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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)
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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
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* Rectangle.topRight returns a Point object that represents the top-right coordinate of the Rectangle.
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* 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)
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* 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)
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* 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)
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### Updates
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@ -7,7 +7,7 @@
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*/
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/**
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* A collection of easing methods defining ease-in ease-out curves.
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* A collection of easing methods defining ease-in and ease-out curves.
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*
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* @class Phaser.Easing
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*/
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@ -21,11 +21,11 @@ Phaser.Easing = {
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Linear: {
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/**
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* Ease-in.
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* Linear Easing (no variation).
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*
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* @method Phaser.Easing.Linear#In
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* @method Phaser.Easing.Linear#None
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* @param {number} k - The value to be tweened.
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* @returns {number} k^2.
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* @returns {number} k.
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*/
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None: function ( k ) {
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@ -561,3 +561,5 @@ Phaser.Easing = {
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}
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};
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Phaser.Easing.Default = Phaser.Easing.Linear.None;
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@ -98,7 +98,7 @@ Phaser.Tween = function (object, game, manager) {
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* @property {function} _easingFunction - The easing function used for the tween.
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* @private
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*/
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this._easingFunction = Phaser.Easing.Linear.None;
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this._easingFunction = Phaser.Easing.Default;
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/**
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* @property {function} _interpolationFunction - The interpolation function used for the tween.
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@ -159,12 +159,6 @@ Phaser.Tween = function (object, game, manager) {
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*/
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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
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// for (var field in object)
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// {
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// this._valuesStart[field] = parseFloat(object[field], 10);
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// }
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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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*/
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@ -197,7 +191,7 @@ Phaser.Tween.prototype = {
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* @method Phaser.Tween#to
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* @param {object} properties - The properties you want to tween, such as `Sprite.x` or `Sound.volume`. Given as a JavaScript object.
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* @param {number} [duration=1000] - Duration of this tween in ms.
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* @param {function} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Linear.None.
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* @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.
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* @param {boolean} [autoStart=false] - Whether this tween will start automatically or not.
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* @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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