phaser/src/tween/Tween.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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/**
* Tween constructor
* Create a new <code>Tween</code>.
*
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* @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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*/
Phaser.Tween = function (object, game) {
/**
* Reference to the target object.
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* @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.
*/
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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 = this.game.tweens;
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/**
* @property {object} _valuesStart - Private value object.
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* @private
*/
this._valuesStart = {};
/**
* @property {object} _valuesEnd - Private value object.
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* @private
*/
this._valuesEnd = {};
/**
* @property {object} _valuesStartRepeat - Private value object.
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* @private
*/
this._valuesStartRepeat = {};
/**
* @property {number} _duration - Private duration counter.
* @private
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* @default
*/
this._duration = 1000;
/**
* @property {number} _repeat - Private repeat counter.
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* @private
* @default
*/
this._repeat = 0;
/**
* @property {boolean} _yoyo - Private yoyo flag.
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* @private
* @default
*/
this._yoyo = false;
/**
* @property {boolean} _reversed - Private reversed flag.
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* @private
* @default
*/
this._reversed = false;
/**
* @property {number} _delayTime - Private delay counter.
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* @private
* @default
*/
this._delayTime = 0;
/**
* @property {number} _startTime - Private start time counter.
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* @private
* @default null
*/
this._startTime = null;
/**
* @property {function} _easingFunction - The easing function used for the tween.
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* @private
*/
this._easingFunction = Phaser.Easing.Linear.None;
/**
* @property {function} _interpolationFunction - The interpolation function used for the tween.
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* @private
*/
this._interpolationFunction = Phaser.Math.linearInterpolation;
/**
* @property {array} _chainedTweens - A private array of chained tweens.
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* @private
*/
this._chainedTweens = [];
/**
* @property {function} _onStartCallback - An onStart callback.
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* @private
* @default
*/
this._onStartCallback = null;
/**
* @property {boolean} _onStartCallbackFired - Private onStart 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;
/**
* @property {function} _onCompleteCallback - An onComplete callback.
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* @private
* @default null
*/
this._onCompleteCallback = null;
/**
* @property {number} _pausedTime - Private pause timer.
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* @private
* @default
*/
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this._pausedTime = 0;
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/**
* @property {boolean} pendingDelete - If this tween is ready to be deleted by the TweenManager.
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* @default
*/
this.pendingDelete = false;
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// Set all starting values present on the target object
for (var field in object)
{
this._valuesStart[field] = parseFloat(object[field], 10);
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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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*/
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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
*/
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this.isRunning = false;
};
Phaser.Tween.prototype = {
/**
* Configure the Tween
*
* @method Phaser.Tween#to
* @param {object} properties - Properties you want to tween.
* @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.
* @param {boolean} [repeat=0] - Should the tween automatically restart once complete? (ignores any chained tweens).
* @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself when it completes.
* @return {Phaser.Tween} This Tween object.
*/
to: function ( properties, duration, ease, autoStart, delay, repeat, yoyo ) {
duration = duration || 1000;
ease = ease || null;
autoStart = autoStart || false;
delay = delay || 0;
repeat = repeat || 0;
yoyo = yoyo || false;
var self;
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;
self._duration = duration;
self._valuesEnd = properties;
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if (ease !== null)
{
self._easingFunction = ease;
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}
if (delay > 0)
{
self._delayTime = delay;
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}
self._yoyo = yoyo;
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if (autoStart) {
return this.start();
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} else {
return this;
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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) {
return;
}
this._manager.add(this);
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this.isRunning = true;
this._onStartCallbackFired = false;
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this._startTime = this.game.time.now + this._delayTime;
for ( var property in this._valuesEnd ) {
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// check if an Array was provided as property value
if ( this._valuesEnd[ property ] instanceof Array ) {
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if ( this._valuesEnd[ property ].length === 0 ) {
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continue;
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}
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// create a local copy of the Array with the start value at the front
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 ( ( this._valuesStart[ property ] instanceof Array ) === false ) {
this._valuesStart[ property ] *= 1.0; // Ensures we're using numbers, not strings
}
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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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/**
* 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;
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.
*/
delay: function ( amount ) {
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.
*/
repeat: function ( times ) {
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.
*/
yoyo: function( yoyo ) {
this._yoyo = yoyo;
return this;
},
/**
* Set easing function this tween will use, i.e. Phaser.Easing.Linear.None.
*
* @method Phaser.Tween#easing
* @param {function} easing - The easing function this tween will use, i.e. Phaser.Easing.Linear.None.
* @return {Phaser.Tween} Itself.
*/
easing: function ( easing ) {
this._easingFunction = easing;
return this;
},
/**
* Set interpolation function the tween will use, by default it uses Phaser.Math.linearInterpolation.
*
* @method Phaser.Tween#interpolation
* @param {function} interpolation - The interpolation function to use (Phaser.Math.linearInterpolation by default)
* @return {Phaser.Tween} Itself.
*/
interpolation: function ( interpolation ) {
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
*
* 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 when the tween starts. Note: callback will be called in the context of the global scope.
*
* @method Phaser.Tween#onStartCallback
* @param {function} callback - The callback to invoke on start.
* @return {Phaser.Tween} Itself.
*/
onStartCallback: function ( callback ) {
this._onStartCallback = callback;
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.
*/
onUpdateCallback: function ( callback ) {
this._onUpdateCallback = callback;
return this;
},
/**
* Sets a callback to be fired when the tween completes. Note: callback will be called in the context of the global scope.
*
* @method Phaser.Tween#onCompleteCallback
* @param {function} callback - The callback to invoke on completion.
* @return {Phaser.Tween} Itself.
*/
onCompleteCallback: function ( callback ) {
this._onCompleteCallback = callback;
return this;
},
/**
* Pauses the tween.
*
* @method Phaser.Tween#pause
*/
pause: function () {
this._paused = true;
this._pausedTime = this.game.time.now;
},
/**
* Resumes a paused tween.
*
* @method Phaser.Tween#resume
*/
resume: function () {
this._paused = false;
this._startTime += (this.game.time.now - this._pausedTime);
},
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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).
*/
update: function ( time ) {
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if (this.pendingDelete)
{
return false;
}
if (this._paused || time < this._startTime)
{
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return true;
}
var property;
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if (time < this._startTime)
{
return true;
}
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if (this._onStartCallbackFired === false)
{
this.onStart.dispatch(this._object);
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if (this._onStartCallback !== null )
{
this._onStartCallback.call( this._object );
}
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this._onStartCallbackFired = true;
}
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var elapsed = ( time - this._startTime ) / this._duration;
elapsed = elapsed > 1 ? 1 : elapsed;
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var value = this._easingFunction( elapsed );
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for ( property in this._valuesEnd ) {
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var start = this._valuesStart[ property ] || 0;
var end = this._valuesEnd[ property ];
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if ( end instanceof Array ) {
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this._object[ property ] = this._interpolationFunction( end, value );
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} else {
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// Parses relative end values with start as base (e.g.: +10, -3)
if ( typeof(end) === "string" ) {
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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}
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if ( this._onUpdateCallback !== null ) {
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this._onUpdateCallback.call( this._object, value );
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}
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if ( elapsed == 1 ) {
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if ( this._repeat > 0 ) {
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if ( isFinite( this._repeat ) ) {
this._repeat--;
}
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// reassign starting values, restart by making startTime = now
for ( property in this._valuesStartRepeat ) {
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if ( typeof( this._valuesEnd[ property ] ) === "string" )
{
this._valuesStartRepeat[ property ] = this._valuesStartRepeat[ property ] + parseFloat(this._valuesEnd[ property ], 10);
}
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if (this._yoyo)
{
var tmp = this._valuesStartRepeat[ property ];
this._valuesStartRepeat[ property ] = this._valuesEnd[ property ];
this._valuesEnd[ property ] = tmp;
this._reversed = !this._reversed;
}
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);
return true;
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} else {
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this.isRunning = false;
this.onComplete.dispatch(this._object);
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if ( this._onCompleteCallback !== null ) {
this._onCompleteCallback.call( this._object );
}
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for ( var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i ++ ) {
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this._chainedTweens[ i ].start( time );
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}
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return false;
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}
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}
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return true;
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}
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};