/** * @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 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 tween loops. * 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 induvidual tween, not any chained tweens. * @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself and play backwards automatically. A yoyo'd tween doesn't fire the Tween.onComplete event, so listen for Tween.onLoop instead. * @return {Phaser.Tween} This Tween object. */ to: function (properties, duration, ease, autoStart, delay, repeat, yoyo) { if (duration === undefined || duration <= 0) { duration = 1000; } if (ease === undefined || ease === null) { ease = Phaser.Easing.Default; } if (autoStart === undefined) { autoStart = false; } if (delay === undefined) { delay = 0; } if (repeat === undefined) { repeat = 0; } if (yoyo === undefined) { yoyo = false; } if (typeof ease === 'string' && this.manager.easeMap[ease]) { ease = this.manager.easeMap[ease]; } if (this.isRunning) { console.warn('Phaser.Tween.to cannot be called after Tween.start'); return this; } this.timeline.push(new Phaser.TweenData(this).to(properties, duration, ease, delay, repeat, yoyo)); if (autoStart) { this.start(); } return this; }, /** * Sets this tween to be a `from` tween on the properties given. A `from` tween sets the target to the destination value and tweens to its current value. * For example a Sprite with an `x` coordinate of 100 tweened from `x` 500 would be set to `x` 500 and then tweened to `x` 100 by giving a properties object of `{ x: 500 }`. * The ease function allows you define the rate of change. You can pass either a function such as Phaser.Easing.Circular.Out or a string such as "Circ". * ".easeIn", ".easeOut" and "easeInOut" variants are all supported for all ease types. * * @method Phaser.Tween#from * @param {object} properties - An object containing the properties you want to tween., such as `Sprite.x` or `Sound.volume`. Given as a JavaScript object. * @param {number} [duration=1000] - Duration of this tween in ms. Or if `Tween.frameBased` is true this represents the number of frames that should elapse. * @param {function|string} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Default, which is Phaser.Easing.Linear.None by default but can be over-ridden. * @param {boolean} [autoStart=false] - Set to `true` to allow this tween to start automatically. Otherwise call Tween.start(). * @param {number} [delay=0] - Delay before this tween will start in milliseconds. Defaults to 0, no delay. * @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This only effects this induvidual tween, not any chained tweens. * @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself and play backwards automatically. A yoyo'd tween doesn't fire the Tween.onComplete event, so listen for Tween.onLoop instead. * @return {Phaser.Tween} This Tween object. */ from: function (properties, duration, ease, autoStart, delay, repeat, yoyo) { if (duration === undefined) { duration = 1000; } if (ease === undefined || ease === null) { ease = Phaser.Easing.Default; } if (autoStart === undefined) { autoStart = false; } if (delay === undefined) { delay = 0; } if (repeat === undefined) { repeat = 0; } if (yoyo === undefined) { yoyo = false; } if (typeof ease === 'string' && this.manager.easeMap[ease]) { ease = this.manager.easeMap[ease]; } if (this.isRunning) { console.warn('Phaser.Tween.from cannot be called after Tween.start'); return this; } this.timeline.push(new Phaser.TweenData(this).from(properties, duration, ease, delay, repeat, yoyo)); if (autoStart) { this.start(); } return this; }, /** * Starts the tween running. Can also be called by the autoStart parameter of `Tween.to` or `Tween.from`. * This sets the `Tween.isRunning` property to `true` and dispatches a `Tween.onStart` signal. * If the Tween has a delay set then nothing will start tweening until the delay has expired. * * @method Phaser.Tween#start * @param {number} [index=0] - If this Tween contains child tweens you can specify which one to start from. The default is zero, i.e. the first tween created. * @return {Phaser.Tween} This tween. Useful for method chaining. */ start: function (index) { if (index === undefined) { index = 0; } if (this.game === null || this.target === null || this.timeline.length === 0 || this.isRunning) { return this; } // Populate the tween data for (var i = 0; i < this.timeline.length; i++) { // Build our master property list with the starting values for (var property in this.timeline[i].vEnd) { this.properties[property] = this.target[property] || 0; if (!Array.isArray(this.properties[property])) { // Ensures we're using numbers, not strings this.properties[property] *= 1.0; } } } for (var i = 0; i < this.timeline.length; i++) { this.timeline[i].loadValues(); } this.manager.add(this); this.isRunning = true; if (index < 0 || index > this.timeline.length - 1) { index = 0; } this.current = index; this.timeline[this.current].start(); return this; }, /** * Stops the tween if running and flags it for deletion from the TweenManager. * If called directly the `Tween.onComplete` signal is not dispatched and no chained tweens are started unless the complete parameter is set to `true`. * If you just wish to pause a tween then use Tween.pause instead. * * @method Phaser.Tween#stop * @param {boolean} [complete=false] - Set to `true` to dispatch the Tween.onComplete signal. * @return {Phaser.Tween} This tween. Useful for method chaining. */ stop: function (complete) { if (complete === undefined) { complete = false; } this.isRunning = false; this._onUpdateCallback = null; this._onUpdateCallbackContext = null; if (complete) { this.onComplete.dispatch(this.target, this); if (this.chainedTween) { this.chainedTween.start(); } } this.manager.remove(this); return this; }, /** * Updates either a single TweenData or all TweenData objects properties to the given value. * Used internally by methods like Tween.delay, Tween.yoyo, etc. but can also be called directly if you know which property you want to tweak. * The property is not checked, so if you pass an invalid one you'll generate a run-time error. * * @method Phaser.Tween#updateTweenData * @param {string} property - The property to update. * @param {number|function} value - The value to set the property to. * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the delay on all the children. * @return {Phaser.Tween} This tween. Useful for method chaining. */ updateTweenData: function (property, value, index) { if (this.timeline.length === 0) { return this; } if (index === undefined) { index = 0; } if (index === -1) { for (var i = 0; i < this.timeline.length; i++) { this.timeline[i][property] = value; } } else { this.timeline[index][property] = value; } return this; }, /** * Sets the delay in milliseconds before this tween will start. If there are child tweens it sets the delay before the first child starts. * The delay is invoked as soon as you call `Tween.start`. If the tween is already running this method doesn't do anything for the current active tween. * If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to delay. * If you have child tweens and pass -1 as the index value it sets the delay across all of them. * * @method Phaser.Tween#delay * @param {number} duration - The amount of time in ms that the Tween should wait until it begins once started is called. Set to zero to remove any active delay. * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the delay on all the children. * @return {Phaser.Tween} This tween. Useful for method chaining. */ delay: function (duration, index) { return this.updateTweenData('delay', duration, index); }, /** * Sets the number of times this tween will repeat. * If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to repeat. * If you have child tweens and pass -1 as the index value it sets the number of times they'll repeat across all of them. * If you wish to define how many times this Tween and all children will repeat see Tween.repeatAll. * * @method Phaser.Tween#repeat * @param {number} total - How many times a tween should repeat before completing. Set to zero to remove an active repeat. Set to -1 to repeat forever. * @param {number} [repeat=0] - This is the amount of time to pause (in ms) before the repeat will start. * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the repeat value on all the children. * @return {Phaser.Tween} This tween. Useful for method chaining. */ repeat: function (total, repeatDelay, index) { if (repeatDelay === undefined) { repeatDelay = 0; } this.updateTweenData('repeatCounter', total, index); return this.updateTweenData('repeatDelay', repeatDelay, index); }, /** * Sets the delay in milliseconds before this tween will repeat itself. * The repeatDelay is invoked as soon as you call `Tween.start`. If the tween is already running this method doesn't do anything for the current active tween. * If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to set repeatDelay on. * If you have child tweens and pass -1 as the index value it sets the repeatDelay across all of them. * * @method Phaser.Tween#repeatDelay * @param {number} duration - The amount of time in ms that the Tween should wait until it repeats or yoyos once start is called. Set to zero to remove any active repeatDelay. * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the repeatDelay on all the children. * @return {Phaser.Tween} This tween. Useful for method chaining. */ repeatDelay: function (duration, index) { return this.updateTweenData('repeatDelay', duration, index); }, /** * A Tween that has yoyo set to true will run through from its starting values to its end values and then play back in reverse from end to start. * Used in combination with repeat you can create endless loops. * If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to yoyo. * If you have child tweens and pass -1 as the index value it sets the yoyo property across all of them. * If you wish to yoyo this Tween and all of its children then see Tween.yoyoAll. * * @method Phaser.Tween#yoyo * @param {boolean} enable - Set to true to yoyo this tween, or false to disable an already active yoyo. * @param {number} [yoyoDelay=0] - This is the amount of time to pause (in ms) before the yoyo will start. * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set yoyo on all the children. * @return {Phaser.Tween} This tween. Useful for method chaining. */ yoyo: function(enable, yoyoDelay, index) { if (yoyoDelay === undefined) { yoyoDelay = 0; } this.updateTweenData('yoyo', enable, index); return this.updateTweenData('yoyoDelay', yoyoDelay, index); }, /** * Sets the delay in milliseconds before this tween will run a yoyo (only applies if yoyo is enabled). * The repeatDelay is invoked as soon as you call `Tween.start`. If the tween is already running this method doesn't do anything for the current active tween. * If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to set repeatDelay on. * If you have child tweens and pass -1 as the index value it sets the repeatDelay across all of them. * * @method Phaser.Tween#yoyoDelay * @param {number} duration - The amount of time in ms that the Tween should wait until it repeats or yoyos once start is called. Set to zero to remove any active yoyoDelay. * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the yoyoDelay on all the children. * @return {Phaser.Tween} This tween. Useful for method chaining. */ yoyoDelay: function (duration, index) { return this.updateTweenData('yoyoDelay', duration, index); }, /** * Set easing function this tween will use, i.e. Phaser.Easing.Linear.None. * The ease function allows you define the rate of change. You can pass either a function such as Phaser.Easing.Circular.Out or a string such as "Circ". * ".easeIn", ".easeOut" and "easeInOut" variants are all supported for all ease types. * If you have child tweens and pass -1 as the index value it sets the easing function defined here across all of them. * * @method Phaser.Tween#easing * @param {function|string} ease - The easing function this tween will use, i.e. Phaser.Easing.Linear.None. * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the easing function on all children. * @return {Phaser.Tween} This tween. Useful for method chaining. */ easing: function (ease, index) { if (typeof ease === 'string' && this.manager.easeMap[ease]) { ease = this.manager.easeMap[ease]; } return this.updateTweenData('easingFunction', ease, index); }, /** * Sets the interpolation function the tween will use. By default it uses Phaser.Math.linearInterpolation. * Also available: Phaser.Math.bezierInterpolation and Phaser.Math.catmullRomInterpolation. * The interpolation function is only used if the target properties is an array. * If you have child tweens and pass -1 as the index value and it will set the interpolation function across all of them. * * @method Phaser.Tween#interpolation * @param {function} interpolation - The interpolation function to use (Phaser.Math.linearInterpolation by default) * @param {object} [context] - The context under which the interpolation function will be run. * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the interpolation function on all children. * @return {Phaser.Tween} This tween. Useful for method chaining. */ interpolation: function (interpolation, context, index) { if (context === undefined) { context = Phaser.Math; } this.updateTweenData('interpolationFunction', interpolation, index); return this.updateTweenData('interpolationContext', context, index); }, /** * Set how many times this tween and all of its children will repeat. * A tween (A) with 3 children (B,C,D) with a `repeatAll` value of 2 would play as: ABCDABCD before completing. * When all child tweens have completed Tween.onLoop will be dispatched. * * @method Phaser.Tween#repeat * @param {number} total - 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 and all child tweens. If this tween has no children this setting has no effect. * 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 and any child tweens will loop once they reach 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; } if (value) { this.repeatAll(-1); } else { this.repeatCounter = 0; } return this; }, /** * Sets a callback to be fired each time this tween updates. * * @method Phaser.Tween#onUpdateCallback * @param {function} callback - The callback to invoke each time this tween is updated. Set to `null` to remove an already active callback. * @param {object} callbackContext - The context in which to call the onUpdate callback. * @return {Phaser.Tween} This tween. Useful for method chaining. */ onUpdateCallback: function (callback, callbackContext) { this._onUpdateCallback = callback; this._onUpdateCallbackContext = callbackContext; return this; }, /** * Pauses the tween. Resume playback with Tween.resume. * * @method Phaser.Tween#pause */ pause: function () { this.isPaused = true; this._codePaused = true; this._pausedTime = this.game.time.time; }, /** * This is called by the core Game loop. Do not call it directly, instead use Tween.pause. * * @private * @method Phaser.Tween#_pause */ _pause: function () { if (!this._codePaused) { this.isPaused = true; this._pausedTime = this.game.time.time; } }, /** * Resumes a paused tween. * * @method Phaser.Tween#resume */ resume: function () { if (this.isPaused) { this.isPaused = false; this._codePaused = false; for (var i = 0; i < this.timeline.length; i++) { if (!this.timeline[i].isRunning) { this.timeline[i].startTime += (this.game.time.time - this._pausedTime); } } } }, /** * This is called by the core Game loop. Do not call it directly, instead use Tween.pause. * @method Phaser.Tween#_resume * @private */ _resume: function () { if (this._codePaused) { return; } else { this.resume(); } }, /** * Core tween update function called by the TweenManager. Does not need to be invoked directly. * * @method Phaser.Tween#update * @param {number} time - A timestamp passed in by the TweenManager. * @return {boolean} false if the tween and all child tweens have completed and should be deleted from the manager, otherwise true (still active). */ update: function (time) { if (this.pendingDelete) { 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) { this.onLoop.dispatch(this.target, this); return true; } else if (status === Phaser.TweenData.COMPLETE) { var complete = false; // What now? if (this.reverse) { this.current--; if (this.current < 0) { this.current = this.timeline.length - 1; complete = true; } } else { this.current++; if (this.current === this.timeline.length) { this.current = 0; complete = true; } } if (complete) { // We've reached the start or end of the child tweens (depending on Tween.reverse), should we repeat it? if (this.repeatCounter === -1) { this.timeline[this.current].start(); this.onRepeat.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); if (this.chainedTween) { this.chainedTween.start(); } return false; } } else { // We've still got some children to go this.onChildComplete.dispatch(this.target, this); this.timeline[this.current].start(); return true; } } }, /** * This will generate an array populated with the tweened object values from start to end. * It works by running the tween simulation at the given frame rate based on the values set-up in Tween.to and Tween.from. * It ignores delay and repeat counts and any chained tweens, but does include child tweens. * Just one play through of the tween data is returned, including yoyo if set. * * @method Phaser.Tween#generateData * @param {number} [frameRate=60] - The speed in frames per second that the data should be generated at. The higher the value, the larger the array it creates. * @param {array} [data] - If given the generated data will be appended to this array, otherwise a new array will be returned. * @return {array} An array of tweened values. */ generateData: function (frameRate, data) { if (this.game === null || this.target === null) { return null; } if (frameRate === undefined) { frameRate = 60; } if (data === undefined) { data = []; } // Populate the tween data for (var i = 0; i < this.timeline.length; i++) { // Build our master property list with the starting values for (var property in this.timeline[i].vEnd) { this.properties[property] = this.target[property] || 0; if (!Array.isArray(this.properties[property])) { // Ensures we're using numbers, not strings this.properties[property] *= 1.0; } } } for (var i = 0; i < this.timeline.length; i++) { this.timeline[i].loadValues(); } for (var i = 0; i < this.timeline.length; i++) { data = data.concat(this.timeline[i].generateData(frameRate)); } return data; } }; /** * @name Phaser.Tween#totalDuration * @property {Phaser.TweenData} totalDuration - Gets the total duration of this Tween, including all child tweens, in milliseconds. */ Object.defineProperty(Phaser.Tween.prototype, 'totalDuration', { get: function () { var total = 0; for (var i = 0; i < this.timeline.length; i++) { total += this.timeline[i].duration; } return total; } }); Phaser.Tween.prototype.constructor = Phaser.Tween;