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https://github.com/photonstorm/phaser
synced 2024-11-16 01:38:23 +00:00
Updated docs and seeking
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1 changed files with 83 additions and 65 deletions
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@ -5,7 +5,6 @@
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*/
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var BaseTween = require('./BaseTween');
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var Clamp = require('../../math/Clamp');
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var Class = require('../../utils/Class');
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var Events = require('../events');
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var GameObjectCreator = require('../../gameobjects/GameObjectCreator');
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@ -350,7 +349,7 @@ var Tween = new Class({
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this.progress = 0;
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this.loopCounter--;
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this.resetTweenData(true);
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this.initTweenData();
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if (this.loopDelay > 0)
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{
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@ -434,88 +433,73 @@ var Tween = new Class({
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return this;
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},
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/**
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* Internal method that resets all of the Tween Data, including the progress and elapsed values.
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*
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* @method Phaser.Tweens.Tween#resetTweenData
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* @since 3.0.0
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*
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* @param {boolean} resetFromLoop - Has this method been called as part of a loop?
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resetTweenData: function (resetFromLoop)
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{
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var data = this.data;
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var total = this.totalData;
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for (var i = 0; i < total; i++)
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{
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data[i].reset(resetFromLoop);
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}
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},
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*/
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/**
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* Seeks to a specific point in the Tween.
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*
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* **Note:** Be careful when seeking a Tween that repeats or loops forever,
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* or that has an unusually long total duration, as it's possible to hang the browser.
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* The given amount is a value in milliseconds that represents how far into the Tween
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* you wish to seek, based on the start of the Tween.
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*
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* The given position is a value between 0 and 1 which represents how far through the Tween to seek to.
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* A value of 0.5 would seek to half-way through the Tween, where-as a value of zero would seek to the start.
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*
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* Note that the seek takes the entire duration of the Tween into account, including delays, loops and repeats.
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* Note that the seek amount takes the entire duration of the Tween into account, including delays, loops and repeats.
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* For example, a Tween that lasts for 2 seconds, but that loops 3 times, would have a total duration of 6 seconds,
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* so seeking to 0.5 would seek to 3 seconds into the Tween, as that's half-way through its _entire_ duration.
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* so seeking to 3000 ms would seek to the Tweens half-way point based on its _entire_ duration.
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*
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* Prior to Phaser 3.60 this value was given as a number between 0 and 1 and didn't
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* work for Tweens have had an infinite repeat.
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*
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* Seeking works by resetting the Tween to its initial values and then iterating through the Tween at `delta`
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* jumps per step. The longer the Tween, the longer this can take.
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* jumps per step. The longer the Tween, the longer this can take. If you need more precision you can
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* reduce the delta value. If you need a faster seek, you can increase it.
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*
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* When seeking a Tween will _not_ emit any of its events or callbacks unless
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* the 3rd parameter is set to `true`.
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*
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* If this Tween is paused, seeking will not change this fact. It will advance the Tween
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* and then re-pause it again.
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*
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* @method Phaser.Tweens.Tween#seek
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* @since 3.0.0
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*
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* @param {number} [toPosition=0] - A value between 0 and 1 which represents the progress point to seek to.
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* @param {number} [amount=0] - The number of milliseconds to seek into the Tween from the beginning.
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* @param {number} [delta=16.6] - The size of each step when seeking through the Tween. A higher value completes faster but at the cost of less precision.
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* @param {boolean} [emit=false] - While seeking, should the Tween emit any of its events or callbacks? The default is 'false', i.e. to seek silently.
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*
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* @return {this} This Tween instance.
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*/
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seek: function (toPosition, delta)
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seek: function (amount, delta, emit)
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{
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if (toPosition === undefined) { toPosition = 0; }
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if (amount === undefined) { amount = 0; }
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if (delta === undefined) { delta = 16.6; }
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if (emit === undefined) { emit = false; }
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if (this.isInfinite || this.isDestroyed())
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if (this.isDestroyed())
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{
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console.warn('Cannot seek destroyed or infinite Tween', this);
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console.warn('Cannot seek destroyed Tween', this);
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return this;
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}
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this.isSeeking = true;
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if (!emit)
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{
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this.isSeeking = true;
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}
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// Calls 'initTweenData' and 'setActiveState'
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this.init();
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if (this.paused)
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var isPaused = this.paused;
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this.paused = false;
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if (amount > 0)
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{
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this.paused = false;
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do
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{
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this.update(delta);
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} while (this.totalElapsed < amount);
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}
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toPosition = Clamp(toPosition, 0, 1);
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if (toPosition > 0)
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{
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if (this.isInfinite)
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{
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console.warn('Cannot seek infinite Tween', this);
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}
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else
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{
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do
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{
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this.update(delta);
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} while (this.totalProgress < toPosition);
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}
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}
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this.paused = isPaused;
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this.isSeeking = false;
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@ -532,8 +516,6 @@ var Tween = new Class({
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*/
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initTweenData: function ()
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{
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this.reset();
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// These two values are set directly during TweenData.init:
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this.duration = 0;
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this.startDelay = MATH_CONST.MAX_SAFE_INTEGER;
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@ -568,11 +550,11 @@ var Tween = new Class({
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* @method Phaser.Tweens.Tween#reset
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* @since 3.60.0
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*
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* @param {boolean} [skipReset=false] - Skip resetting the TweenData and Active State?
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* @param {boolean} [skipInit=false] - Skip resetting the TweenData and Active State?
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*/
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reset: function (skipReset)
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reset: function (skipInit)
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{
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if (skipReset === undefined) { skipReset = false; }
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if (skipInit === undefined) { skipInit = false; }
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this.elapsed = 0;
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this.totalElapsed = 0;
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@ -586,14 +568,14 @@ var Tween = new Class({
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this.loopCounter = TWEEN_CONST.MAX;
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}
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// if (!skipReset)
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// {
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// this.resetTweenData(true);
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if (!skipInit)
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{
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this.initTweenData();
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// this.setActiveState();
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this.setActiveState();
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// this.dispatchEvent(Events.TWEEN_ACTIVE, 'onActive');
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// }
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this.dispatchEvent(Events.TWEEN_ACTIVE, 'onActive');
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}
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},
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/**
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@ -692,14 +674,50 @@ var Tween = new Class({
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return remove;
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},
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/**
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* Moves this Tween forward by the given amount of milliseconds.
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*
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* It will only advance through the current loop of the Tween. For example, if the
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* Tween is set to repeat or yoyo, it can only fast forward through a single
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* section of the sequence. Use `Tween.seek` for more complex playhead control.
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*
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* If the Tween is paused, calling this will have no effect.
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*
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* @method Phaser.Tweens.Tween#forward
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* @since 3.60.0
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*
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* @param {number} ms - The number of milliseconds to advance this Tween by.
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*
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* @return {this} This Tween instance.
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*/
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forward: function (ms)
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{
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this.update(ms);
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return this;
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},
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/**
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* Moves this Tween backward by the given amount of milliseconds.
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*
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* It will only rewind through the current loop of the Tween. For example, if the
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* Tween is set to repeat or yoyo, it can only fast forward through a single
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* section of the sequence. Use `Tween.seek` for more complex playhead control.
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*
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* If the Tween is paused, calling this will have no effect.
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*
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* @method Phaser.Tweens.Tween#rewind
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* @since 3.60.0
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*
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* @param {number} ms - The number of milliseconds to rewind this Tween by.
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*
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* @return {this} This Tween instance.
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*/
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rewind: function (ms)
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{
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this.update(-ms);
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return this;
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},
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/**
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