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/**
* Phaser - Tween
*
* Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript and integrated into Phaser
*/
var Phaser;
(function (Phaser) {
var Tween = (function () {
function Tween(object, game) {
this._object = null;
this._pausedTime = 0;
this._valuesStart = {
};
this._valuesEnd = {
};
this._duration = 1000;
this._delayTime = 0;
this._startTime = null;
this._chainedTweens = [];
this._object = object;
this._game = game;
this._manager = this._game.tweens;
this._interpolationFunction = this._game.math.linearInterpolation;
this._easingFunction = Phaser.Easing.Linear.None;
this._chainedTweens = [];
this.onStart = new Phaser.Signal();
this.onUpdate = new Phaser.Signal();
this.onComplete = new Phaser.Signal();
}
Tween.prototype.to = function (properties, duration, ease, autoStart) {
if (typeof duration === "undefined") { duration = 1000; }
if (typeof ease === "undefined") { ease = null; }
if (typeof autoStart === "undefined") { autoStart = false; }
this._duration = duration;
// If properties isn't an object this will fail, sanity check it here somehow?
this._valuesEnd = properties;
if(ease !== null) {
this._easingFunction = ease;
}
if(autoStart === true) {
return this.start();
} else {
return this;
}
};
Tween.prototype.start = function () {
if(this._game === null || this._object === null) {
return;
}
this._manager.add(this);
this.onStart.dispatch(this._object);
this._startTime = this._game.time.now + this._delayTime;
for(var property in this._valuesEnd) {
// This prevents the interpolation of null values or of non-existing properties
if(this._object[property] === null || !(property in this._object)) {
throw Error('Phaser.Tween interpolation of null value of non-existing property');
continue;
}
// check if an Array was provided as property value
if(this._valuesEnd[property] instanceof Array) {
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];
}
return this;
};
Tween.prototype.stop = function () {
if(this._manager !== null) {
this._manager.remove(this);
}
this.onComplete.dispose();
return this;
};
Object.defineProperty(Tween.prototype, "parent", {
set: function (value) {
this._game = value;
this._manager = this._game.tweens;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Tween.prototype, "delay", {
get: function () {
return this._delayTime;
},
set: function (amount) {
this._delayTime = amount;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Tween.prototype, "easing", {
get: function () {
return this._easingFunction;
},
set: function (easing) {
this._easingFunction = easing;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Tween.prototype, "interpolation", {
get: function () {
return this._interpolationFunction;
},
set: function (interpolation) {
this._interpolationFunction = interpolation;
},
enumerable: true,
configurable: true
});
Tween.prototype.chain = function (tween) {
this._chainedTweens.push(tween);
return this;
};
Tween.prototype.update = function (time) {
if(this._game.paused == true) {
if(this._pausedTime == 0) {
this._pausedTime = time;
}
} else {
// Ok we aren't paused, but was there some time gained?
if(this._pausedTime > 0) {
this._startTime += (time - this._pausedTime);
this._pausedTime = 0;
}
}
if(time < this._startTime) {
return true;
}
var elapsed = (time - this._startTime) / this._duration;
elapsed = elapsed > 1 ? 1 : elapsed;
var value = this._easingFunction(elapsed);
for(var property in this._valuesStart) {
// Add checks for object, array, numeric up front
if(this._valuesEnd[property] instanceof Array) {
this._object[property] = this._interpolationFunction(this._valuesEnd[property], value);
} else {
this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * value;
}
}
this.onUpdate.dispatch(this._object, value);
if(elapsed == 1) {
this.onComplete.dispatch(this._object);
for(var i = 0; i < this._chainedTweens.length; i++) {
this._chainedTweens[i].start();
}
return false;
}
return true;
};
return Tween;
})();
Phaser.Tween = Tween;
})(Phaser || (Phaser = {}));