Commit graph

64 commits

Author SHA1 Message Date
photonstorm
22f7aacfcb Added frameBased to the TweenManager and made Tween.frameBased reference that setting, allowing you to set it once (#2015) 2015-08-20 12:59:06 +01:00
photonstorm
fc83dc6bdf Tween.frameBased allows you to control if a Tween updates based on the physics step (i.e. frame based) or the system clock (time based). A frame based tween will use the physics elapsed timer when updating. This means it will retain the same consistent frame rate, regardless of the speed of the device. The duration value given should be given in frames. If the Tween uses a time based update (which is the default) then the duration is given in milliseconds. In this situation a 2000ms tween will last exactly 2 seconds, regardless of the device and how many visual updates the tween has actually been through. 2015-07-30 15:27:51 +01:00
photonstorm
f15fe6706c All undefined argument checks were changed from if (typeof x === 'undefined') to if (x === undefined) removing the typeof check and saving some bytes across the codebase in the process. 2015-07-22 10:37:15 +01:00
photonstorm
bdcb15fcde Tween.to and Tween.from can now accept null as the ease parameter value. If null it will use the default tween, as per the documentation (thanks @nkovacs #1817) 2015-05-26 20:01:57 +01:00
Rafael Barbosa Lopes
0a9ca57a8f Cleaning some white space. 2015-05-08 21:42:29 -03:00
Rafael Barbosa Lopes
29b22972ca Proper code formatting. 2015-05-08 21:35:35 -03:00
Rafael Barbosa Lopes
d19411e069 Assign the default value of 60 FPS to the optional frameRate parameter, when ommited.
This patch tries to prevent an issue in the tween timeline data generation
where an `undefined` value causes an unhandled type coercion when the program
calculate how many frames will be generated for a given `TweenData` timeline.
2015-05-08 19:39:13 -03:00
photonstorm
8519c9e394 The Tween.onStart signal wasn't dispatched if the Tween had a delay set. It's now dispatched immediately if no delay, or after the delay if set. It also respects the autoStart parameter and will still dispatch even if autoStart is true. 2015-04-27 16:22:35 +01:00
hardalias
4bd7a40e84 Fixes neverending tween when duration set to zero
* Passing a value of zero as the value of duration causes the
 calculations performed in Tween#update to divide by zero when
 calculating the next step for the tween. This causes the tweened
 property value to be set to NaN having undesireable results and
 also, causes the tween to never end since the ending criteria are
 never met.
2015-04-01 15:01:05 +03:00
photonstorm
a69e53f901 Copyright date change. 2015-02-25 03:36:23 +00:00
photonstorm
02ef1555c5 A TweenData wouldn't take into account the repeatDelay property when repeating the tween, but now does. A TweenData also has a new property yoyoDelay which controls the delay before the yoyo will start, allowing you to set both independently (thanks @DreadKnight #1469)
Tween.updateTweenData allows you to set a property to the given value across one or all of the current tweens. All of the Tween methods like Tween.delay and Tween.repeat have been updated to use this.

Tween.repeat has a new parameter `repeatDelay` which allows you to set the delay (in ms) before a tween will repeat itself.

Tween.yoyo has a new parameter `yoyoDelay` which allows you to set the delay (in ms) before a tween will start a yoyo.

Tween.interpolation has a new parameter `context` which allows you to define the context in which the interpolation function will run.
2015-02-19 00:51:32 +00:00
photonstorm
01a23b7d91 Tween.to now correctly accepts arrays are destination values, which makes the Tween interpolate through each value specified in the array using the defined Tween.interpolation method (see new example, thanks @FridayMarch26th #1619)
Tween.interpolationFunction was using the incorrect context to invoke the function. This is now defined in `TweenData.interpolationFunctionContext` and defaults to `Phaser.Math`. If you provide your own interpolation function then please adjust the context accordingly (thanks @FridayMarch26th #1618)
2015-02-16 12:23:54 +00:00
photonstorm
5029427e14 Tween.stop fired a different set of onComplete parameters to Tween.update. Both now dispatch onComplete(target, tween) as the parameters in that order (thanks @P0rnflake #1450) 2014-12-15 09:42:18 +00:00
photonstorm
38a224df3e Tween.delay, Tween.repeat and Tween.yoyo will no longer throw an error if called before a TweenData object has been created (via Tween.to or Tween.from) (thanks @SomMeri #1419) 2014-12-07 11:31:48 +00:00
Paul
dab8772de0 Documentation - consistency updates
- Updated `readOnly` doclet to `readonly`

- `array` refined to `type[]`, where such information was immediately
determinable.

- Updated {Any}/{*} to {any}; {...*} is standard exception

- Udated {Object} to {object}
2014-11-30 04:03:35 -08:00
photonstorm
06b2a2c6a0 Added Tween.generateData back in, now all the Particles and Tween examples work properly. 2014-11-24 12:34:42 +00:00
photonstorm
2589000435 Tweens have been completely rewritten. They're now much more flexible and efficient than before:
When specifying the ease in `Tween.to` or `Tween.from` you can now use a string instead of the Function. This makes your code less verbose. For example instead of `Phaser.Easing.Sinusoidal.Out` and you can now just use the string "Sine".The string names match those used by TweenMax and includes: "Linear", "Quad", "Cubic", "Quart", "Quint", "Sine", "Expo", "Circ", "Elastic", "Back", "Bounce", "Power0", "Power1", "Power2", "Power3" and "Power4". You can append ".easeIn", ".easeOut" and "easeInOut" variants. All are supported for each ease types.
Tweens now create a TweenData object. The Tween object itself acts like more of a timeline, managing multiple TweenData objects. You can now call `Tween.to` and each call will create a new child tween that is added to the timeline, which are played through in sequence.
Tweens are now bound to the new Time.desiredFps value and update based on the new Game core loop, rather than being bound to time calculations. This means that tweens are now running with the same update logic as physics and the core loop.
Tween.timeScale allows you to scale the duration of a tween (and any child tweens it may have). A value of 1.0 means it should play at the desiredFps rate. A value of 0.5 will run at half the frame rate, 2 at double and so on. You can even tween the timeScale value for interesting effects!
Tween.reverse allows you to instantly reverse an active tween. If the Tween has children then it will smoothly reverse through all child tweens as well.
Tween.repeatAll allows you to control how many times all child tweens will repeat before firing the Tween.onComplete event. You can set the value to -1 to repeat forever.
Tween.loop now controls the looping of all child tweens.
Tween.onRepeat is a new signal that is dispatched whenever a Tween repeats. If a Tween has many child tweens its dispatched once the sequence has repeated.
Tween.onChildComplete is a new signal that is dispatched whenever any child tweens have completed. If a Tween consists of 4 sections you will get 3 onChildComplete events followed by 1 onComplete event as the final tween finishes.
Chained tweens are now more intelligently handled. Because you can easily create child tweens (by simply calling Tween.to multiple times) chained tweens are now used to kick-off longer sequences. You can pass as many Tween objects to `Tween.chain` as you like as they'll all be played in sequence. As one Tween completes it passes on to the next until the entire chain is finished.
Tween.stop has a new `complete` parameter that if set will still fire the onComplete event and start the next chained tween, if there is one.
Tween.delay, Tween.repeat, Tween.yoyo, Tween.easing and Tween.interpolation all have a new `index` parameter. This allows you to target specific child tweens, or if set to -1 it will update all children at once.
Tween.totalDuration reports the total duration of all child tweens in ms.
There are new easing aliases:
* Phaser.Easing.Power0 = Phaser.Easing.Linear.None
* Phaser.Easing.Power1 = Phaser.Easing.Quadratic.Out
* Phaser.Easing.Power2 = Phaser.Easing.Cubic.Out
* Phaser.Easing.Power3 = Phaser.Easing.Quartic.Out
* Phaser.Easing.Power4 = Phaser.Easing.Quintic.Out
2014-11-20 06:06:26 +00:00
photonstorm
a952cd398d Final new tween system is in place (just generateData left to do). 2014-11-20 05:26:50 +00:00
photonstorm
a34824c5a3 Planning new vStart cache. 2014-11-20 05:26:50 +00:00
photonstorm
64cf3a6f5b repeatAll and loop support added back in. 2014-11-20 05:26:49 +00:00
photonstorm
4220382376 Evolving the Tween engine. TweenMax string syntax now supported. 2014-11-20 05:26:49 +00:00
photonstorm
ab114cc4a1 The start of TweenData. 2014-11-20 05:26:49 +00:00
photonstorm
49b1896189 Added Tween.percent variable and tidied up the time values. 2014-11-18 09:22:24 +00:00
photonstorm
a0cc4c3777 A large refactor to how the internal game timers and physics calculations has been made. We've now swapped to using a fixed time step internally across Phaser, instead of the variable one we had before that caused glitchse on low-fps systems. Thanks to pjbaron for his help with all of these related changes.
We have separated the logic and render updates to permit slow motion and time slicing effects. We've fixed time calling to fix physics problems caused by variable time updates (i.e. collisions sometimes missing, objects tunneling, etc)

Once per frame calling for rendering and tweening to keep things as smooth as possible

Calculates a `suggestedFps` value (in multiples of 5 fps) based on a 2 second average of actual elapsed time values in the `Time.update` method.  This is recalculated every 2 seconds so it could be used on a level-by-level basis if a game varies dramatically. I.e. if the fps rate consistently drops, you can adjust your game effects accordingly.

Game loop now tries to "catch up" frames if it is falling behind by iterating the logic update. This will help if the logic is occasionally causing things to run too slow, or if the renderer occasionally pushes the combined frame time over the FPS time. It's not a band-aid for a game that floods a low powered device however, so you still need to code accordingly. But it should help capture issues such as gc spikes or temporarily overloaded CPUs.

It now detects 'spiralling' which happens if a lot of frames are pushed out in succession meaning the CPU can never "catch up". It skips frames instead of trying to catch them up in this case. Note: the time value passed to the logic update functions is always constant regardless of these shenanigans.

Signals to the game program if there is a problem which might be fixed by lowering the desiredFps

Time.desiredFps is the new desired frame rate for your game.

Time.suggestedFps is the suggested frame rate for the game based on system load.

Time.slowMotion allows you to push the game into a slow motion mode. The default value is 1.0. 2.0 would be half speed, and so on.

Time.timeCap is no longer used and now deprecated. All timing is now handled by the fixed time-step code we've introduced.
2014-11-08 18:54:54 +00:00
photonstorm
1df98d82e3 You can now call Tween.to again on a Tween that has already completed. This will re-use the same tween, on the original object, without having to recreate the Tween again. This allows a single tween instance to be re-used multiple times, providing they are linked to the same object (thanks InsaneHero) 2014-10-28 01:49:20 +00:00
photonstorm
1f089d74c5 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) 2014-09-09 14:01:49 +01:00
photonstorm
8bc5ba8d7d Tween.generateData would skip the end values in the data array. They are now included as the object in the final array element. 2014-09-02 15:45:52 +01:00
photonstorm
0b2bea3564 Removed hasOwnProperty check from Tween.from because it breaks on extended or inherited Game Objects. 2014-07-08 12:59:36 +01:00
photonstorm
2a106473b4 Added more detail to the Tween docs. 2014-07-08 12:59:36 +01:00
b-ely
e02a52b55d Adding a return to the Tween#from method 2014-07-06 18:21:03 -05:00
photonstorm
2cef655ed6 Calling Tween.stop from inside a Tween update callback would still cause the tween onComplete event to fire (thanks @eguneys, #924) 2014-07-02 05:47:38 +01:00
Momin Khan
b4d6044f14 Updated docs for Tween.onUpdateCallback to indicate that you can specify the context 2014-06-03 23:56:49 -04:00
jdowell
224553ed21 Phaser.Tween.from
Added a reverse tweening function that will accept properties of where you want to start the tween from and will end the tween at the current property or properties that are passed in.

Usage:

```language-javascript
var sprite = game.add.sprite(game.world.centerX, game.world.centerY, 'yeoman');
game.add.tween(sprite).from({x: 0 - sprite.width}, 1000, Phaser.Easing.Bounce.Out, true);
```
2014-05-01 10:34:14 -05:00
photonstorm
69c868f67d Moved the this._reversed flag outside of the property loop in Tween (as per tween.js issue 115) 2014-05-01 02:40:36 +01:00
photonstorm
e4887c8177 If Tween.yoyo was true but repeat was 0 then it wouldn't yoyo. Now if yoyo is set, but not repeat, the repeat count gets set to 1 (thanks @hilts-vaughan, fix #744) 2014-04-22 02:12:21 +01:00
photonstorm
e764be430e Emitter.minParticleScale and maxParticleScale wasn't resetting the Body size correctly. 2014-04-09 00:59:53 +01:00
Christian Wesselhoeft
61f18b675c Trim trailing whitespace. 2014-03-25 14:56:04 -07:00
photonstorm
6483b61db7 Tween.generateData would enter an eternal loop if the total resulted in a float. Now wrapped in Math.floor. 2014-03-25 03:08:51 +00:00
photonstorm
e1c98ba617 You can now create multiple blank layers in a Tilemap. 2014-03-23 23:58:01 +00:00
photonstorm
a51ae03246 Tweens are now bound to their own TweenManager, not always the global game one. So you can create your own managers now (for you clark :) 2014-03-07 01:26:09 +00:00
photonstorm
8c2502d37d Group.xy(index, x, y) allows you to set the x and y coordinates of a Group child at the given index.
Group.reverse() reverses the display order of all children in the Group.
New labs demo.
Fixed some Easing docs issues.
2014-03-04 01:27:57 +00:00
photonstorm
67ad898294 Tween.generateData(frameRate) allows you to generate tween data into an array, which can then be used however you wish (see new examples)
Added new Retro Font examples.
2014-03-03 22:43:35 +00:00
photonstorm
6f513042c1 Tween no longer copies all the object properties into the _valuesStart object on creation.
Fixed shadow bug in Debug.text
Fixed tween examples.
2014-03-03 02:40:59 +00:00
photonstorm
4d284029c7 Tweens now resume correctly if the game pauses (focus loss) while they are paused.
Tweens don't double pause if they were already paused and the game pauses.
2014-02-26 23:27:22 +00:00
photonstorm
8fb2f20482 Swapping between tabs will pause and resume tweens correctly, allowing their onComplete events to still fire (fixes #292) 2014-02-25 03:33:47 +00:00
photonstorm
0896c2fac7 Updating copyright year and README. 2014-02-05 16:54:59 +00:00
photonstorm
84f0f00f49 n-way collision checks and onBeginContact and onEndContact done and working. Also fixed issue in TweenManager.removeAll. 2014-02-05 16:54:58 +00:00
photonstorm
ce4cf531d4 Added class constructors, fixed Stripshader, added relative Tween example and updated Tween source. 2013-12-30 16:54:00 +00:00
photonstorm
f991f9cee8 Tweens have a new event: onLoop.
Tweens - Example showing how to use the tween events, onStart, onLoop and onComplete.
Lots of documentation fixes in the Tween class.
Tweens fire an onLoop event if they are set to repeat. onComplete is now only fired for the final repeat (or never if the repeat is infinite)
Tween.onStart is now called when the tween starts AFTER the delay value, if given (thanks stevenbouma)
2013-12-18 13:02:01 +00:00
photonstorm
299115ca5d The entire Phaser library has been updated to match the new JSHint configuration. 2013-11-25 04:40:04 +00:00