/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Tween constructor * Create a new <code>Tween</code>. * * @class Phaser.Tween * @constructor * @param {object} object - Target object will be affected by this tween. * @param {Phaser.Game} game - Current game instance. * @param {Phaser.TweenManager} manager - The TweenManager responsible for looking after this Tween. */ Phaser.Tween = function (object, game, manager) { /** * Reference to the target object. * @property {object} _object * @private */ this._object = object; /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {Phaser.TweenManager} _manager - Reference to the TweenManager. * @private */ this._manager = manager; /** * @property {object} _valuesStart - Private value object. * @private */ this._valuesStart = {}; /** * @property {object} _valuesEnd - Private value object. * @private */ this._valuesEnd = {}; /** * @property {object} _valuesStartRepeat - Private value object. * @private */ this._valuesStartRepeat = {}; /** * @property {number} _duration - Private duration counter. * @private * @default */ this._duration = 1000; /** * @property {number} _repeat - Private repeat counter. * @private * @default */ this._repeat = 0; /** * @property {boolean} _yoyo - Private yoyo flag. * @private * @default */ this._yoyo = false; /** * @property {boolean} _reversed - Private reversed flag. * @private * @default */ this._reversed = false; /** * @property {number} _delayTime - Private delay counter. * @private * @default */ this._delayTime = 0; /** * @property {number} _startTime - Private start time counter. * @private * @default null */ this._startTime = null; /** * @property {function} _easingFunction - The easing function used for the tween. * @private */ this._easingFunction = Phaser.Easing.Linear.None; /** * @property {function} _interpolationFunction - The interpolation function used for the tween. * @private */ this._interpolationFunction = Phaser.Math.linearInterpolation; /** * @property {array} _chainedTweens - A private array of chained tweens. * @private */ this._chainedTweens = []; /** * @property {boolean} _onStartCallbackFired - Private flag. * @private * @default */ this._onStartCallbackFired = false; /** * @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 {boolean} _paused - Is this Tween paused or not? * @private * @default */ this._paused = false; /** * @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} pendingDelete - If this tween is ready to be deleted by the TweenManager. * @default */ this.pendingDelete = false; // Set all starting values present on the target object - why? this will copy loads of properties we don't need - commenting out for now // for (var field in object) // { // this._valuesStart[field] = parseFloat(object[field], 10); // } /** * @property {Phaser.Signal} onStart - The onStart event is fired when the Tween begins. */ this.onStart = new Phaser.Signal(); /** * @property {Phaser.Signal} onLoop - The onLoop event is fired if the Tween loops. */ this.onLoop = new Phaser.Signal(); /** * @property {Phaser.Signal} onComplete - The onComplete event is fired when the Tween completes. Does not fire if the Tween is set to loop. */ 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, waiting to start, are considered as being running. * @default */ this.isRunning = false; }; Phaser.Tween.prototype = { /** * Configure the Tween * * @method Phaser.Tween#to * @param {object} properties - Properties you want to tween. * @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.Linear.None. * @param {boolean} [autoStart=false] - Whether this tween will start automatically or not. * @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 Number.MAX_VALUE. 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.Tween} This Tween object. */ to: function (properties, duration, ease, autoStart, delay, repeat, yoyo) { duration = duration || 1000; ease = ease || null; autoStart = autoStart || false; delay = delay || 0; repeat = repeat || 0; yoyo = yoyo || false; if (yoyo && repeat === 0) { repeat = 1; } var self; if (this._parent) { self = this._manager.create(this._object); this._lastChild.chain(self); this._lastChild = self; } else { self = this; this._parent = this; this._lastChild = this; } self._repeat = repeat; self._duration = duration; self._valuesEnd = properties; if (ease !== null) { self._easingFunction = ease; } if (delay > 0) { self._delayTime = delay; } self._yoyo = yoyo; if (autoStart) { return this.start(); } else { return this; } }, /** * Starts the tween running. Can also be called by the autoStart parameter of Tween.to. * * @method Phaser.Tween#start * @return {Phaser.Tween} Itself. */ start: function () { if (this.game === null || this._object === null) { return; } this._manager.add(this); this.isRunning = true; this._onStartCallbackFired = false; this._startTime = this.game.time.now + this._delayTime; for (var property in this._valuesEnd) { // check if an Array was provided as property value if (Array.isArray(this._valuesEnd[property])) { if (this._valuesEnd[property].length === 0) { continue; } // create a local copy of the Array with the start value at the front this._valuesEnd[property] = [this._object[property]].concat(this._valuesEnd[property]); } this._valuesStart[property] = this._object[property]; if (!Array.isArray(this._valuesStart[property])) { this._valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings } this._valuesStartRepeat[property] = this._valuesStart[property] || 0; } return this; }, /** * 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 similar functions. * It ignores delay and repeat counts and any chained tweens. Just one play through of 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._object === null) { return null; } this._startTime = 0; for (var property in this._valuesEnd) { // Check if an Array was provided as property value if (Array.isArray(this._valuesEnd[property])) { if (this._valuesEnd[property].length === 0) { continue; } // create a local copy of the Array with the start value at the front this._valuesEnd[property] = [this._object[property]].concat(this._valuesEnd[property]); } this._valuesStart[property] = this._object[property]; if (!Array.isArray(this._valuesStart[property])) { this._valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings } this._valuesStartRepeat[property] = this._valuesStart[property] || 0; } // Simulate the tween. We will run for frameRate * (this._duration / 1000) (ms) var time = 0; var total = Math.floor(frameRate * (this._duration / 1000)); var tick = this._duration / total; var output = []; while (total--) { var property; var elapsed = (time - this._startTime) / this._duration; elapsed = elapsed > 1 ? 1 : elapsed; var value = this._easingFunction(elapsed); var blob = {}; for (property in this._valuesEnd) { var start = this._valuesStart[property] || 0; var end = this._valuesEnd[property]; if (end instanceof Array) { blob[property] = this._interpolationFunction(end, value); } else { // Parses relative end values with start as base (e.g.: +10, -3) if (typeof(end) === 'string') { end = start + parseFloat(end, 10); } // protect against non numeric properties. if (typeof(end) === 'number') { blob[property] = start + ( end - start ) * value; } } } output.push(blob); time += tick; } if (this._yoyo) { var reversed = output.slice(); reversed.reverse(); output = output.concat(reversed); } if (typeof data !== 'undefined') { data = data.concat(output); return data; } else { return output; } }, /** * Stops the tween if running and removes it from the TweenManager. If there are any onComplete callbacks or events they are not dispatched. * * @method Phaser.Tween#stop * @return {Phaser.Tween} Itself. */ stop: function () { this.isRunning = false; this._onUpdateCallback = null; this._manager.remove(this); return this; }, /** * Sets a delay time before this tween will start. * * @method Phaser.Tween#delay * @param {number} amount - The amount of the delay in ms. * @return {Phaser.Tween} Itself. */ delay: function (amount) { this._delayTime = amount; return this; }, /** * Sets the number of times this tween will repeat. * * @method Phaser.Tween#repeat * @param {number} times - How many times to repeat. * @return {Phaser.Tween} Itself. */ repeat: function (times) { this._repeat = times; return this; }, /** * A tween that has yoyo set to true will run through from start to finish, then reverse from finish to start. * Used in combination with repeat you can create endless loops. * * @method Phaser.Tween#yoyo * @param {boolean} yoyo - Set to true to yoyo this tween. * @return {Phaser.Tween} Itself. */ yoyo: function(yoyo) { this._yoyo = yoyo; if (yoyo && this._repeat === 0) { this._repeat = 1; } return this; }, /** * Set easing function this tween will use, i.e. Phaser.Easing.Linear.None. * * @method Phaser.Tween#easing * @param {function} easing - The easing function this tween will use, i.e. Phaser.Easing.Linear.None. * @return {Phaser.Tween} Itself. */ easing: function (easing) { this._easingFunction = easing; return this; }, /** * Set interpolation function the tween will use, by default it uses Phaser.Math.linearInterpolation. * Also available: Phaser.Math.bezierInterpolation and Phaser.Math.catmullRomInterpolation. * * @method Phaser.Tween#interpolation * @param {function} interpolation - The interpolation function to use (Phaser.Math.linearInterpolation by default) * @return {Phaser.Tween} Itself. */ interpolation: function (interpolation) { this._interpolationFunction = interpolation; return this; }, /** * You can chain tweens together by passing a reference to the chain function. This enables one tween to call another on completion. * You can pass as many tweens as you like to this function, they will each be chained in sequence. * * @method Phaser.Tween#chain * @return {Phaser.Tween} Itself. */ chain: function () { this._chainedTweens = arguments; return this; }, /** * Loop a chain of tweens * * 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 * @return {Phaser.Tween} Itself. */ loop: function() { this._lastChild.chain(this); return this; }, /** * Sets a callback to be fired each time this tween updates. Note: callback will be called in the context of the global scope. * * @method Phaser.Tween#onUpdateCallback * @param {function} callback - The callback to invoke each time this tween is updated. * @return {Phaser.Tween} Itself. */ onUpdateCallback: function (callback, callbackContext) { this._onUpdateCallback = callback; this._onUpdateCallbackContext = callbackContext; return this; }, /** * Pauses the tween. * * @method Phaser.Tween#pause */ pause: function () { this._codePaused = true; this._paused = true; this._pausedTime = this.game.time.now; }, /** * This is called by the core Game loop. Do not call it directly, instead use Tween.pause. * @method Phaser.Tween#_pause * @private */ _pause: function () { if (!this._codePaused) { this._paused = true; this._pausedTime = this.game.time.now; } }, /** * Resumes a paused tween. * * @method Phaser.Tween#resume */ resume: function () { if (this._paused) { this._paused = false; this._codePaused = false; this._startTime += (this.game.time.now - 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._startTime += this.game.time.pauseDuration; this._paused = false; } }, /** * 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 has completed and should be deleted from the manager, otherwise true (still active). */ update: function (time) { if (this.pendingDelete) { return false; } if (this._paused || time < this._startTime) { return true; } var property; if (time < this._startTime) { return true; } if (this._onStartCallbackFired === false) { this.onStart.dispatch(this._object); this._onStartCallbackFired = true; } var elapsed = (time - this._startTime) / this._duration; elapsed = elapsed > 1 ? 1 : elapsed; var value = this._easingFunction(elapsed); for (property in this._valuesEnd) { var start = this._valuesStart[property] || 0; var end = this._valuesEnd[property]; if (end instanceof Array) { this._object[property] = this._interpolationFunction(end, value); } else { // Parses relative end values with start as base (e.g.: +10, -3) if (typeof(end) === 'string') { end = start + parseFloat(end, 10); } // protect against non numeric properties. if (typeof(end) === 'number') { this._object[property] = start + ( end - start ) * value; } } } if (this._onUpdateCallback !== null) { this._onUpdateCallback.call(this._onUpdateCallbackContext, this, value); } if (elapsed == 1) { if (this._repeat > 0) { if (isFinite(this._repeat)) { this._repeat--; } // reassign starting values, restart by making startTime = now for (property in this._valuesStartRepeat) { if (typeof(this._valuesEnd[property]) === 'string') { this._valuesStartRepeat[property] = this._valuesStartRepeat[property] + parseFloat(this._valuesEnd[property], 10); } if (this._yoyo) { var tmp = this._valuesStartRepeat[property]; this._valuesStartRepeat[property] = this._valuesEnd[property]; this._valuesEnd[property] = tmp; this._reversed = !this._reversed; } this._valuesStart[property] = this._valuesStartRepeat[property]; } this._startTime = time + this._delayTime; this.onLoop.dispatch(this._object); return true; } else { this.isRunning = false; this.onComplete.dispatch(this._object); for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i ++) { this._chainedTweens[i].start(time); } return false; } } return true; } }; Phaser.Tween.prototype.constructor = Phaser.Tween;