/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A Phaser.Tween contains at least one TweenData object. It contains all of the tween data values, such as the * starting and ending values, the ease function, interpolation and duration. The Tween acts as a timeline manager for * TweenData objects and can contain multiple TweenData objects. * * @class Phaser.TweenData * @constructor * @param {Phaser.Tween} parent - The Tween that owns this TweenData object. */ Phaser.TweenData = function (parent) { /** * @property {Phaser.Tween} parent - The Tween which owns this TweenData. */ this.parent = parent; /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = parent.game; /** * @property {object} vStart - An object containing the values at the start of the tween. * @private */ this.vStart = {}; /** * @property {object} vStartCache - Cached starting values. * @private */ this.vStartCache = {}; /** * @property {object} vEnd - An object containing the values at the end of the tween. * @private */ this.vEnd = {}; /** * @property {object} vEndCache - Cached ending values. * @private */ this.vEndCache = {}; /** * @property {number} duration - The duration of the tween in ms. * @default */ this.duration = 1000; /** * @property {number} percent - A value between 0 and 1 that represents how far through the duration this tween is. * @readonly */ this.percent = 0; /** * @property {number} value - The current calculated value. * @readonly */ this.value = 0; /** * @property {number} repeatCounter - If the Tween is set to repeat this contains the current repeat count. */ this.repeatCounter = 0; /** * @property {number} repeatDelay - The amount of time in ms between repeats of this tween. */ this.repeatDelay = 0; /** * @property {boolean} interpolate - True if the Tween will use interpolation (i.e. is an Array to Array tween) * @default */ this.interpolate = false; /** * @property {boolean} yoyo - True if the Tween is set to yoyo, otherwise false. * @default */ this.yoyo = false; /** * @property {number} yoyoDelay - The amount of time in ms between yoyos of this tween. */ this.yoyoDelay = 0; /** * @property {boolean} inReverse - When a Tween is yoyoing this value holds if it's currently playing forwards (false) or in reverse (true). * @default */ this.inReverse = false; /** * @property {number} delay - The amount to delay by until the Tween starts (in ms). Only applies to the start, use repeatDelay to handle repeats. * @default */ this.delay = 0; /** * @property {number} dt - Current time value. */ this.dt = 0; /** * @property {number} startTime - The time the Tween started or null if it hasn't yet started. */ this.startTime = null; /** * @property {function} easingFunction - The easing function used for the Tween. * @default Phaser.Easing.Default */ this.easingFunction = Phaser.Easing.Default; /** * @property {function} interpolationFunction - The interpolation function used for the Tween. * @default Phaser.Math.linearInterpolation */ this.interpolationFunction = Phaser.Math.linearInterpolation; /** * @property {object} interpolationContext - The interpolation function context used for the Tween. * @default Phaser.Math */ this.interpolationContext = Phaser.Math; /** * @property {boolean} isRunning - If the tween is running this is set to `true`. Unless Phaser.Tween a TweenData that is waiting for a delay to expire is *not* considered as running. * @default */ this.isRunning = false; /** * @property {boolean} isFrom - Is this a from tween or a to tween? * @default */ this.isFrom = false; }; /** * @constant * @type {number} */ Phaser.TweenData.PENDING = 0; /** * @constant * @type {number} */ Phaser.TweenData.RUNNING = 1; /** * @constant * @type {number} */ Phaser.TweenData.LOOPED = 2; /** * @constant * @type {number} */ Phaser.TweenData.COMPLETE = 3; Phaser.TweenData.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 }`. * * @method Phaser.TweenData#to * @param {object} properties - 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. * @param {function} [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 at will. * @param {number} [delay=0] - Delay before this tween will start, defaults to 0 (no delay). Value given is in ms. * @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This ignores 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.TweenData} This Tween object. */ to: function (properties, duration, ease, delay, repeat, yoyo) { this.vEnd = properties; this.duration = duration; this.easingFunction = ease; this.delay = delay; this.repeatCounter = repeat; this.yoyo = yoyo; this.isFrom = false; 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 }`. * * @method Phaser.TweenData#from * @param {object} properties - 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. * @param {function} [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 at will. * @param {number} [delay=0] - Delay before this tween will start, defaults to 0 (no delay). Value given is in ms. * @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This ignores 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.TweenData} This Tween object. */ from: function (properties, duration, ease, delay, repeat, yoyo) { this.vEnd = properties; this.duration = duration; this.easingFunction = ease; this.delay = delay; this.repeatCounter = repeat; this.yoyo = yoyo; this.isFrom = true; return this; }, /** * Starts the Tween running. * * @method Phaser.TweenData#start * @return {Phaser.TweenData} This Tween object. */ start: function () { this.startTime = this.game.time.time + this.delay; if (this.parent.reverse) { this.dt = this.duration; } else { this.dt = 0; } if (this.delay > 0) { this.isRunning = false; } else { this.isRunning = true; } if (this.isFrom) { // Reverse them all and instant set them for (var property in this.vStartCache) { this.vStart[property] = this.vEndCache[property]; this.vEnd[property] = this.vStartCache[property]; this.parent.target[property] = this.vStart[property]; } } this.value = 0; this.yoyoCounter = 0; return this; }, /** * Loads the values from the target object into this Tween. * * @private * @method Phaser.TweenData#loadValues * @return {Phaser.TweenData} This Tween object. */ loadValues: function () { for (var property in this.parent.properties) { // Load the property from the parent object this.vStart[property] = this.parent.properties[property]; // Check if an Array was provided as property value if (Array.isArray(this.vEnd[property])) { if (this.vEnd[property].length === 0) { continue; } if (this.percent === 0) { // Put the start value at the beginning of the array // but we only want to do this once, if the Tween hasn't run before this.vEnd[property] = [this.vStart[property]].concat(this.vEnd[property]); } } if (typeof this.vEnd[property] !== 'undefined') { if (typeof this.vEnd[property] === 'string') { // Parses relative end values with start as base (e.g.: +10, -3) this.vEnd[property] = this.vStart[property] + parseFloat(this.vEnd[property], 10); } this.parent.properties[property] = this.vEnd[property]; } else { // Null tween this.vEnd[property] = this.vStart[property]; } this.vStartCache[property] = this.vStart[property]; this.vEndCache[property] = this.vEnd[property]; } return this; }, /** * Updates this Tween. This is called automatically by Phaser.Tween. * * @protected * @method Phaser.TweenData#update * @param {number} time - A timestamp passed in by the Tween parent. * @return {number} The current status of this Tween. One of the Phaser.TweenData constants: PENDING, RUNNING, LOOPED or COMPLETE. */ update: function (time) { if (!this.isRunning) { if (time >= this.startTime) { this.isRunning = true; } else { return Phaser.TweenData.PENDING; } } else { // Is Running, but is waiting to repeat if (time < this.startTime) { return Phaser.TweenData.RUNNING; } } var ms = (this.parent.frameBased) ? this.game.time.physicsElapsedMS : this.game.time.elapsedMS; if (this.parent.reverse) { this.dt -= ms * this.parent.timeScale; this.dt = Math.max(this.dt, 0); } else { this.dt += ms * this.parent.timeScale; this.dt = Math.min(this.dt, this.duration); } this.percent = this.dt / this.duration; this.value = this.easingFunction(this.percent); for (var property in this.vEnd) { var start = this.vStart[property]; var end = this.vEnd[property]; if (Array.isArray(end)) { this.parent.target[property] = this.interpolationFunction.call(this.interpolationContext, end, this.value); } else { this.parent.target[property] = start + ((end - start) * this.value); } } if ((!this.parent.reverse && this.percent === 1) || (this.parent.reverse && this.percent === 0)) { return this.repeat(); } return Phaser.TweenData.RUNNING; }, /** * 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. * Just one play through of the tween data is returned, including yoyo if set. * * @method Phaser.TweenData#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. * @return {array} An array of tweened values. */ generateData: function (frameRate) { if (this.parent.reverse) { this.dt = this.duration; } else { this.dt = 0; } var data = []; var complete = false; var fps = (1 / frameRate) * 1000; do { if (this.parent.reverse) { this.dt -= fps; this.dt = Math.max(this.dt, 0); } else { this.dt += fps; this.dt = Math.min(this.dt, this.duration); } this.percent = this.dt / this.duration; this.value = this.easingFunction(this.percent); var blob = {}; for (var property in this.vEnd) { var start = this.vStart[property]; var end = this.vEnd[property]; if (Array.isArray(end)) { blob[property] = this.interpolationFunction(end, this.value); } else { blob[property] = start + ((end - start) * this.value); } } data.push(blob); if ((!this.parent.reverse && this.percent === 1) || (this.parent.reverse && this.percent === 0)) { complete = true; } } while (!complete); if (this.yoyo) { var reversed = data.slice(); reversed.reverse(); data = data.concat(reversed); } return data; }, /** * Checks if this Tween is meant to repeat or yoyo and handles doing so. * * @private * @method Phaser.TweenData#repeat * @return {number} Either Phaser.TweenData.LOOPED or Phaser.TweenData.COMPLETE. */ repeat: function () { // If not a yoyo and repeatCounter = 0 then we're done if (this.yoyo) { // We're already in reverse mode, which means the yoyo has finished and there's no repeats, so end if (this.inReverse && this.repeatCounter === 0) { return Phaser.TweenData.COMPLETE; } this.inReverse = !this.inReverse; } else { if (this.repeatCounter === 0) { return Phaser.TweenData.COMPLETE; } } if (this.inReverse) { // If inReverse we're going from vEnd to vStartCache for (var property in this.vStartCache) { this.vStart[property] = this.vEndCache[property]; this.vEnd[property] = this.vStartCache[property]; } } else { // If not inReverse we're just repopulating the cache again for (var property in this.vStartCache) { this.vStart[property] = this.vStartCache[property]; this.vEnd[property] = this.vEndCache[property]; } // -1 means repeat forever, otherwise decrement the repeatCounter // We only decrement this counter if the tween isn't doing a yoyo, as that doesn't count towards the repeat total if (this.repeatCounter > 0) { this.repeatCounter--; } } this.startTime = this.game.time.time; if (this.yoyo && this.inReverse) { this.startTime += this.yoyoDelay; } else if (!this.inReverse) { this.startTime += this.repeatDelay; } if (this.parent.reverse) { this.dt = this.duration; } else { this.dt = 0; } return Phaser.TweenData.LOOPED; } }; Phaser.TweenData.prototype.constructor = Phaser.TweenData;