<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Source: src/tween/Tween.js</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/default.css"> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser API</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="Phaser.html">Phaser</a> </li> <li class="class-depth-0"> <a href="PIXI.html">PIXI</a> </li> </ul> </li> <li class="dropdown"> <a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="Event.html">Event</a> </li> <li class="class-depth-0"> <a href="EventTarget.html">EventTarget</a> </li> <li class="class-depth-1"> <a href="Phaser.Animation.html">Animation</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationManager.html">AnimationManager</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationParser.html">AnimationParser</a> </li> <li class="class-depth-1"> <a href="Phaser.ArraySet.html">ArraySet</a> </li> <li class="class-depth-1"> <a href="Phaser.ArrayUtils.html">ArrayUtils</a> </li> <li class="class-depth-1"> <a href="Phaser.AudioSprite.html">AudioSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapData.html">BitmapData</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapText.html">BitmapText</a> </li> <li class="class-depth-1"> <a href="Phaser.Bullet.html">Bullet</a> </li> <li class="class-depth-1"> <a href="Phaser.Button.html">Button</a> </li> <li class="class-depth-1"> <a href="Phaser.Cache.html">Cache</a> </li> <li class="class-depth-1"> <a href="Phaser.Camera.html">Camera</a> </li> <li class="class-depth-1"> <a href="Phaser.Canvas.html">Canvas</a> </li> <li class="class-depth-1"> <a href="Phaser.Circle.html">Circle</a> </li> <li class="class-depth-1"> <a href="Phaser.Color.html">Color</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Angle.html">Angle</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Animation.html">Animation</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.AutoCull.html">AutoCull</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Bounds.html">Bounds</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.BringToTop.html">BringToTop</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Core.html">Core</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Crop.html">Crop</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Delta.html">Delta</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Destroy.html">Destroy</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.FixedToCamera.html">FixedToCamera</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Health.html">Health</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InCamera.html">InCamera</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InputEnabled.html">InputEnabled</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InWorld.html">InWorld</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.LifeSpan.html">LifeSpan</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.LoadTexture.html">LoadTexture</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Overlap.html">Overlap</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Reset.html">Reset</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Smoothed.html">Smoothed</a> </li> <li class="class-depth-1"> <a href="Phaser.Create.html">Create</a> </li> <li class="class-depth-1"> <a href="Phaser.Creature.html">Creature</a> </li> <li class="class-depth-1"> <a href="Phaser.Device.html">Device</a> </li> <li class="class-depth-1"> <a href="Phaser.DeviceButton.html">DeviceButton</a> </li> <li class="class-depth-1"> <a href="Phaser.DOM.html">DOM</a> </li> <li class="class-depth-1"> <a href="Phaser.Easing.html">Easing</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Back.html">Back</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Bounce.html">Bounce</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Circular.html">Circular</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Cubic.html">Cubic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Elastic.html">Elastic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Exponential.html">Exponential</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Linear.html">Linear</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quadratic.html">Quadratic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quartic.html">Quartic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quintic.html">Quintic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a> </li> <li class="class-depth-1"> <a href="Phaser.Ellipse.html">Ellipse</a> </li> <li class="class-depth-1"> <a href="Phaser.Events.html">Events</a> </li> <li class="class-depth-1"> <a href="Phaser.Filter.html">Filter</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexGrid.html">FlexGrid</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexLayer.html">FlexLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.Frame.html">Frame</a> </li> <li class="class-depth-1"> <a href="Phaser.FrameData.html">FrameData</a> </li> <li class="class-depth-1"> <a href="Phaser.Game.html">Game</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectCreator.html">GameObjectCreator</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectFactory.html">GameObjectFactory</a> </li> <li class="class-depth-1"> <a href="Phaser.Gamepad.html">Gamepad</a> </li> <li class="class-depth-1"> <a href="Phaser.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="Phaser.Group.html">Group</a> </li> <li class="class-depth-1"> <a href="Phaser.Hermite.html">Hermite</a> </li> <li class="class-depth-1"> <a href="Phaser.Image.html">Image</a> </li> <li class="class-depth-1"> <a href="Phaser.ImageCollection.html">ImageCollection</a> </li> <li class="class-depth-1"> <a href="Phaser.Input.html">Input</a> </li> <li class="class-depth-1"> <a href="Phaser.InputHandler.html">InputHandler</a> </li> <li class="class-depth-1"> <a href="Phaser.Key.html">Key</a> </li> <li class="class-depth-1"> <a href="Phaser.Keyboard.html">Keyboard</a> </li> <li class="class-depth-1"> <a href="Phaser.KeyCode.html">KeyCode</a> </li> <li class="class-depth-1"> <a href="Phaser.Line.html">Line</a> </li> <li class="class-depth-1"> <a href="Phaser.LinkedList.html">LinkedList</a> </li> <li class="class-depth-1"> <a href="Phaser.Loader.html">Loader</a> </li> <li class="class-depth-1"> <a href="Phaser.LoaderParser.html">LoaderParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Math.html">Math</a> </li> <li class="class-depth-1"> <a href="Phaser.Matrix.html">Matrix</a> </li> <li class="class-depth-1"> <a href="Phaser.Mouse.html">Mouse</a> </li> <li class="class-depth-1"> <a href="Phaser.MSPointer.html">MSPointer</a> </li> <li class="class-depth-1"> <a href="Phaser.Net.html">Net</a> </li> <li class="class-depth-1"> <a href="Phaser.Particle.html">Particle</a> </li> <li class="class-depth-1"> <a href="Phaser.Particles.html">Particles</a> </li> <li class="class-depth-2"> <a href="Phaser.Particles.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a> </li> <li class="class-depth-1"> <a href="Phaser.Path.html">Path</a> </li> <li class="class-depth-1"> <a href="Phaser.PathFollower.html">PathFollower</a> </li> <li class="class-depth-1"> <a href="Phaser.PathPoint.html">PathPoint</a> </li> <li class="class-depth-1"> <a href="Phaser.Physics.html">Physics</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Ninja.html">Ninja</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.AABB.html">AABB</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Circle.html">Circle</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Tile.html">Tile</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.P2.html">P2</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Material.html">Material</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Spring.html">Spring</a> </li> <li class="class-depth-1"> <a href="Phaser.Plugin.html">Plugin</a> </li> <li class="class-depth-2"> <a href="Phaser.Plugin.PathManager.html">PathManager</a> </li> <li class="class-depth-1"> <a href="Phaser.PluginManager.html">PluginManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Point.html">Point</a> </li> <li class="class-depth-1"> <a href="Phaser.Pointer.html">Pointer</a> </li> <li class="class-depth-1"> <a href="Phaser.PointerMode.html">PointerMode</a> </li> <li class="class-depth-1"> <a href="Phaser.Polygon.html">Polygon</a> </li> <li class="class-depth-1"> <a href="Phaser.QuadTree.html">QuadTree</a> </li> <li class="class-depth-1"> <a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a> </li> <li class="class-depth-1"> <a href="Phaser.Rectangle.html">Rectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a> </li> <li class="class-depth-1"> <a href="Phaser.RetroFont.html">RetroFont</a> </li> <li class="class-depth-1"> <a href="Phaser.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="Phaser.RoundedRectangle.html">RoundedRectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.ScaleManager.html">ScaleManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Signal.html">Signal</a> </li> <li class="class-depth-1"> <a href="Phaser.SignalBinding.html">SignalBinding</a> </li> <li class="class-depth-1"> <a href="Phaser.SinglePad.html">SinglePad</a> </li> <li class="class-depth-1"> <a href="Phaser.Sound.html">Sound</a> </li> <li class="class-depth-1"> <a href="Phaser.SoundManager.html">SoundManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="Phaser.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="Phaser.Stage.html">Stage</a> </li> <li class="class-depth-1"> <a href="Phaser.State.html">State</a> </li> <li class="class-depth-1"> <a href="Phaser.StateManager.html">StateManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Text.html">Text</a> </li> <li class="class-depth-1"> <a href="Phaser.Tile.html">Tile</a> </li> <li class="class-depth-1"> <a href="Phaser.Tilemap.html">Tilemap</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapLayer.html">TilemapLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapParser.html">TilemapParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Tileset.html">Tileset</a> </li> <li class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenData.html">TweenData</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.Video.html">Video</a> </li> <li class="class-depth-1"> <a href="Phaser.Weapon.html">Weapon</a> </li> <li class="class-depth-1"> <a href="Phaser.World.html">World</a> </li> <li class="class-depth-1"> <a href="PIXI.AbstractFilter.html">AbstractFilter</a> </li> <li class="class-depth-1"> <a href="PIXI.BaseTexture.html">BaseTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasBuffer.html">CanvasBuffer</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasGraphics.html">CanvasGraphics</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasPool.html">CanvasPool</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasRenderer.html">CanvasRenderer</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasTinter.html">CanvasTinter</a> </li> <li class="class-depth-1"> <a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a> </li> <li class="class-depth-1"> <a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a> </li> <li class="class-depth-1"> <a href="PIXI.EarCut.html">EarCut</a> </li> <li class="class-depth-1"> <a href="PIXI.Event.html">Event</a> </li> <li class="class-depth-1"> <a href="PIXI.EventTarget.html">EventTarget</a> </li> <li class="class-depth-1"> <a href="PIXI.FilterTexture.html">FilterTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="PIXI.GraphicsData.html">GraphicsData</a> </li> <li class="class-depth-1"> <a href="PIXI.PIXI.html">PIXI</a> </li> <li class="class-depth-2"> <a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a> </li> <li class="class-depth-1"> <a href="PIXI.PixiFastShader.html">PixiFastShader</a> </li> <li class="class-depth-1"> <a href="PIXI.PixiShader.html">PixiShader</a> </li> <li class="class-depth-1"> <a href="PIXI.PrimitiveShader.html">PrimitiveShader</a> </li> <li class="class-depth-1"> <a href="PIXI.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="PIXI.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="PIXI.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.Strip.html">Strip</a> </li> <li class="class-depth-1"> <a href="PIXI.StripShader.html">StripShader</a> </li> <li class="class-depth-1"> <a href="PIXI.Texture.html">Texture</a> </li> <li class="class-depth-1"> <a href="PIXI.TilingSprite.html">TilingSprite</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLRenderer.html">WebGLRenderer</a> </li> </ul> </li> <li class="dropdown"> <a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_UP">ANGLE_UP</a> </li> <li class="class-depth-0"> <a href="global.html#AUTO">AUTO</a> </li> <li class="class-depth-0"> <a href="global.html#BITMAPDATA">BITMAPDATA</a> </li> <li class="class-depth-0"> <a href="global.html#BITMAPTEXT">BITMAPTEXT</a> </li> <li class="class-depth-0"> <a href="global.html#blendModes">blendModes</a> </li> <li class="class-depth-0"> <a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a> </li> <li class="class-depth-0"> <a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a> </li> <li class="class-depth-0"> <a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a> </li> <li class="class-depth-0"> <a href="global.html#BUTTON">BUTTON</a> </li> <li class="class-depth-0"> <a href="global.html#CANVAS">CANVAS</a> </li> <li class="class-depth-0"> <a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a> </li> <li class="class-depth-0"> <a href="global.html#CENTER">CENTER</a> </li> <li class="class-depth-0"> <a href="global.html#CIRCLE">CIRCLE</a> </li> <li class="class-depth-0"> <a href="global.html#CREATURE">CREATURE</a> </li> <li class="class-depth-0"> <a href="global.html#displayList">displayList</a> </li> <li class="class-depth-0"> <a href="global.html#DOWN">DOWN</a> </li> <li class="class-depth-0"> <a href="global.html#ELLIPSE">ELLIPSE</a> </li> <li class="class-depth-0"> <a href="global.html#emit">emit</a> </li> <li class="class-depth-0"> <a href="global.html#EMITTER">EMITTER</a> </li> <li class="class-depth-0"> <a href="global.html#GAMES">GAMES</a> </li> <li class="class-depth-0"> <a href="global.html#GRAPHICS">GRAPHICS</a> </li> <li class="class-depth-0"> <a href="global.html#GROUP">GROUP</a> </li> <li class="class-depth-0"> <a href="global.html#HEADLESS">HEADLESS</a> </li> <li class="class-depth-0"> <a href="global.html#HORIZONTAL">HORIZONTAL</a> </li> <li class="class-depth-0"> <a href="global.html#IMAGE">IMAGE</a> </li> <li class="class-depth-0"> <a href="global.html#LANDSCAPE">LANDSCAPE</a> </li> <li class="class-depth-0"> <a href="global.html#LEFT">LEFT</a> </li> <li class="class-depth-0"> <a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a> </li> <li class="class-depth-0"> <a href="global.html#LEFT_CENTER">LEFT_CENTER</a> </li> <li class="class-depth-0"> <a href="global.html#LEFT_TOP">LEFT_TOP</a> </li> <li class="class-depth-0"> <a href="global.html#LINE">LINE</a> </li> <li class="class-depth-0"> <a href="global.html#listeners">listeners</a> </li> <li class="class-depth-0"> <a href="global.html#MATRIX">MATRIX</a> </li> <li class="class-depth-0"> <a href="global.html#mixin">mixin</a> </li> <li class="class-depth-0"> <a href="global.html#NONE">NONE</a> </li> <li class="class-depth-0"> <a href="global.html#off">off</a> </li> <li class="class-depth-0"> <a href="global.html#on">on</a> </li> <li class="class-depth-0"> <a href="global.html#once">once</a> </li> <li class="class-depth-0"> <a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a> </li> <li class="class-depth-2"> <a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints return {number} The total number of PathPoints in this Path.</a> </li> <li class="class-depth-0"> <a href="global.html#POINT">POINT</a> </li> <li class="class-depth-0"> <a href="global.html#POINTER">POINTER</a> </li> <li class="class-depth-0"> <a href="global.html#POLYGON">POLYGON</a> </li> <li class="class-depth-0"> <a href="global.html#PORTRAIT">PORTRAIT</a> </li> <li class="class-depth-0"> <a href="global.html#RECTANGLE">RECTANGLE</a> </li> <li class="class-depth-0"> <a href="global.html#removeAllListeners">removeAllListeners</a> </li> <li class="class-depth-0"> <a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a> </li> <li class="class-depth-0"> <a href="global.html#RETROFONT">RETROFONT</a> </li> <li class="class-depth-0"> <a href="global.html#RIGHT">RIGHT</a> </li> <li class="class-depth-0"> <a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a> </li> <li class="class-depth-0"> <a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a> </li> <li class="class-depth-0"> <a href="global.html#RIGHT_TOP">RIGHT_TOP</a> </li> <li class="class-depth-0"> <a href="global.html#ROPE">ROPE</a> </li> <li class="class-depth-0"> <a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a> </li> <li class="class-depth-0"> <a href="global.html#scaleModes">scaleModes</a> </li> <li class="class-depth-0"> <a href="global.html#SPRITE">SPRITE</a> </li> <li class="class-depth-0"> <a href="global.html#SPRITEBATCH">SPRITEBATCH</a> </li> <li class="class-depth-0"> <a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a> </li> <li class="class-depth-0"> <a href="global.html#stopPropagation">stopPropagation</a> </li> <li class="class-depth-0"> <a href="global.html#TEXT">TEXT</a> </li> <li class="class-depth-0"> <a href="global.html#TILEMAP">TILEMAP</a> </li> <li class="class-depth-0"> <a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a> </li> <li class="class-depth-0"> <a href="global.html#TILESPRITE">TILESPRITE</a> </li> <li class="class-depth-0"> <a href="global.html#TOP_CENTER">TOP_CENTER</a> </li> <li class="class-depth-0"> <a href="global.html#TOP_LEFT">TOP_LEFT</a> </li> <li class="class-depth-0"> <a href="global.html#TOP_RIGHT">TOP_RIGHT</a> </li> <li class="class-depth-0"> <a href="global.html#UP">UP</a> </li> <li class="class-depth-0"> <a href="global.html#VERSION">VERSION</a> </li> <li class="class-depth-0"> <a href="global.html#VERTICAL">VERTICAL</a> </li> <li class="class-depth-0"> <a href="global.html#VIDEO">VIDEO</a> </li> <li class="class-depth-0"> <a href="global.html#WEBGL">WEBGL</a> </li> <li class="class-depth-0"> <a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a> </li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li> <li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li> <li class="class-depth-1"><a href="Phaser.World.html">World</a></li> <li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li> <li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li> <li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li> <li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li> <li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li> <li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li> <li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li> <li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li> <li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li> <li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li> <li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li> <li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li> <li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li> <li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li> <li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li> <li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li> <li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li> <li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li> <li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li> <li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li> <li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li> <li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li> <li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li> <li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li> <li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li> <li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li> <li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li> <li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li> <li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li> <li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li> <li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li> <li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li> <li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li> <li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li> <li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li> <li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li> <li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li> <li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li> <li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li> <li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li> <li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li> <li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li> <li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li> <li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li> <li class="class-depth-1"><a href="Phaser.KeyCode.html">Key Codes</a></li> <li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li> <li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li> <li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li> <li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li> <li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li> <li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li> <li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li> <li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: src/tween/Tween.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A Tween allows you to alter one or more properties of a target object over a defined period of time. * This can be used for things such as alpha fading Sprites, scaling them or motion. * Use `Tween.to` or `Tween.from` to set-up the tween values. You can create multiple tweens on the same object * by calling Tween.to multiple times on the same Tween. Additional tweens specified in this way become "child" tweens and * are played through in sequence. You can use Tween.timeScale and Tween.reverse to control the playback of this Tween and all of its children. * * @class Phaser.Tween * @constructor * @param {object} target - The target object, such as a Phaser.Sprite or Phaser.Sprite.scale. * @param {Phaser.Game} game - Current game instance. * @param {Phaser.TweenManager} manager - The TweenManager responsible for looking after this Tween. */ Phaser.Tween = function (target, game, manager) { /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {object} target - The target object, such as a Phaser.Sprite or property like Phaser.Sprite.scale. */ this.target = target; /** * @property {Phaser.TweenManager} manager - Reference to the TweenManager responsible for updating this Tween. */ this.manager = manager; /** * @property {Array} timeline - An Array of TweenData objects that comprise the different parts of this Tween. */ this.timeline = []; /** * If set to `true` the current tween will play in reverse. * If the tween hasn't yet started this has no effect. * If there are child tweens then all child tweens will play in reverse from the current point. * @property {boolean} reverse * @default */ this.reverse = false; /** * The speed at which the tweens will run. A value of 1 means it will match the game frame rate. 0.5 will run at half the frame rate. 2 at double the frame rate, etc. * If a tweens duration is 1 second but timeScale is 0.5 then it will take 2 seconds to complete. * * @property {number} timeScale * @default */ this.timeScale = 1; /** * @property {number} repeatCounter - If the Tween and any child tweens are set to repeat this contains the current repeat count. */ this.repeatCounter = 0; /** * @property {boolean} pendingDelete - True if this Tween is ready to be deleted by the TweenManager. * @default * @readonly */ this.pendingDelete = false; /** * The onStart event is fired when the Tween begins. If there is a delay before the tween starts then onStart fires after the delay is finished. * It will be sent 2 parameters: the target object and this tween. * @property {Phaser.Signal} onStart */ this.onStart = new Phaser.Signal(); /** * The onLoop event is fired if the Tween, or any child tweens loop. * It will be sent 2 parameters: the target object and this tween. * * @property {Phaser.Signal} onLoop */ this.onLoop = new Phaser.Signal(); /** * The onRepeat event is fired if the Tween and all of its children repeats. If this tween has no children this will never be fired. * It will be sent 2 parameters: the target object and this tween. * @property {Phaser.Signal} onRepeat */ this.onRepeat = new Phaser.Signal(); /** * The onChildComplete event is fired when the Tween or any of its children completes. * Fires every time a child completes unless a child is set to repeat forever. * It will be sent 2 parameters: the target object and this tween. * @property {Phaser.Signal} onChildComplete */ this.onChildComplete = new Phaser.Signal(); /** * The onComplete event is fired when the Tween and all of its children completes. Does not fire if the Tween is set to loop or repeatAll(-1). * It will be sent 2 parameters: the target object and this tween. * @property {Phaser.Signal} onComplete */ this.onComplete = new Phaser.Signal(); /** * @property {boolean} isRunning - If the tween is running this is set to true, otherwise false. Tweens that are in a delayed state or waiting to start are considered as being running. * @default */ this.isRunning = false; /** * @property {number} current - The current Tween child being run. * @default * @readonly */ this.current = 0; /** * @property {object} properties - Target property cache used when building the child data values. */ this.properties = {}; /** * @property {Phaser.Tween} chainedTween - If this Tween is chained to another this holds a reference to it. */ this.chainedTween = null; /** * @property {boolean} isPaused - Is this Tween paused or not? * @default */ this.isPaused = false; /** * Is this Tween frame or 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. For very short tweens you may wish to experiment with a frame based update instead. * * The default value is whatever you've set in TweenManager.frameBased. * * @property {boolean} frameBased * @default */ this.frameBased = manager.frameBased; /** * @property {function} _onUpdateCallback - An onUpdate callback. * @private * @default null */ this._onUpdateCallback = null; /** * @property {object} _onUpdateCallbackContext - The context in which to call the onUpdate callback. * @private * @default null */ this._onUpdateCallbackContext = null; /** * @property {number} _pausedTime - Private pause timer. * @private * @default */ this._pausedTime = 0; /** * @property {boolean} _codePaused - Was the Tween paused by code or by Game focus loss? * @private */ this._codePaused = false; /** * @property {boolean} _hasStarted - Internal var to track if the Tween has started yet or not. * @private */ this._hasStarted = false; }; Phaser.Tween.prototype = { /** * Sets this tween to be a `to` tween on the properties given. A `to` tween starts at the current value and tweens to the destination value given. * For example a Sprite with an `x` coordinate of 100 could be tweened to `x` 200 by giving a properties object of `{ x: 200 }`. * The ease function allows you define the rate of change. You can pass either a function such as Phaser.Easing.Circular.Out or a string such as "Circ". * ".easeIn", ".easeOut" and "easeInOut" variants are all supported for all ease types. * * @method Phaser.Tween#to * @param {object} properties - An object containing 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. Or if `Tween.frameBased` is true this represents the number of frames that should elapse. * @param {function|string} [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. * @param {boolean} [autoStart=false] - Set to `true` to allow this tween to start automatically. Otherwise call Tween.start(). * @param {number} [delay=0] - Delay before this tween will start in milliseconds. Defaults to 0, no delay. * @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This only effects this individual tween, not any chained tweens. * @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself and play backwards automatically. A yoyo'd tween doesn't fire the Tween.onComplete event, so listen for Tween.onLoop instead. * @return {Phaser.Tween} This Tween object. */ to: function (properties, duration, ease, autoStart, delay, repeat, yoyo) { if (duration === undefined || duration <= 0) { duration = 1000; } if (ease === undefined || ease === null) { ease = Phaser.Easing.Default; } if (autoStart === undefined) { autoStart = false; } if (delay === undefined) { delay = 0; } if (repeat === undefined) { repeat = 0; } if (yoyo === undefined) { yoyo = false; } if (typeof ease === 'string' && this.manager.easeMap[ease]) { ease = this.manager.easeMap[ease]; } if (this.isRunning) { console.warn('Phaser.Tween.to cannot be called after Tween.start'); return this; } this.timeline.push(new Phaser.TweenData(this).to(properties, duration, ease, delay, repeat, yoyo)); if (autoStart) { this.start(); } return this; }, /** * Sets this tween to be a `from` tween on the properties given. A `from` tween sets the target to the destination value and tweens to its current value. * For example a Sprite with an `x` coordinate of 100 tweened from `x` 500 would be set to `x` 500 and then tweened to `x` 100 by giving a properties object of `{ x: 500 }`. * The ease function allows you define the rate of change. You can pass either a function such as Phaser.Easing.Circular.Out or a string such as "Circ". * ".easeIn", ".easeOut" and "easeInOut" variants are all supported for all ease types. * * @method Phaser.Tween#from * @param {object} properties - An object containing 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. Or if `Tween.frameBased` is true this represents the number of frames that should elapse. * @param {function|string} [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. * @param {boolean} [autoStart=false] - Set to `true` to allow this tween to start automatically. Otherwise call Tween.start(). * @param {number} [delay=0] - Delay before this tween will start in milliseconds. Defaults to 0, no delay. * @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This only effects this individual tween, not any chained tweens. * @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself and play backwards automatically. A yoyo'd tween doesn't fire the Tween.onComplete event, so listen for Tween.onLoop instead. * @return {Phaser.Tween} This Tween object. */ from: function (properties, duration, ease, autoStart, delay, repeat, yoyo) { if (duration === undefined) { duration = 1000; } if (ease === undefined || ease === null) { ease = Phaser.Easing.Default; } if (autoStart === undefined) { autoStart = false; } if (delay === undefined) { delay = 0; } if (repeat === undefined) { repeat = 0; } if (yoyo === undefined) { yoyo = false; } if (typeof ease === 'string' && this.manager.easeMap[ease]) { ease = this.manager.easeMap[ease]; } if (this.isRunning) { console.warn('Phaser.Tween.from cannot be called after Tween.start'); return this; } this.timeline.push(new Phaser.TweenData(this).from(properties, duration, ease, delay, repeat, yoyo)); if (autoStart) { this.start(); } return this; }, /** * Starts the tween running. Can also be called by the autoStart parameter of `Tween.to` or `Tween.from`. * This sets the `Tween.isRunning` property to `true` and dispatches a `Tween.onStart` signal. * If the Tween has a delay set then nothing will start tweening until the delay has expired. * * @method Phaser.Tween#start * @param {number} [index=0] - If this Tween contains child tweens you can specify which one to start from. The default is zero, i.e. the first tween created. * @return {Phaser.Tween} This tween. Useful for method chaining. */ start: function (index) { if (index === undefined) { index = 0; } if (this.game === null || this.target === null || this.timeline.length === 0 || this.isRunning) { return this; } // Populate the tween data for (var i = 0; i < this.timeline.length; i++) { // Build our master property list with the starting values for (var property in this.timeline[i].vEnd) { this.properties[property] = this.target[property] || 0; if (!Array.isArray(this.properties[property])) { // Ensures we're using numbers, not strings this.properties[property] *= 1.0; } } } for (var i = 0; i < this.timeline.length; i++) { this.timeline[i].loadValues(); } this.manager.add(this); this.isRunning = true; if (index < 0 || index > this.timeline.length - 1) { index = 0; } this.current = index; this.timeline[this.current].start(); return this; }, /** * Stops the tween if running and flags it for deletion from the TweenManager. * If called directly the `Tween.onComplete` signal is not dispatched and no chained tweens are started unless the complete parameter is set to `true`. * If you just wish to pause a tween then use Tween.pause instead. * * @method Phaser.Tween#stop * @param {boolean} [complete=false] - Set to `true` to dispatch the Tween.onComplete signal. * @return {Phaser.Tween} This tween. Useful for method chaining. */ stop: function (complete) { if (complete === undefined) { complete = false; } this.isRunning = false; this._onUpdateCallback = null; this._onUpdateCallbackContext = null; if (complete) { this.onComplete.dispatch(this.target, this); this._hasStarted = false; if (this.chainedTween) { this.chainedTween.start(); } } this.manager.remove(this); return this; }, /** * Updates either a single TweenData or all TweenData objects properties to the given value. * Used internally by methods like Tween.delay, Tween.yoyo, etc. but can also be called directly if you know which property you want to tweak. * The property is not checked, so if you pass an invalid one you'll generate a run-time error. * * @method Phaser.Tween#updateTweenData * @param {string} property - The property to update. * @param {number|function} value - The value to set the property to. * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the delay on all the children. * @return {Phaser.Tween} This tween. Useful for method chaining. */ updateTweenData: function (property, value, index) { if (this.timeline.length === 0) { return this; } if (index === undefined) { index = 0; } if (index === -1) { for (var i = 0; i < this.timeline.length; i++) { this.timeline[i][property] = value; } } else { this.timeline[index][property] = value; } return this; }, /** * Sets the delay in milliseconds before this tween will start. If there are child tweens it sets the delay before the first child starts. * The delay is invoked as soon as you call `Tween.start`. If the tween is already running this method doesn't do anything for the current active tween. * If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to delay. * If you have child tweens and pass -1 as the index value it sets the delay across all of them. * * @method Phaser.Tween#delay * @param {number} duration - The amount of time in ms that the Tween should wait until it begins once started is called. Set to zero to remove any active delay. * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the delay on all the children. * @return {Phaser.Tween} This tween. Useful for method chaining. */ delay: function (duration, index) { return this.updateTweenData('delay', duration, index); }, /** * Sets the number of times this tween will repeat. * If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to repeat. * If you have child tweens and pass -1 as the index value it sets the number of times they'll repeat across all of them. * If you wish to define how many times this Tween and all children will repeat see Tween.repeatAll. * * @method Phaser.Tween#repeat * @param {number} total - How many times a tween should repeat before completing. Set to zero to remove an active repeat. Set to -1 to repeat forever. * @param {number} [repeat=0] - This is the amount of time to pause (in ms) before the repeat will start. * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the repeat value on all the children. * @return {Phaser.Tween} This tween. Useful for method chaining. */ repeat: function (total, repeatDelay, index) { if (repeatDelay === undefined) { repeatDelay = 0; } this.updateTweenData('repeatCounter', total, index); return this.updateTweenData('repeatDelay', repeatDelay, index); }, /** * Sets the delay in milliseconds before this tween will repeat itself. * The repeatDelay is invoked as soon as you call `Tween.start`. If the tween is already running this method doesn't do anything for the current active tween. * If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to set repeatDelay on. * If you have child tweens and pass -1 as the index value it sets the repeatDelay across all of them. * * @method Phaser.Tween#repeatDelay * @param {number} duration - The amount of time in ms that the Tween should wait until it repeats or yoyos once start is called. Set to zero to remove any active repeatDelay. * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the repeatDelay on all the children. * @return {Phaser.Tween} This tween. Useful for method chaining. */ repeatDelay: function (duration, index) { return this.updateTweenData('repeatDelay', duration, index); }, /** * A Tween that has yoyo set to true will run through from its starting values to its end values and then play back in reverse from end to start. * Used in combination with repeat you can create endless loops. * If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to yoyo. * If you have child tweens and pass -1 as the index value it sets the yoyo property across all of them. * If you wish to yoyo this Tween and all of its children then see Tween.yoyoAll. * * @method Phaser.Tween#yoyo * @param {boolean} enable - Set to true to yoyo this tween, or false to disable an already active yoyo. * @param {number} [yoyoDelay=0] - This is the amount of time to pause (in ms) before the yoyo will start. * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set yoyo on all the children. * @return {Phaser.Tween} This tween. Useful for method chaining. */ yoyo: function(enable, yoyoDelay, index) { if (yoyoDelay === undefined) { yoyoDelay = 0; } this.updateTweenData('yoyo', enable, index); return this.updateTweenData('yoyoDelay', yoyoDelay, index); }, /** * Sets the delay in milliseconds before this tween will run a yoyo (only applies if yoyo is enabled). * The repeatDelay is invoked as soon as you call `Tween.start`. If the tween is already running this method doesn't do anything for the current active tween. * If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to set repeatDelay on. * If you have child tweens and pass -1 as the index value it sets the repeatDelay across all of them. * * @method Phaser.Tween#yoyoDelay * @param {number} duration - The amount of time in ms that the Tween should wait until it repeats or yoyos once start is called. Set to zero to remove any active yoyoDelay. * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the yoyoDelay on all the children. * @return {Phaser.Tween} This tween. Useful for method chaining. */ yoyoDelay: function (duration, index) { return this.updateTweenData('yoyoDelay', duration, index); }, /** * Set easing function this tween will use, i.e. Phaser.Easing.Linear.None. * The ease function allows you define the rate of change. You can pass either a function such as Phaser.Easing.Circular.Out or a string such as "Circ". * ".easeIn", ".easeOut" and "easeInOut" variants are all supported for all ease types. * If you have child tweens and pass -1 as the index value it sets the easing function defined here across all of them. * * @method Phaser.Tween#easing * @param {function|string} ease - The easing function this tween will use, i.e. Phaser.Easing.Linear.None. * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the easing function on all children. * @return {Phaser.Tween} This tween. Useful for method chaining. */ easing: function (ease, index) { if (typeof ease === 'string' && this.manager.easeMap[ease]) { ease = this.manager.easeMap[ease]; } return this.updateTweenData('easingFunction', ease, index); }, /** * Sets the interpolation function the tween will use. By default it uses Phaser.Math.linearInterpolation. * Also available: Phaser.Math.bezierInterpolation and Phaser.Math.catmullRomInterpolation. * The interpolation function is only used if the target properties is an array. * If you have child tweens and pass -1 as the index value and it will set the interpolation function across all of them. * * @method Phaser.Tween#interpolation * @param {function} interpolation - The interpolation function to use (Phaser.Math.linearInterpolation by default) * @param {object} [context] - The context under which the interpolation function will be run. * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the interpolation function on all children. * @return {Phaser.Tween} This tween. Useful for method chaining. */ interpolation: function (interpolation, context, index) { if (context === undefined) { context = Phaser.Math; } this.updateTweenData('interpolationFunction', interpolation, index); return this.updateTweenData('interpolationContext', context, index); }, /** * Set how many times this tween and all of its children will repeat. * A tween (A) with 3 children (B,C,D) with a `repeatAll` value of 2 would play as: ABCDABCD before completing. * * @method Phaser.Tween#repeatAll * @param {number} [total=0] - How many times this tween and all children should repeat before completing. Set to zero to remove an active repeat. Set to -1 to repeat forever. * @return {Phaser.Tween} This tween. Useful for method chaining. */ repeatAll: function (total) { if (total === undefined) { total = 0; } this.repeatCounter = total; return this; }, /** * This method allows you to chain tweens together. Any tween chained to this tween will have its `Tween.start` method called * as soon as this tween completes. If this tween never completes (i.e. repeatAll or loop is set) then the chain will never progress. * Note that `Tween.onComplete` will fire when *this* tween completes, not when the whole chain completes. * For that you should listen to `onComplete` on the final tween in your chain. * * If you pass multiple tweens to this method they will be joined into a single long chain. * For example if this is Tween A and you pass in B, C and D then B will be chained to A, C will be chained to B and D will be chained to C. * Any previously chained tweens that may have been set will be overwritten. * * @method Phaser.Tween#chain * @param {...Phaser.Tween} tweens - One or more tweens that will be chained to this one. * @return {Phaser.Tween} This tween. Useful for method chaining. */ chain: function () { var i = arguments.length; while (i--) { if (i > 0) { arguments[i - 1].chainedTween = arguments[i]; } else { this.chainedTween = arguments[i]; } } return this; }, /** * Enables the looping of this tween. The tween will loop forever, and onComplete will never fire. * * If `value` is `true` then this is the same as setting `Tween.repeatAll(-1)`. * If `value` is `false` it is the same as setting `Tween.repeatAll(0)` and will reset the `repeatCounter` to zero. * * Usage: * game.add.tween(p).to({ x: 700 }, 1000, Phaser.Easing.Linear.None, true) * .to({ y: 300 }, 1000, Phaser.Easing.Linear.None) * .to({ x: 0 }, 1000, Phaser.Easing.Linear.None) * .to({ y: 0 }, 1000, Phaser.Easing.Linear.None) * .loop(); * @method Phaser.Tween#loop * @param {boolean} [value=true] - If `true` this tween will loop once it reaches the end. Set to `false` to remove an active loop. * @return {Phaser.Tween} This tween. Useful for method chaining. */ loop: function (value) { if (value === undefined) { value = true; } this.repeatCounter = (value) ? -1 : 0; return this; }, /** * Sets a callback to be fired each time this tween updates. * * @method Phaser.Tween#onUpdateCallback * @param {function} callback - The callback to invoke each time this tween is updated. Set to `null` to remove an already active callback. * @param {object} callbackContext - The context in which to call the onUpdate callback. * @return {Phaser.Tween} This tween. Useful for method chaining. */ onUpdateCallback: function (callback, callbackContext) { this._onUpdateCallback = callback; this._onUpdateCallbackContext = callbackContext; return this; }, /** * Pauses the tween. Resume playback with Tween.resume. * * @method Phaser.Tween#pause */ pause: function () { this.isPaused = true; this._codePaused = true; this._pausedTime = this.game.time.time; }, /** * This is called by the core Game loop. Do not call it directly, instead use Tween.pause. * * @private * @method Phaser.Tween#_pause */ _pause: function () { if (!this._codePaused) { this.isPaused = true; this._pausedTime = this.game.time.time; } }, /** * Resumes a paused tween. * * @method Phaser.Tween#resume */ resume: function () { if (this.isPaused) { this.isPaused = false; this._codePaused = false; for (var i = 0; i < this.timeline.length; i++) { if (!this.timeline[i].isRunning) { this.timeline[i].startTime += (this.game.time.time - this._pausedTime); } } } }, /** * This is called by the core Game loop. Do not call it directly, instead use Tween.pause. * @method Phaser.Tween#_resume * @private */ _resume: function () { if (this._codePaused) { return; } else { this.resume(); } }, /** * Core tween update function called by the TweenManager. Does not need to be invoked directly. * * @method Phaser.Tween#update * @param {number} time - A timestamp passed in by the TweenManager. * @return {boolean} false if the tween and all child tweens have completed and should be deleted from the manager, otherwise true (still active). */ update: function (time) { if (this.pendingDelete || !this.target) { return false; } if (this.isPaused) { return true; } var status = this.timeline[this.current].update(time); if (status === Phaser.TweenData.PENDING) { return true; } else if (status === Phaser.TweenData.RUNNING) { if (!this._hasStarted) { this.onStart.dispatch(this.target, this); this._hasStarted = true; } if (this._onUpdateCallback !== null) { this._onUpdateCallback.call(this._onUpdateCallbackContext, this, this.timeline[this.current].value, this.timeline[this.current]); } // In case the update callback modifies this tween return this.isRunning; } else if (status === Phaser.TweenData.LOOPED) { if (this.timeline[this.current].repeatCounter === -1) { this.onLoop.dispatch(this.target, this); } else { this.onRepeat.dispatch(this.target, this); } return true; } else if (status === Phaser.TweenData.COMPLETE) { var complete = false; // What now? if (this.reverse) { this.current--; if (this.current < 0) { this.current = this.timeline.length - 1; complete = true; } } else { this.current++; if (this.current === this.timeline.length) { this.current = 0; complete = true; } } if (complete) { // We've reached the start or end of the child tweens (depending on Tween.reverse), should we repeat it? if (this.repeatCounter === -1) { this.timeline[this.current].start(); this.onLoop.dispatch(this.target, this); return true; } else if (this.repeatCounter > 0) { this.repeatCounter--; this.timeline[this.current].start(); this.onRepeat.dispatch(this.target, this); return true; } else { // No more repeats and no more children, so we're done this.isRunning = false; this.onComplete.dispatch(this.target, this); this._hasStarted = false; if (this.chainedTween) { this.chainedTween.start(); } return false; } } else { // We've still got some children to go this.onChildComplete.dispatch(this.target, this); this.timeline[this.current].start(); return true; } } }, /** * This will generate an array populated with the tweened object values from start to end. * It works by running the tween simulation at the given frame rate based on the values set-up in Tween.to and Tween.from. * It ignores delay and repeat counts and any chained tweens, but does include child tweens. * Just one play through of the tween data is returned, including yoyo if set. * * @method Phaser.Tween#generateData * @param {number} [frameRate=60] - The speed in frames per second that the data should be generated at. The higher the value, the larger the array it creates. * @param {array} [data] - If given the generated data will be appended to this array, otherwise a new array will be returned. * @return {array} An array of tweened values. */ generateData: function (frameRate, data) { if (this.game === null || this.target === null) { return null; } if (frameRate === undefined) { frameRate = 60; } if (data === undefined) { data = []; } // Populate the tween data for (var i = 0; i < this.timeline.length; i++) { // Build our master property list with the starting values for (var property in this.timeline[i].vEnd) { this.properties[property] = this.target[property] || 0; if (!Array.isArray(this.properties[property])) { // Ensures we're using numbers, not strings this.properties[property] *= 1.0; } } } for (var i = 0; i < this.timeline.length; i++) { this.timeline[i].loadValues(); } for (var i = 0; i < this.timeline.length; i++) { data = data.concat(this.timeline[i].generateData(frameRate)); } return data; } }; /** * @name Phaser.Tween#totalDuration * @property {Phaser.TweenData} totalDuration - Gets the total duration of this Tween, including all child tweens, in milliseconds. */ Object.defineProperty(Phaser.Tween.prototype, 'totalDuration', { get: function () { var total = 0; for (var i = 0; i < this.timeline.length; i++) { total += this.timeline[i].duration; } return total; } }); Phaser.Tween.prototype.constructor = Phaser.Tween; </pre> </article> </section> </div> <div class="clearfix"></div> <footer> <span class="copyright"> Phaser Copyright © 2012-2016 Photon Storm Ltd. </span> <br /> <span class="jsdoc-message"> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a> on Fri Aug 26 2016 01:16:09 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. </span> </footer> </div> <br clear="both"> </div> </div> <script src="scripts/sunlight.js"></script> <script src="scripts/sunlight.javascript.js"></script> <script src="scripts/sunlight-plugin.doclinks.js"></script> <script src="scripts/sunlight-plugin.linenumbers.js"></script> <script src="scripts/sunlight-plugin.menu.js"></script> <script src="scripts/jquery.min.js"></script> <script src="scripts/jquery.scrollTo.js"></script> <script src="scripts/jquery.localScroll.js"></script> <script src="scripts/bootstrap-dropdown.js"></script> <script src="scripts/toc.js"></script> <script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script> <script> $( function () { $( "#toc" ).toc( { anchorName : function(i, heading, prefix) { return $(heading).attr("id") || ( prefix + i ); }, selectors : "h1,h2,h3,h4", showAndHide : false, scrollTo : 60 } ); $( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" ); $( "#main span[id^='toc']" ).addClass( "toc-shim" ); } ); </script> </body> </html>