Phaser.Easing.Default is a new property that is used when a specific type of ease isn't given. It defaults to Linear.None but can be overridden to anything (thanks @alvinsight)

This commit is contained in:
photonstorm 2014-09-09 14:01:49 +01:00
parent 24e896301b
commit 1f089d74c5
3 changed files with 9 additions and 12 deletions

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@ -114,6 +114,7 @@ Version 2.1.0 - "Cairhien" - 9th September 2014
* Rectangle.topRight returns a Point object that represents the top-right coordinate of the Rectangle.
* The grunt script now builds a new version of Phaser without any physics (including Arcade Physics), Tilemaps or Particles. This build is called `phaser-no-physics.js` and works stand-alone. Please note that things like the GameObjectFactory aren't changed, so they will still try and create a Tilemap for example should you ask them to (thanks @eguneys #1172)
* Camera.roundPx is a new boolean. If set to `true` it will call `view.floor` as part of its update loop, keeping its boundary to integer values. Set to `false` to disable this from happening (#1141)
* Phaser.Easing.Default is a new property that is used when a specific type of ease isn't given. It defaults to Linear.None but can be overridden to anything (thanks @alvinsight)
### Updates

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@ -7,7 +7,7 @@
*/
/**
* A collection of easing methods defining ease-in ease-out curves.
* A collection of easing methods defining ease-in and ease-out curves.
*
* @class Phaser.Easing
*/
@ -21,11 +21,11 @@ Phaser.Easing = {
Linear: {
/**
* Ease-in.
* Linear Easing (no variation).
*
* @method Phaser.Easing.Linear#In
* @method Phaser.Easing.Linear#None
* @param {number} k - The value to be tweened.
* @returns {number} k^2.
* @returns {number} k.
*/
None: function ( k ) {
@ -561,3 +561,5 @@ Phaser.Easing = {
}
};
Phaser.Easing.Default = Phaser.Easing.Linear.None;

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@ -98,7 +98,7 @@ Phaser.Tween = function (object, game, manager) {
* @property {function} _easingFunction - The easing function used for the tween.
* @private
*/
this._easingFunction = Phaser.Easing.Linear.None;
this._easingFunction = Phaser.Easing.Default;
/**
* @property {function} _interpolationFunction - The interpolation function used for the tween.
@ -159,12 +159,6 @@ Phaser.Tween = function (object, game, manager) {
*/
this.pendingDelete = false;
// 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);
// }
/**
* @property {Phaser.Signal} onStart - The onStart event is fired when the Tween begins.
*/
@ -197,7 +191,7 @@ Phaser.Tween.prototype = {
* @method Phaser.Tween#to
* @param {object} properties - The properties you want to tween, such as `Sprite.x` or `Sound.volume`. Given as a JavaScript object.
* @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 {function} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Default, which is Phaser.Easing.Linear.None by default but can be over-ridden at will.
* @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 {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.