/** * @author Richard Davey * @copyright 2022 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Tween Repeat Event. * * This event is dispatched by a Tween when one of the properties it is tweening repeats. * * This event will only be dispatched if the Tween has a property with a repeat count set. * * If a Tween has a `repeatDelay` set, this event will fire after that delay expires. * * The difference between `loop` and `repeat` is that `repeat` is a property setting, * where-as `loop` applies to the entire Tween. * * Listen to it from a Tween instance using `Tween.on('repeat', listener)`, i.e.: * * ```javascript * var tween = this.tweens.add({ * targets: image, * x: 500, * ease: 'Power1', * duration: 3000, * repeat: 4 * }); * tween.on('repeat', listener); * ``` * * @event Phaser.Tweens.Events#TWEEN_REPEAT * @type {string} * @since 3.19.0 * * @param {Phaser.Tweens.Tween} tween - A reference to the Tween instance that emitted the event. * @param {string} key - The property on the target that has just repeated, i.e. `x` or `scaleY`, or whatever property you are tweening. * @param {any} target - The target object that was repeated. Usually a Game Object, but can be of any type. * @param {number} current - The current value of the property being set on the target. * @param {number} previous - The previous value of the property being set on the target. */ module.exports = 'repeat';