phaser/src/tweens/events/TWEEN_REPEAT_EVENT.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2022 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Tween Repeat Event.
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*
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* This event is dispatched by a Tween when one of the properties it is tweening repeats.
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*
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* This event will only be dispatched if the Tween has a property with a repeat count set.
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*
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* If a Tween has a `repeatDelay` set, this event will fire after that delay expires.
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*
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* The difference between `loop` and `repeat` is that `repeat` is a property setting,
* where-as `loop` applies to the entire Tween.
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*
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* Listen to it from a Tween instance using `Tween.on('repeat', listener)`, i.e.:
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*
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* ```javascript
* var tween = this.tweens.add({
* targets: image,
* x: 500,
* ease: 'Power1',
* duration: 3000,
* repeat: 4
* });
* tween.on('repeat', listener);
* ```
*
* @event Phaser.Tweens.Events#TWEEN_REPEAT
* @since 3.19.0
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*
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* @param {Phaser.Tweens.Tween} tween - A reference to the Tween instance that emitted the event.
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* @param {string} key - The property on the target that has just repeated, i.e. `x` or `scaleY`, or whatever property you are tweening.
* @param {any} target - The target object that was repeated. Usually a Game Object, but can be of any type.
* @param {number} current - The current value of the property being set on the target.
* @param {number} previous - The previous value of the property being set on the target.
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*/
module.exports = 'repeat';