2017-06-28 16:17:54 +00:00
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var GetValue = require('../utils/object/GetValue');
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/**
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* A TimerEvent is a single event that is processed by a Phaser.Clock
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*
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* It consists of a delay, which is a value in milliseconds after which the event will fire.
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* When the event fires it calls a specific callback with the specified arguments.
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*
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* TimerEvents are removed by their parent timer once finished firing or repeating.
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*
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* Use {@link Phaser.Clock#add}, {@link Phaser.Clock#repeat}, or {@link Phaser.Clock#loop} methods to create a new event.
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*
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* @class Phaser.TimerEvent
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* @constructor
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* @param {number} delay - The delay in ms at which this TimerEvent fires.
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* @param {number} tick - The tick is the next game clock time that this event will fire at.
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* @param {number} repeatCount - If this TimerEvent repeats it will do so this many times.
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* @param {boolean} loop - True if this TimerEvent loops, otherwise false.
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* @param {function} callback - The callback that will be called when the TimerEvent occurs.
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* @param {object} callbackContext - The context in which the callback will be called.
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* @param {any[]} arguments - Additional arguments to be passed to the callback.
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*/
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var TimerEvent = function (config)
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{
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/**
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* @property {number} delay - The delay in ms at which this TimerEvent fires.
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*/
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this.delay = GetValue(config, 'delay', 0);
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/**
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* @property {number} repeatCount - If this TimerEvent repeats it will do so this many times.
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*/
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this.repeatCount = GetValue(config, 'repeat', 0);
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/**
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* @property {boolean} loop - True if this TimerEvent loops, otherwise false.
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*/
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this.loop = GetValue(config, 'loop', false);
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/**
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* @property {function} callback - The callback that will be called when the TimerEvent occurs.
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*/
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this.callback = GetValue(config, 'callback', null);
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/**
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* @property {object} callbackContext - The context in which the callback will be called.
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*/
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this.callbackScope = GetValue(config, 'callbackScope', null);
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/**
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* @property {any[]} arguments - Additional arguments to be passed to the callback.
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*/
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this.args = GetValue(config, 'args', []);
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2017-06-28 16:39:40 +00:00
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// This works for setting an infinite repeat too
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if (this.repeatCount === -1)
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{
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this.loop = true;
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}
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2017-06-28 16:17:54 +00:00
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this.elapsed = 0;
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2017-06-28 16:39:40 +00:00
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this.hasDispatched = false;
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// Swap for a getter / setter
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this.paused = false;
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2017-06-28 16:17:54 +00:00
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};
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TimerEvent.prototype = {
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getProgress: function ()
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{
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return (this.elapsed / this.delay);
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2017-06-28 16:39:40 +00:00
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},
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pause: function ()
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{
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this.paused = true;
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},
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resume: function ()
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{
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this.paused = false;
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},
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remove: function (dispatchCallback)
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{
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if (dispatchCallback === undefined) { dispatchCallback = false; }
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this.elapsed = this.delay;
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this.hasDispatched = !!dispatchCallback;
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this.loop = false;
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this.repeatCount = 0;
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},
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// Called internaly, private
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destroy: function ()
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{
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this.callback = undefined;
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this.callbackScope = undefined;
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this.args.length = 0;
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2017-06-28 16:17:54 +00:00
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}
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};
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TimerEvent.prototype.constructor = TimerEvent;
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module.exports = TimerEvent;
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