/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Phaser.Game has a single instance of the TweenManager through which all Tween objects are created and updated. * Tweens are hooked into the game clock and pause system, adjusting based on the game state. * * TweenManager is based heavily on tween.js by http://soledadpenades.com. * The difference being that tweens belong to a games instance of TweenManager, rather than to a global TWEEN object. * It also has callbacks swapped for Signals and a few issues patched with regard to properties and completion errors. * Please see https://github.com/sole/tween.js for a full list of contributors. * * @class Phaser.TweenManager * @constructor * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.TweenManager = function (game) { /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; /** * @property {array<Phaser.Tween>} _tweens - All of the currently running tweens. * @private */ this._tweens = []; /** * @property {array<Phaser.Tween>} _add - All of the tweens queued to be added in the next update. * @private */ this._add = []; this.easeMap = { "Power0": Phaser.Easing.Power0, "Power1": Phaser.Easing.Power1, "Power2": Phaser.Easing.Power2, "Power3": Phaser.Easing.Power3, "Power4": Phaser.Easing.Power4, "Linear": Phaser.Easing.Linear.None, "Quad": Phaser.Easing.Quadratic.Out, "Cubic": Phaser.Easing.Cubic.Out, "Quart": Phaser.Easing.Quartic.Out, "Quint": Phaser.Easing.Quintic.Out, "Sine": Phaser.Easing.Sinusoidal.Out, "Expo": Phaser.Easing.Exponential.Out, "Circ": Phaser.Easing.Circular.Out, "Elastic": Phaser.Easing.Elastic.Out, "Back": Phaser.Easing.Back.Out, "Bounce": Phaser.Easing.Bounce.Out, "Quad.easeIn": Phaser.Easing.Quadratic.In, "Cubic.easeIn": Phaser.Easing.Cubic.In, "Quart.easeIn": Phaser.Easing.Quartic.In, "Quint.easeIn": Phaser.Easing.Quintic.In, "Sine.easeIn": Phaser.Easing.Sinusoidal.In, "Expo.easeIn": Phaser.Easing.Exponential.In, "Circ.easeIn": Phaser.Easing.Circular.In, "Elastic.easeIn": Phaser.Easing.Elastic.In, "Back.easeIn": Phaser.Easing.Back.In, "Bounce.easeIn": Phaser.Easing.Bounce.In, "Quad.easeOut": Phaser.Easing.Quadratic.Out, "Cubic.easeOut": Phaser.Easing.Cubic.Out, "Quart.easeOut": Phaser.Easing.Quartic.Out, "Quint.easeOut": Phaser.Easing.Quintic.Out, "Sine.easeOut": Phaser.Easing.Sinusoidal.Out, "Expo.easeOut": Phaser.Easing.Exponential.Out, "Circ.easeOut": Phaser.Easing.Circular.Out, "Elastic.easeOut": Phaser.Easing.Elastic.Out, "Back.easeOut": Phaser.Easing.Back.Out, "Bounce.easeOut": Phaser.Easing.Bounce.Out, "Quad.easeInOut": Phaser.Easing.Quadratic.InOut, "Cubic.easeInOut": Phaser.Easing.Cubic.InOut, "Quart.easeInOut": Phaser.Easing.Quartic.InOut, "Quint.easeInOut": Phaser.Easing.Quintic.InOut, "Sine.easeInOut": Phaser.Easing.Sinusoidal.InOut, "Expo.easeInOut": Phaser.Easing.Exponential.InOut, "Circ.easeInOut": Phaser.Easing.Circular.InOut, "Elastic.easeInOut": Phaser.Easing.Elastic.InOut, "Back.easeInOut": Phaser.Easing.Back.InOut, "Bounce.easeInOut": Phaser.Easing.Bounce.InOut }; this.game.onPause.add(this._pauseAll, this); this.game.onResume.add(this._resumeAll, this); }; Phaser.TweenManager.prototype = { /** * Get all the tween objects in an array. * @method Phaser.TweenManager#getAll * @returns {Phaser.Tween[]} Array with all tween objects. */ getAll: function () { return this._tweens; }, /** * Remove all tweens running and in the queue. Doesn't call any of the tween onComplete events. * @method Phaser.TweenManager#removeAll */ removeAll: function () { for (var i = 0; i < this._tweens.length; i++) { this._tweens[i].pendingDelete = true; } this._add = []; }, /** * Remove all tweens from a specific object, array of objects or Group. * * @method Phaser.TweenManager#removeFrom * @param {object|object[]|Phaser.Group} obj - The object you want to remove the tweens from. * @param {boolean} [children=true] - If passing a group, setting this to true will remove the tweens from all of its children instead of the group itself. */ removeFrom: function (obj, children) { if (children === undefined) { children = true; } var i; var len; if (Array.isArray(obj)) { for (i = 0, len = obj.length; i < len; i++) { this.removeFrom(obj[i]); } } else if (obj.type === Phaser.GROUP && children) { for (var i = 0, len = obj.children.length; i < len; i++) { this.removeFrom(obj.children[i]); } } else { for (i = 0, len = this._tweens.length; i < len; i++) { if (obj === this._tweens[i].target) { this.remove(this._tweens[i]); } } for (i = 0, len = this._add.length; i < len; i++) { if (obj === this._add[i].target) { this.remove(this._add[i]); } } } }, /** * Add a new tween into the TweenManager. * * @method Phaser.TweenManager#add * @param {Phaser.Tween} tween - The tween object you want to add. * @returns {Phaser.Tween} The tween object you added to the manager. */ add: function (tween) { tween._manager = this; this._add.push(tween); }, /** * Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite. * * @method Phaser.TweenManager#create * @param {object} object - Object the tween will be run on. * @returns {Phaser.Tween} The newly created tween object. */ create: function (object) { return new Phaser.Tween(object, this.game, this); }, /** * Remove a tween from this manager. * * @method Phaser.TweenManager#remove * @param {Phaser.Tween} tween - The tween object you want to remove. */ remove: function (tween) { var i = this._tweens.indexOf(tween); if (i !== -1) { this._tweens[i].pendingDelete = true; } else { i = this._add.indexOf(tween); if (i !== -1) { this._add[i].pendingDelete = true; } } }, /** * Update all the tween objects you added to this manager. * * @method Phaser.TweenManager#update * @returns {boolean} Return false if there's no tween to update, otherwise return true. */ update: function () { var addTweens = this._add.length; var numTweens = this._tweens.length; if (numTweens === 0 && addTweens === 0) { return false; } var i = 0; while (i < numTweens) { if (this._tweens[i].update(this.game.time.time)) { i++; } else { this._tweens.splice(i, 1); numTweens--; } } // If there are any new tweens to be added, do so now - otherwise they can be spliced out of the array before ever running if (addTweens > 0) { this._tweens = this._tweens.concat(this._add); this._add.length = 0; } return true; }, /** * Checks to see if a particular Sprite is currently being tweened. * * @method Phaser.TweenManager#isTweening * @param {object} object - The object to check for tweens against. * @returns {boolean} Returns true if the object is currently being tweened, false if not. */ isTweening: function(object) { return this._tweens.some(function(tween) { return tween.target === object; }); }, /** * Private. Called by game focus loss. Pauses all currently running tweens. * * @method Phaser.TweenManager#_pauseAll * @private */ _pauseAll: function () { for (var i = this._tweens.length - 1; i >= 0; i--) { this._tweens[i]._pause(); } }, /** * Private. Called by game focus loss. Resumes all currently paused tweens. * * @method Phaser.TweenManager#_resumeAll * @private */ _resumeAll: function () { for (var i = this._tweens.length - 1; i >= 0; i--) { this._tweens[i]._resume(); } }, /** * Pauses all currently running tweens. * * @method Phaser.TweenManager#pauseAll */ pauseAll: function () { for (var i = this._tweens.length - 1; i >= 0; i--) { this._tweens[i].pause(); } }, /** * Resumes all currently paused tweens. * * @method Phaser.TweenManager#resumeAll */ resumeAll: function () { for (var i = this._tweens.length - 1; i >= 0; i--) { this._tweens[i].resume(true); } } }; Phaser.TweenManager.prototype.constructor = Phaser.TweenManager;