phaser/src/tween/TweenManager.js

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/**
* Phaser - TweenManager
*
* 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 sole (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.
*/
Phaser.TweenManager = function (game) {
this.game = game;
this._tweens = [];
};
Phaser.TweenManager.prototype = {
REVISION: '11dev',
/**
* Get all the tween objects in an array.
* @return {Phaser.Tween[]} Array with all tween objects.
*/
getAll: function () {
return this._tweens;
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},
/**
* Remove all tween objects.
*/
removeAll: function () {
this._tweens = [];
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},
/**
* Add a new tween into the TweenManager.
*
* @param tween {Phaser.Tween} The tween object you want to add.
* @return {Phaser.Tween} The tween object you added to the manager.
*/
add: function ( tween ) {
this._tweens.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.
*
* @param obj {object} Object the tween will be run on.
* @return {Phaser.Tween} The newly created tween object.
*/
create: function (object) {
return new Phaser.Tween(object, this.game);
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},
/**
* Remove a tween from this manager.
*
* @param tween {Phaser.Tween} The tween object you want to remove.
*/
remove: function ( tween ) {
var i = this._tweens.indexOf( tween );
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if ( i !== -1 ) {
this._tweens.splice( i, 1 );
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}
},
/**
* Update all the tween objects you added to this manager.
*
* @return {bool} Return false if there's no tween to update, otherwise return true.
*/
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update: function () {
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if ( this._tweens.length === 0 ) return false;
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var i = 0, numTweens = this._tweens.length;
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while ( i < numTweens ) {
if ( this._tweens[ i ].update( this.game.time.now ) ) {
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i++;
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} else {
this._tweens.splice( i, 1 );
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numTweens--;
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}
}
return true;
},
/**
* Pauses all currently running tweens.
*/
pauseAll: function () {
for (var i = this._tweens.length - 1; i >= 0; i--) {
this._tweens[i].pause();
};
},
/**
* Pauses all currently paused tweens.
*/
resumeAll: function () {
for (var i = this._tweens.length - 1; i >= 0; i--) {
this._tweens[i].resume();
};
}
};