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< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
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< h1 class = "page-title" > Source: tween/Tween.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Tween constructor
* Create a new < code>Tween< /code>.
*
* @class Phaser.Tween
* @constructor
* @param {object} object - Target object will be affected by this tween.
* @param {Phaser.Game} game - Current game instance.
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* @param {Phaser.TweenManager} manager - The TweenManager responsible for looking after this Tween.
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*/
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Phaser.Tween = function (object, game, manager) {
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/**
* Reference to the target object.
* @property {object} _object
* @private
*/
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this._object = object;
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/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
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* @property {Phaser.TweenManager} _manager - Reference to the TweenManager.
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* @private
*/
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this._manager = manager;
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/**
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* @property {object} _valuesStart - Private value object.
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* @private
*/
this._valuesStart = {};
/**
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* @property {object} _valuesEnd - Private value object.
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* @private
*/
this._valuesEnd = {};
/**
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* @property {object} _valuesStartRepeat - Private value object.
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* @private
*/
this._valuesStartRepeat = {};
/**
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* @property {number} _duration - Private duration counter.
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* @private
* @default
*/
this._duration = 1000;
/**
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* @property {number} _repeat - Private repeat counter.
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* @private
* @default
*/
this._repeat = 0;
/**
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* @property {boolean} _yoyo - Private yoyo flag.
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* @private
* @default
*/
this._yoyo = false;
/**
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* @property {boolean} _reversed - Private reversed flag.
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* @private
* @default
*/
this._reversed = false;
/**
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* @property {number} _delayTime - Private delay counter.
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* @private
* @default
*/
this._delayTime = 0;
/**
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* @property {number} _startTime - Private start time counter.
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* @private
* @default null
*/
this._startTime = null;
/**
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* @property {function} _easingFunction - The easing function used for the tween.
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* @private
*/
this._easingFunction = Phaser.Easing.Linear.None;
/**
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* @property {function} _interpolationFunction - The interpolation function used for the tween.
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* @private
*/
this._interpolationFunction = Phaser.Math.linearInterpolation;
/**
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* @property {array} _chainedTweens - A private array of chained tweens.
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* @private
*/
this._chainedTweens = [];
/**
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* @property {boolean} _onStartCallbackFired - Private flag.
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* @private
* @default
*/
this._onStartCallbackFired = false;
/**
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* @property {function} _onUpdateCallback - An onUpdate callback.
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* @private
* @default null
*/
this._onUpdateCallback = null;
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/**
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* @property {object} _onUpdateCallbackContext - The context in which to call the onUpdate callback.
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* @private
* @default null
*/
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this._onUpdateCallbackContext = null;
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/**
* @property {boolean} _paused - Is this Tween paused or not?
* @private
* @default
*/
this._paused = false;
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/**
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* @property {number} _pausedTime - Private pause timer.
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* @private
* @default
*/
this._pausedTime = 0;
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/**
* @property {boolean} _codePaused - Was the Tween paused by code or by Game focus loss?
* @private
*/
this._codePaused = false;
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/**
* @property {boolean} pendingDelete - If this tween is ready to be deleted by the TweenManager.
* @default
*/
this.pendingDelete = false;
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// Set all starting values present on the target object - why? this will copy loads of properties we don't need - commenting out for now
// for (var field in object)
// {
// this._valuesStart[field] = parseFloat(object[field], 10);
// }
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/**
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* @property {Phaser.Signal} onStart - The onStart event is fired when the Tween begins.
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*/
this.onStart = new Phaser.Signal();
/**
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* @property {Phaser.Signal} onLoop - The onLoop event is fired if the Tween loops.
*/
this.onLoop = new Phaser.Signal();
/**
* @property {Phaser.Signal} onComplete - The onComplete event is fired when the Tween completes. Does not fire if the Tween is set to loop.
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*/
this.onComplete = new Phaser.Signal();
/**
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* @property {boolean} isRunning - If the tween is running this is set to true, otherwise false. Tweens that are in a delayed state, waiting to start, are considered as being running.
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* @default
*/
this.isRunning = false;
};
Phaser.Tween.prototype = {
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/**
* Configure the Tween
*
* @method Phaser.Tween#to
* @param {object} properties - Properties you want to tween.
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* @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.Linear.None.
* @param {boolean} [autoStart=false] - Whether this tween will start automatically or not.
* @param {number} [delay=0] - Delay before this tween will start, defaults to 0 (no delay). Value given is in ms.
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* @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as Number.MAX_VALUE. This ignores any chained tweens.
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* @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself when it completes.
* @return {Phaser.Tween} This Tween object.
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*/
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to: function (properties, duration, ease, autoStart, delay, repeat, yoyo) {
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duration = duration || 1000;
ease = ease || null;
autoStart = autoStart || false;
delay = delay || 0;
repeat = repeat || 0;
yoyo = yoyo || false;
var self;
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if (this._parent)
{
self = this._manager.create(this._object);
this._lastChild.chain(self);
this._lastChild = self;
}
else
{
self = this;
this._parent = this;
this._lastChild = this;
}
self._repeat = repeat;
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self._duration = duration;
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self._valuesEnd = properties;
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if (ease !== null)
{
self._easingFunction = ease;
}
if (delay > 0)
{
self._delayTime = delay;
}
self._yoyo = yoyo;
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if (autoStart)
{
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return this.start();
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}
else
{
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return this;
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}
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},
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/**
* Starts the tween running. Can also be called by the autoStart parameter of Tween.to.
*
* @method Phaser.Tween#start
* @return {Phaser.Tween} Itself.
*/
start: function () {
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if (this.game === null || this._object === null)
{
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return;
}
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this._manager.add(this);
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this.isRunning = true;
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this._onStartCallbackFired = false;
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this._startTime = this.game.time.now + this._delayTime;
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for (var property in this._valuesEnd)
{
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// check if an Array was provided as property value
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if (Array.isArray(this._valuesEnd[property]))
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{
if (this._valuesEnd[property].length === 0)
{
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continue;
}
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// create a local copy of the Array with the start value at the front
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this._valuesEnd[property] = [this._object[property]].concat(this._valuesEnd[property]);
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}
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this._valuesStart[property] = this._object[property];
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if (!Array.isArray(this._valuesStart[property]))
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{
this._valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings
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}
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this._valuesStartRepeat[property] = this._valuesStart[property] || 0;
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}
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return this;
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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 similar functions.
* It ignores delay and repeat counts and any chained tweens. Just one play through of tween data is returned, including yoyo if set.
*
* @method Phaser.Tween#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.
* @param {array} [data] - If given the generated data will be appended to this array, otherwise a new array will be returned.
* @return {array} An array of tweened values.
*/
generateData: function (frameRate, data) {
if (this.game === null || this._object === null)
{
return null;
}
this._startTime = 0;
for (var property in this._valuesEnd)
{
// Check if an Array was provided as property value
if (Array.isArray(this._valuesEnd[property]))
{
if (this._valuesEnd[property].length === 0)
{
continue;
}
// create a local copy of the Array with the start value at the front
this._valuesEnd[property] = [this._object[property]].concat(this._valuesEnd[property]);
}
this._valuesStart[property] = this._object[property];
if (!Array.isArray(this._valuesStart[property]))
{
this._valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings
}
this._valuesStartRepeat[property] = this._valuesStart[property] || 0;
}
// Simulate the tween. We will run for frameRate * (this._duration / 1000) (ms)
var time = 0;
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var total = Math.floor(frameRate * (this._duration / 1000));
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var tick = this._duration / total;
var output = [];
while (total--)
{
var property;
var elapsed = (time - this._startTime) / this._duration;
elapsed = elapsed > 1 ? 1 : elapsed;
var value = this._easingFunction(elapsed);
var blob = {};
for (property in this._valuesEnd)
{
var start = this._valuesStart[property] || 0;
var end = this._valuesEnd[property];
if (end instanceof Array)
{
blob[property] = this._interpolationFunction(end, value);
}
else
{
// Parses relative end values with start as base (e.g.: +10, -3)
if (typeof(end) === 'string')
{
end = start + parseFloat(end, 10);
}
// protect against non numeric properties.
if (typeof(end) === 'number')
{
blob[property] = start + ( end - start ) * value;
}
}
}
output.push(blob);
time += tick;
}
if (this._yoyo)
{
var reversed = output.slice();
reversed.reverse();
output = output.concat(reversed);
}
if (typeof data !== 'undefined')
{
data = data.concat(output);
return data;
}
else
{
return output;
}
},
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/**
* Stops the tween if running and removes it from the TweenManager. If there are any onComplete callbacks or events they are not dispatched.
*
* @method Phaser.Tween#stop
* @return {Phaser.Tween} Itself.
*/
stop: function () {
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this.isRunning = false;
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this._onUpdateCallback = null;
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this._manager.remove(this);
return this;
},
/**
* Sets a delay time before this tween will start.
*
* @method Phaser.Tween#delay
* @param {number} amount - The amount of the delay in ms.
* @return {Phaser.Tween} Itself.
*/
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delay: function (amount) {
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this._delayTime = amount;
return this;
},
/**
* Sets the number of times this tween will repeat.
*
* @method Phaser.Tween#repeat
* @param {number} times - How many times to repeat.
* @return {Phaser.Tween} Itself.
*/
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repeat: function (times) {
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this._repeat = times;
return this;
},
/**
* A tween that has yoyo set to true will run through from start to finish, then reverse from finish to start.
* Used in combination with repeat you can create endless loops.
*
* @method Phaser.Tween#yoyo
* @param {boolean} yoyo - Set to true to yoyo this tween.
* @return {Phaser.Tween} Itself.
*/
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yoyo: function(yoyo) {
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this._yoyo = yoyo;
return this;
},
/**
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* Set easing function this tween will use, i.e. Phaser.Easing.Linear.None.
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*
* @method Phaser.Tween#easing
* @param {function} easing - The easing function this tween will use, i.e. Phaser.Easing.Linear.None.
* @return {Phaser.Tween} Itself.
*/
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easing: function (easing) {
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this._easingFunction = easing;
return this;
},
/**
* Set interpolation function the tween will use, by default it uses Phaser.Math.linearInterpolation.
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* Also available: Phaser.Math.bezierInterpolation and Phaser.Math.catmullRomInterpolation.
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*
* @method Phaser.Tween#interpolation
* @param {function} interpolation - The interpolation function to use (Phaser.Math.linearInterpolation by default)
* @return {Phaser.Tween} Itself.
*/
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interpolation: function (interpolation) {
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this._interpolationFunction = interpolation;
return this;
},
/**
* You can chain tweens together by passing a reference to the chain function. This enables one tween to call another on completion.
* You can pass as many tweens as you like to this function, they will each be chained in sequence.
*
* @method Phaser.Tween#chain
* @return {Phaser.Tween} Itself.
*/
chain: function () {
this._chainedTweens = arguments;
return this;
},
/**
* Loop a chain of tweens
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*
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* Usage:
* game.add.tween(p).to({ x: 700 }, 1000, Phaser.Easing.Linear.None, true)
* .to({ y: 300 }, 1000, Phaser.Easing.Linear.None)
* .to({ x: 0 }, 1000, Phaser.Easing.Linear.None)
* .to({ y: 0 }, 1000, Phaser.Easing.Linear.None)
* .loop();
* @method Phaser.Tween#loop
* @return {Phaser.Tween} Itself.
*/
loop: function() {
this._lastChild.chain(this);
return this;
},
/**
* Sets a callback to be fired each time this tween updates. Note: callback will be called in the context of the global scope.
*
* @method Phaser.Tween#onUpdateCallback
* @param {function} callback - The callback to invoke each time this tween is updated.
* @return {Phaser.Tween} Itself.
*/
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onUpdateCallback: function (callback, callbackContext) {
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this._onUpdateCallback = callback;
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this._onUpdateCallbackContext = callbackContext;
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return this;
},
/**
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* Pauses the tween.
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*
* @method Phaser.Tween#pause
*/
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pause: function () {
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this._codePaused = true;
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this._paused = true;
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this._pausedTime = this.game.time.now;
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},
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/**
* This is called by the core Game loop. Do not call it directly, instead use Tween.pause.
* @method Phaser.Tween#_pause
* @private
*/
_pause: function () {
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if (!this._codePaused)
{
this._paused = true;
this._pausedTime = this.game.time.now;
}
},
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/**
* Resumes a paused tween.
*
* @method Phaser.Tween#resume
*/
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resume: function () {
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if (this._paused)
{
this._paused = false;
this._codePaused = false;
this._startTime += (this.game.time.now - this._pausedTime);
}
},
/**
* This is called by the core Game loop. Do not call it directly, instead use Tween.pause.
* @method Phaser.Tween#_resume
* @private
*/
_resume: function () {
if (this._codePaused)
{
return;
}
else
{
this._startTime += this.game.time.pauseDuration;
this._paused = false;
}
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},
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/**
* Core tween update function called by the TweenManager. Does not need to be invoked directly.
*
* @method Phaser.Tween#update
* @param {number} time - A timestamp passed in by the TweenManager.
* @return {boolean} false if the tween has completed and should be deleted from the manager, otherwise true (still active).
*/
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update: function (time) {
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if (this.pendingDelete)
{
return false;
}
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if (this._paused || time < this._startTime)
{
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return true;
}
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var property;
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if (time < this._startTime)
{
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return true;
}
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if (this._onStartCallbackFired === false)
{
this.onStart.dispatch(this._object);
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this._onStartCallbackFired = true;
}
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var elapsed = (time - this._startTime) / this._duration;
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elapsed = elapsed > 1 ? 1 : elapsed;
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var value = this._easingFunction(elapsed);
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for (property in this._valuesEnd)
{
var start = this._valuesStart[property] || 0;
var end = this._valuesEnd[property];
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if (end instanceof Array)
{
this._object[property] = this._interpolationFunction(end, value);
}
else
{
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// Parses relative end values with start as base (e.g.: +10, -3)
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if (typeof(end) === 'string')
{
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end = start + parseFloat(end, 10);
}
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// protect against non numeric properties.
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if (typeof(end) === 'number')
{
this._object[property] = start + ( end - start ) * value;
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}
}
}
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if (this._onUpdateCallback !== null)
{
this._onUpdateCallback.call(this._onUpdateCallbackContext, this, value);
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}
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if (elapsed == 1)
{
if (this._repeat > 0)
{
if (isFinite(this._repeat))
{
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this._repeat--;
}
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// reassign starting values, restart by making startTime = now
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for (property in this._valuesStartRepeat)
{
if (typeof(this._valuesEnd[property]) === 'string')
{
this._valuesStartRepeat[property] = this._valuesStartRepeat[property] + parseFloat(this._valuesEnd[property], 10);
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}
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if (this._yoyo)
{
var tmp = this._valuesStartRepeat[property];
this._valuesStartRepeat[property] = this._valuesEnd[property];
this._valuesEnd[property] = tmp;
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this._reversed = !this._reversed;
}
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this._valuesStart[property] = this._valuesStartRepeat[property];
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}
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this._startTime = time + this._delayTime;
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this.onLoop.dispatch(this._object);
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return true;
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}
else
{
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this.isRunning = false;
this.onComplete.dispatch(this._object);
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for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i ++)
{
this._chainedTweens[i].start(time);
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}
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return false;
}
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}
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return true;
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}
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};
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Phaser.Tween.prototype.constructor = Phaser.Tween;
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< / pre >
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< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Fri Mar 28 2014 01:41:23 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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