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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/TweenData.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A 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 {number} repeatTotal - The total number of times this Tween will repeat. * @readonly */ this.repeatTotal = 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.repeatTotal = 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.repeatTotal = 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; this.repeatCounter = this.repeatTotal; 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) { // Restore the properties for (var property in this.vStartCache) { this.vStart[property] = this.vStartCache[property]; this.vEnd[property] = this.vEndCache[property]; } this.inReverse = false; 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; </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>