<!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 &lt;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 &lt;= 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' &amp;&amp; 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' &amp;&amp; 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 &lt; 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 &lt; this.timeline.length; i++)
        {
            this.timeline[i].loadValues();
        }

        this.manager.add(this);

        this.isRunning = true;

        if (index &lt; 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 &lt; 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' &amp;&amp; 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 &lt; 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 &lt; 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 &lt; 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 &lt; this.timeline.length; i++)
        {
            this.timeline[i].loadValues();
        }

        for (var i = 0; i &lt; 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 &lt; 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>