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https://github.com/photonstorm/phaser
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Added RotateTo Effect to Camera
This commit is contained in:
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06688eedd8
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3 changed files with 454 additions and 0 deletions
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@ -117,6 +117,16 @@ var Camera = new Class({
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*/
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this.panEffect = new Effects.Pan(this);
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/**
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* The Camera Rotate To effect handler.
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* To rotate this camera see the `Camera.rotateTo` method.
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*
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* @name Phaser.Cameras.Scene2D.Camera#rotateToEffect
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* @type {Phaser.Cameras.Scene2D.Effects.RotateTo}
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* @since 3.16.0
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*/
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this.rotateToEffect = new Effects.RotateTo(this);
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/**
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* The Camera Zoom effect handler.
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* To zoom this camera see the `Camera.zoom` method.
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@ -635,6 +645,30 @@ var Camera = new Class({
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return this.panEffect.start(x, y, duration, ease, force, callback, context);
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},
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/**
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* This effect will rotate the Camera so that the viewport finishes at the given angle in radians,
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* over the duration and with the ease specified.
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*
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* @method Phaser.Cameras.Scene2D.Camera#rotateTo
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* @since 3.16.0
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*
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* @param {number} radians - The destination angle in radians to rotate the Camera viewport to. If the angle is positive then the rotation is clockwise else anticlockwise
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* @param {boolean} [shortestPath=false] - If shortest path is set to true the camera will rotate in the quickest direction clockwise or anti-clockwise.
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* @param {integer} [duration=1000] - The duration of the effect in milliseconds.
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* @param {(string|function)} [ease='Linear'] - The ease to use for the rotation. Can be any of the Phaser Easing constants or a custom function.
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* @param {boolean} [force=false] - Force the rotation effect to start immediately, even if already running.
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* @param {CameraRotateCallback} [callback] - This callback will be invoked every frame for the duration of the effect.
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* It is sent four arguments: A reference to the camera, a progress amount between 0 and 1 indicating how complete the effect is,
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* the current camera rotation angle in radians.
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* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
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*
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* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
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*/
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rotateTo: function (radians, shortestPath, duration, ease, force, callback, context)
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{
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return this.rotateToEffect.start(radians, shortestPath, duration, ease, force, callback, context);
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},
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/**
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* This effect will zoom the Camera to the given scale, over the duration and with the ease specified.
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*
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@ -902,6 +936,7 @@ var Camera = new Class({
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*/
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resetFX: function ()
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{
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this.rotateToEffect.reset();
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this.panEffect.reset();
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this.shakeEffect.reset();
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this.flashEffect.reset();
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@ -924,6 +959,7 @@ var Camera = new Class({
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{
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if (this.visible)
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{
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this.rotateToEffect.update(time, delta);
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this.panEffect.update(time, delta);
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this.zoomEffect.update(time, delta);
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this.shakeEffect.update(time, delta);
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417
src/cameras/2d/effects/RotateTo.js
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417
src/cameras/2d/effects/RotateTo.js
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@ -0,0 +1,417 @@
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/**
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* @author Jason Nicholls <nicholls.jason@gmail.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var Clamp = require('../../../math/Clamp');
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var Class = require('../../../utils/Class');
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var EaseMap = require('../../../math/easing/EaseMap');
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/**
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* @classdesc
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* A Camera Rotate effect.
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*
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* This effect will rotate the Camera so that the its viewport finishes at the given angle in radians,
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* over the duration and with the ease specified.
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*
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* Camera rotation always takes place based on the Camera viewport. By default, rotation happens
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* in the center of the viewport. You can adjust this with the `originX` and `originY` properties.
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*
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* Rotation influences the rendering of _all_ Game Objects visible by this Camera. However, it does not
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* rotate the Camera viewport itself, which always remains an axis-aligned rectangle.
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*
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* Only the camera is rotates. None of the objects it is displaying are impacted, i.e. their positions do
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* not change.
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*
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* The effect will dispatch several events on the Camera itself and you can also specify an `onUpdate` callback,
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* which is invoked each frame for the duration of the effect if required.
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*
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* @class RotateTo
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* @memberof Phaser.Cameras.Scene2D.Effects
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* @constructor
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* @since 3.16.0
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*
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera this effect is acting upon.
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*/
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var RotateTo = new Class({
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initialize:
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function RotateTo (camera)
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{
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/**
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* The Camera this effect belongs to.
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*
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* @name Phaser.Cameras.Scene2D.Effects.RotateTo#camera
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* @type {Phaser.Cameras.Scene2D.Camera}
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* @readonly
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* @since 3.16.0
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*/
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this.camera = camera;
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/**
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* Is this effect actively running?
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*
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* @name Phaser.Cameras.Scene2D.Effects.RotateTo#isRunning
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* @type {boolean}
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* @readonly
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* @default false
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* @since 3.16.0
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*/
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this.isRunning = false;
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/**
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* The duration of the effect, in milliseconds.
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*
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* @name Phaser.Cameras.Scene2D.Effects.RotateTo#duration
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* @type {integer}
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* @readonly
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* @default 0
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* @since 3.16.0
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*/
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this.duration = 0;
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/**
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* The starting angle to rotate the camera from.
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*
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* @name Phaser.Cameras.Scene2D.Effects.RotateTo#source
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* @type {number}
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* @since 3.16.0
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*/
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this.source = 0;
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/**
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* The constantly updated value based on the force.
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*
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* @name Phaser.Cameras.Scene2D.Effects.RotateTo#current
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* @type {number}
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* @since 3.16.0
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*/
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this.current = 0;
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/**
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* The destination angle in radians to rotate the camera to.
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*
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* @name Phaser.Cameras.Scene2D.Effects.RotateTo#destination
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* @type {number}
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* @since 3.16.0
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*/
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this.destination = 0;
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/**
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* The ease function to use during the Rotate.
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*
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* @name Phaser.Cameras.Scene2D.Effects.RotateTo#ease
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* @type {function}
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* @since 3.16.0
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*/
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this.ease;
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/**
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* If this effect is running this holds the current percentage of the progress, a value between 0 and 1.
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*
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* @name Phaser.Cameras.Scene2D.Effects.RotateTo#progress
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* @type {number}
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* @since 3.16.0
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*/
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this.progress = 0;
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/**
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* Effect elapsed timer.
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*
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* @name Phaser.Cameras.Scene2D.Effects.RotateTo#_elapsed
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* @type {number}
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* @private
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* @since 3.16.0
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*/
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this._elapsed = 0;
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/**
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* @callback CameraRotateCallback
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*
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera on which the effect is running.
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* @param {number} progress - The progress of the effect. A value between 0 and 1.
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* @param {number} angle - The Camera's new angle in radians.
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*/
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/**
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* This callback is invoked every frame for the duration of the effect.
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*
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* @name Phaser.Cameras.Scene2D.Effects.RotateTo#_onUpdate
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* @type {?CameraRotateCallback}
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* @private
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* @default null
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* @since 3.16.0
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*/
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this._onUpdate;
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/**
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* On Complete callback scope.
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*
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* @name Phaser.Cameras.Scene2D.Effects.RotateTo#_onUpdateScope
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* @type {any}
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* @private
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* @since 3.16.0
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*/
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this._onUpdateScope;
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/**
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* The direction of the rotation.
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*
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* @name Phaser.Cameras.Scene2D.Effects.RotateTo#clockwise
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* @type {boolean}
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* @since 3.16.0
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*/
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this.clockwise = true;
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/**
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* The shortest direction to the target rotation.
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*
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* @name Phaser.Cameras.Scene2D.Effects.RotateTo#shortestPath
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* @type {boolean}
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* @since 3.16.0
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*/
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this.shortestPath = false;
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},
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/**
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* This event is fired when the Rotate effect begins to run on a camera.
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*
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* @event CameraRotateStartEvent
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera that the effect began on.
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* @param {Phaser.Cameras.Scene2D.Effects.RotateTo} effect - A reference to the effect instance.
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* @param {integer} duration - The duration of the effect.
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* @param {number} angle - The destination angle in radians.
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*/
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/**
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* This event is fired when the Rotate effect completes.
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*
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* @event CameraRotateCompleteEvent
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera that the effect began on.
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* @param {Phaser.Cameras.Scene2D.Effects.RotateTo} effect - A reference to the effect instance.
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*/
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/**
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* This effect will scroll the Camera so that the center of its viewport finishes at the given angle,
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* over the duration and with the ease specified.
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*
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* @method Phaser.Cameras.Scene2D.Effects.RotateTo#start
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* @fires CameraRotateStartEvent
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* @fires CameraRotateCompleteEvent
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* @since 3.16.0
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*
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* @param {number} radians - The destination angle in radians to rotate the Camera viewport to. If the angle is positive then the rotation is clockwise else anticlockwise
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* @param {boolean} [shortestPath=false] - If shortest path is set to true the camera will rotate in the quickest direction clockwise or anti-clockwise.
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* @param {integer} [duration=1000] - The duration of the effect in milliseconds.
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* @param {(string|function)} [ease='Linear'] - The ease to use for the Rotate. Can be any of the Phaser Easing constants or a custom function.
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* @param {boolean} [force=false] - Force the rotation effect to start immediately, even if already running.
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* @param {CameraRotateCallback} [callback] - This callback will be invoked every frame for the duration of the effect.
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* It is sent four arguments: A reference to the camera, a progress amount between 0 and 1 indicating how complete the effect is,
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* the current camera scroll x coordinate and the current camera scroll y coordinate.
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* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
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*
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* @return {Phaser.Cameras.Scene2D.Camera} The Camera on which the effect was started.
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*/
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start: function (radians, shortestPath, duration, ease, force, callback, context)
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{
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if (duration === undefined) { duration = 1000; }
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if (ease === undefined) { ease = EaseMap.Linear; }
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if (force === undefined) { force = false; }
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if (callback === undefined) { callback = null; }
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if (context === undefined) { context = this.camera.scene; }
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if (shortestPath === undefined) {shortestPath = false;}
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this.shortestPath = shortestPath;
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var tmpDestination = radians;
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if (radians < 0) {
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tmpDestination = -1 * radians;
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this.clockwise = false;
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} else {
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this.clockwise = true;
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}
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var maxRad = (360 * Math.PI) / 180;
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tmpDestination = tmpDestination - (Math.floor(tmpDestination / maxRad) * maxRad);
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var cam = this.camera;
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if (!force && this.isRunning)
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{
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return cam;
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}
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this.isRunning = true;
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this.duration = duration;
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this.progress = 0;
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// Starting from
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this.source = cam.rotation;
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// Destination
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this.destination = tmpDestination;
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// Using this ease
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if (typeof ease === 'string' && EaseMap.hasOwnProperty(ease))
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{
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this.ease = EaseMap[ease];
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}
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else if (typeof ease === 'function')
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{
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this.ease = ease;
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}
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this._elapsed = 0;
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this._onUpdate = callback;
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this._onUpdateScope = context;
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if (this.shortestPath === true) {
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// The shotest path is true so calculate the quickest direction
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var cwDist = 0;
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var acwDist = 0;
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if (this.clockwise === false) {
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target = this.current;
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current = this.destination;
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}
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if (this.destination > this.source) {
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cwDist = Math.abs(this.destination - this.source);
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} else {
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cwDist = (Math.abs(this.destination + maxRad) - this.source);
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}
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if (this.source > this.destination) {
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acwDist = Math.abs(this.source - this.destination);
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} else {
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acwDist = (Math.abs(this.source + maxRad) - this.destination);
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}
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if (cwDist < acwDist) {
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this.clockwise = true;
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} else if (cwDist > acwDist) {
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this.clockwise = false;
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}
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}
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this.camera.emit('camerarotatestart', this.camera, this, duration, tmpDestination);
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return cam;
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},
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/**
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* The main update loop for this effect. Called automatically by the Camera.
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*
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* @method Phaser.Cameras.Scene2D.Effects.RotateTo#update
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* @since 3.16.0
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*
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* @param {integer} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
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* @param {number} delta - The delta time, in ms, elapsed since the last frame.
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*/
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update: function (time, delta)
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{
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if (!this.isRunning)
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{
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return;
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}
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this._elapsed += delta;
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var progress = Clamp(this._elapsed / this.duration, 0, 1);
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this.progress = progress;
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var cam = this.camera;
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if (this._elapsed < this.duration)
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{
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var v = this.ease(progress);
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this.current = cam.rotation;
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var distance = 0;
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var maxRad = (360 * Math.PI) / 180;
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var target = this.destination;
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var current = this.current;
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if (this.clockwise === false) {
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target = this.current;
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current = this.destination;
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}
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if (target >= current) {
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distance = Math.abs(target - current);
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} else {
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distance = (Math.abs(target + maxRad) - current);
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}
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var r = 0;
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if (this.clockwise) {
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r = (cam.rotation + (distance * v));
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} else {
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r = (cam.rotation - (distance * v));
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}
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cam.rotation = r;
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if (this._onUpdate)
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{
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this._onUpdate.call(this._onUpdateScope, cam, progress, r);
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}
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}
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else
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{
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cam.rotation = this.destination;
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if (this._onUpdate)
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{
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this._onUpdate.call(this._onUpdateScope, cam, progress, this.destination);
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}
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this.effectComplete();
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}
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},
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/**
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* Called internally when the effect completes.
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*
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* @method Phaser.Cameras.Scene2D.Effects.RotateTo#effectComplete
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* @since 3.16.0
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*/
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effectComplete: function ()
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{
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this._onUpdate = null;
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this._onUpdateScope = null;
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this.isRunning = false;
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this.camera.emit('camerarotatecomplete', this.camera, this);
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},
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/**
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* Resets this camera effect.
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* If it was previously running, it stops instantly without calling its onComplete callback or emitting an event.
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*
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* @method Phaser.Cameras.Scene2D.Effects.RotateTo#reset
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* @since 3.16.0
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*/
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reset: function ()
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{
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this.isRunning = false;
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this._onUpdate = null;
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this._onUpdateScope = null;
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},
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/**
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* Destroys this effect, releasing it from the Camera.
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*
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* @method Phaser.Cameras.Scene2D.Effects.RotateTo#destroy
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* @since 3.16.0
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*/
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destroy: function ()
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{
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this.reset();
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this.camera = null;
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this.source = null;
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this.destination = null;
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}
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});
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module.exports = RotateTo;
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@ -14,6 +14,7 @@ module.exports = {
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Flash: require('./Flash'),
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Pan: require('./Pan'),
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Shake: require('./Shake'),
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RotateTo: require('./RotateTo'),
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Zoom: require('./Zoom')
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};
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||||
|
|
Loading…
Reference in a new issue