.vEnd)
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{
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var start = this.vStart[property];
var end = this.vEnd[property];
if (Array.isArray(end))
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{
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this.parent.target[property] = this.interpolationFunction.call(this.interpolationContext, end, this.value);
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}
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else
{
this.parent.target[property] = start + ((end - start) * this.value);
}
}
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if ((!this.parent.reverse &amp;&amp; this.percent === 1) || (this.parent.reverse &amp;&amp; this.percent === 0))
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{
return this.repeat();
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}
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return Phaser.TweenData.RUNNING;
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},
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/**
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* This will generate an array populated with the tweened object values from start to end.
* It works by running the tween simulation at the given frame rate based on the values set-up in Tween.to and Tween.from.
* Just one play through of the tween data is returned, including yoyo if set.
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*
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* @method Phaser.TweenData#generateData
* @param {number} [frameRate=60] - The speed in frames per second that the data should be generated at. The higher the value, the larger the array it creates.
* @return {array} An array of tweened values.
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*/
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generateData: function (frameRate) {
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if (this.parent.reverse)
{
this.dt = this.duration;
}
else
{
this.dt = 0;
}
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var data = [];
var complete = false;
var fps = (1 / frameRate) * 1000;
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do
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{
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if (this.parent.reverse)
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{
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this.dt -= fps;
this.dt = Math.max(this.dt, 0);
}
else
{
this.dt += fps;
this.dt = Math.min(this.dt, this.duration);
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}
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this.percent = this.dt / this.duration;
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this.value = this.easingFunction(this.percent);
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var blob = {};
for (var property in this.vEnd)
{
var start = this.vStart[property];
var end = this.vEnd[property];
if (Array.isArray(end))
{
blob[property] = this.interpolationFunction(end, this.value);
}
else
{
blob[property] = start + ((end - start) * this.value);
}
}
data.push(blob);
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if ((!this.parent.reverse &amp;&amp; this.percent === 1) || (this.parent.reverse &amp;&amp; this.percent === 0))
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{
complete = true;
}
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} while (!complete);
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if (this.yoyo)
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{
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var reversed = data.slice();
reversed.reverse();
data = data.concat(reversed);
}
return data;
},
/**
* Checks if this Tween is meant to repeat or yoyo and handles doing so.
*
* @private
* @method Phaser.TweenData#repeat
* @return {number} Either Phaser.TweenData.LOOPED or Phaser.TweenData.COMPLETE.
*/
repeat: function () {
// If not a yoyo and repeatCounter = 0 then we're done
if (this.yoyo)
{
// We're already in reverse mode, which means the yoyo has finished and there's no repeats, so end
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if (this.inReverse &amp;&amp; this.repeatCounter === 0)
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{
return Phaser.TweenData.COMPLETE;
}
this.inReverse = !this.inReverse;
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}
else
{
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if (this.repeatCounter === 0)
{
return Phaser.TweenData.COMPLETE;
}
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}
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if (this.inReverse)
{
// If inReverse we're going from vEnd to vStartCache
for (var property in this.vStartCache)
{
this.vStart[property] = this.vEndCache[property];
this.vEnd[property] = this.vStartCache[property];
}
}
else
{
// If not inReverse we're just repopulating the cache again
for (var property in this.vStartCache)
{
this.vStart[property] = this.vStartCache[property];
this.vEnd[property] = this.vEndCache[property];
}
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// -1 means repeat forever, otherwise decrement the repeatCounter
// We only decrement this counter if the tween isn't doing a yoyo, as that doesn't count towards the repeat total
if (this.repeatCounter > 0)
{
this.repeatCounter--;
}
}
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this.startTime = this.game.time.time;
if (this.yoyo &amp;&amp; this.inReverse)
{
this.startTime += this.yoyoDelay;
}
else if (!this.inReverse)
{
this.startTime += this.repeatDelay;
}
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if (this.parent.reverse)
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{
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this.dt = this.duration;
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}
else
{
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this.dt = 0;
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}
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return Phaser.TweenData.LOOPED;
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}
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};
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Phaser.TweenData.prototype.constructor = Phaser.TweenData;
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</pre>
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-alpha10</a>
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on Thu Mar 26 2015 02:53:48 GMT+0000 (GMT Standard Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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