mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 19:43:28 +00:00
455 lines
12 KiB
TypeScript
455 lines
12 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="easing/Back.ts" />
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/// <reference path="easing/Bounce.ts" />
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/// <reference path="easing/Circular.ts" />
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/// <reference path="easing/Cubic.ts" />
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/// <reference path="easing/Elastic.ts" />
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/// <reference path="easing/Exponential.ts" />
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/// <reference path="easing/Linear.ts" />
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/// <reference path="easing/Quadratic.ts" />
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/// <reference path="easing/Quartic.ts" />
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/// <reference path="easing/Quintic.ts" />
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/// <reference path="easing/Sinusoidal.ts" />
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/**
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* Phaser - Tween
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*
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* Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript and integrated into Phaser
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*/
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module Phaser {
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export class Tween {
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/**
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* Tween constructor
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* Create a new <code>Tween</code>.
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*
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* @param object {object} Target object will be affected by this tween.
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* @param game {Phaser.Game} Current game instance.
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*/
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constructor(object, game:Phaser.Game) {
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this._object = object;
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this._game = game;
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this._manager = this._game.tweens;
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this._interpolationFunction = this._game.math.linearInterpolation;
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this._easingFunction = Phaser.Easing.Linear.None;
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this._chainedTweens = [];
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this.onStart = new Phaser.Signal();
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this.onUpdate = new Phaser.Signal();
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this.onComplete = new Phaser.Signal();
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}
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/**
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* Local private reference to game.
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*/
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private _game: Phaser.Game;
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/**
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* Manager of this tween.
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* @type {Phaser.TweenManager}
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*/
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private _manager: Phaser.TweenManager;
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/**
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* Reference to the target object.
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* @type {object}
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*/
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private _object = null;
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private _pausedTime: number = 0;
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/**
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* Start values container.
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* @type {object}
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*/
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private _valuesStart = {};
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/**
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* End values container.
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* @type {object}
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*/
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private _valuesEnd = {};
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/**
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* How long this tween will perform.
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* @type {number}
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*/
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private _duration = 1000;
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private _delayTime = 0;
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private _startTime = null;
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// Temp vars to avoid gc spikes
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private _tempElapsed: number;
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private _tempValue;
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/**
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* Will this tween automatically restart when it completes?
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* @type {boolean}
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*/
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private _loop: bool = false;
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/**
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* A yoyo tween is one that plays once fully, then reverses back to the original tween values before completing.
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* @type {boolean}
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*/
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private _yoyo: bool = false;
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private _yoyoCount: number = 0;
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/**
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* Easing function which actually updating this tween.
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* @type {function}
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*/
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private _easingFunction;
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private _interpolationFunction;
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/**
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* Contains chained tweens.
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* @type {Tweens[]}
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*/
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private _chainedTweens = [];
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/**
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* Signal to be dispatched when this tween start.
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* @type {Phaser.Signal}
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*/
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public onStart: Phaser.Signal;
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/**
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* Signal to be dispatched when this tween updating.
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* @type {Phaser.Signal}
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*/
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public onUpdate: Phaser.Signal;
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/**
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* Signal to be dispatched when this tween completed.
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* @type {Phaser.Signal}
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*/
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public onComplete: Phaser.Signal;
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/**
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* Configure the Tween
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* @param properties {object} Propertis you want to tween.
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* @param [duration] {number} duration of this tween.
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* @param [ease] {any} Easing function.
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* @param [autoStart] {boolean} Whether this tween will start automatically or not.
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* @param [delay] {number} delay before this tween will start, defaults to 0 (no delay)
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* @param [loop] {boolean} Should the tween automatically restart once complete? (ignores any chained tweens)
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* @return {Tween} Itself.
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*/
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public to(properties, duration?: number = 1000, ease?: any = null, autoStart?: bool = false, delay?:number = 0, loop?:bool = false, yoyo?:bool = false): Tween {
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this._duration = duration;
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// If properties isn't an object this will fail, sanity check it here somehow?
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this._valuesEnd = properties;
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if (ease !== null)
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{
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this._easingFunction = ease;
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}
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if (delay > 0)
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{
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this._delayTime = delay;
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}
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this._loop = loop;
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this._yoyo = yoyo;
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this._yoyoCount = 0;
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if (autoStart === true)
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{
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return this.start();
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}
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else
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{
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return this;
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}
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}
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public loop(value: bool): Tween {
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this._loop = value;
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return this;
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}
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public yoyo(value: bool): Tween {
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this._yoyo = value;
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this._yoyoCount = 0;
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return this;
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}
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public isRunning: bool = false;
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/**
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* Start to tween.
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*/
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public start(looped: bool = false): Tween {
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if (this._game === null || this._object === null)
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{
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return;
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}
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if (looped == false)
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{
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this._manager.add(this);
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this.onStart.dispatch(this._object);
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}
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this._startTime = this._game.time.now + this._delayTime;
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this.isRunning = true;
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for (var property in this._valuesEnd)
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{
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// This prevents the interpolation of null values or of non-existing properties
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if (this._object[property] === null || !(property in this._object))
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{
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throw Error('Phaser.Tween interpolation of null value of non-existing property');
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continue;
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}
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// check if an Array was provided as property value
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if (this._valuesEnd[property] instanceof Array)
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{
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if (this._valuesEnd[property].length === 0)
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{
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continue;
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}
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// create a local copy of the Array with the start value at the front
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this._valuesEnd[property] = [this._object[property]].concat(this._valuesEnd[property]);
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}
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if (looped == false)
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{
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this._valuesStart[property] = this._object[property];
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}
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}
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return this;
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}
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public reverse() {
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var tempObj = {};
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for (var property in this._valuesStart)
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{
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tempObj[property] = this._valuesStart[property];
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this._valuesStart[property] = this._valuesEnd[property];
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this._valuesEnd[property] = tempObj[property];
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}
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this._yoyoCount++;
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return this.start(true);
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}
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public reset(): Tween {
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// Reset the properties back to what they were before
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for (var property in this._valuesStart)
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{
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this._object[property] = this._valuesStart[property];
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}
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return this.start(true);
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}
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public clear(): Tween {
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this._chainedTweens = [];
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this.onStart.removeAll();
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this.onUpdate.removeAll();
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this.onComplete.removeAll();
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return this;
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}
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/**
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* Stop tweening.
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*/
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public stop(): Tween {
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if (this._manager !== null)
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{
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this._manager.remove(this);
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}
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this.isRunning = false;
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this.onComplete.dispose();
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return this;
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}
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public set parent(value:Phaser.Game) {
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this._game = value;
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this._manager = this._game.tweens;
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}
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public set delay(amount:number) {
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this._delayTime = amount;
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}
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public get delay(): number {
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return this._delayTime;
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}
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public set easing(easing) {
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this._easingFunction = easing;
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}
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public get easing():any {
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return this._easingFunction;
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}
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public set interpolation(interpolation) {
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this._interpolationFunction = interpolation;
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}
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public get interpolation():any {
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return this._interpolationFunction;
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}
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/**
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* Add another chained tween, which will start automatically when the one before it completes.
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* @param tween {Phaser.Tween} Tween object you want to chain with this.
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* @return {Phaser.Tween} Itselfe.
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*/
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public chain(tween:Phaser.Tween): Tween {
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this._chainedTweens.push(tween);
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return this;
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}
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/**
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* Update tweening.
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* @param time {number} Current time from game clock.
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* @return {boolean} Return false if this completed and no need to update, otherwise return true.
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*/
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public update(time) {
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if (this._game.paused == true)
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{
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if (this._pausedTime == 0)
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{
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this._pausedTime = time;
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}
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}
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else
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{
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// Ok we aren't paused, but was there some time gained?
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if (this._pausedTime > 0)
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{
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this._startTime += (time - this._pausedTime);
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this._pausedTime = 0;
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}
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}
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if (time < this._startTime)
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{
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return true;
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}
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this._tempElapsed = (time - this._startTime) / this._duration;
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this._tempElapsed = this._tempElapsed > 1 ? 1 : this._tempElapsed;
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this._tempValue = this._easingFunction(this._tempElapsed);
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for (var property in this._valuesStart)
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{
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// Add checks for object, array, numeric up front
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if (this._valuesEnd[property] instanceof Array)
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{
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this._object[property] = this._interpolationFunction(this._valuesEnd[property], this._tempValue);
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}
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else
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{
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this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * this._tempValue;
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}
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}
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this.onUpdate.dispatch(this._object, this._tempValue);
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if (this._tempElapsed == 1)
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{
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// Yoyo?
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if (this._yoyo)
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{
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if (this._yoyoCount == 0)
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{
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// Reverse the tween
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this.reverse();
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return true;
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}
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else
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{
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// We've yoyo'd once already, quit?
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if (this._loop == false)
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{
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this.onComplete.dispatch(this._object);
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for (var i = 0; i < this._chainedTweens.length; i++)
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{
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this._chainedTweens[i].start();
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}
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return false;
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}
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}
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}
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// Loop?
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if (this._loop)
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{
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this._yoyoCount = 0;
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this.reset();
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return true;
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}
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else
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{
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this.onComplete.dispatch(this._object);
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for (var i = 0; i < this._chainedTweens.length; i++)
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{
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this._chainedTweens[i].start();
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}
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if (this._chainedTweens.length == 0)
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{
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this.isRunning = false;
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}
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return false;
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}
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}
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return true;
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}
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}
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}
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