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<h1 class="page-title">Source: tween/Tween.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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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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* @class Phaser.Tween
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* @constructor
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* @param {object} object - Target object will be affected by this tween.
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* @param {Phaser.Game} game - Current game instance.
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* @param {Phaser.TweenManager} manager - The TweenManager responsible for looking after this Tween.
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*/
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Phaser.Tween = function (object, game, manager) {
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/**
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* Reference to the target object.
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* @property {object} _object
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* @private
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*/
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this._object = object;
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {Phaser.TweenManager} _manager - Reference to the TweenManager.
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* @private
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*/
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this._manager = manager;
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/**
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* @property {object} _valuesStart - Private value object.
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* @private
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*/
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this._valuesStart = {};
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/**
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* @property {object} _valuesEnd - Private value object.
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* @private
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*/
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this._valuesEnd = {};
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/**
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* @property {object} _valuesStartRepeat - Private value object.
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* @private
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*/
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this._valuesStartRepeat = {};
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/**
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* @property {number} _duration - Private duration counter.
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* @private
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* @default
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*/
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this._duration = 1000;
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/**
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* @property {number} _repeat - Private repeat counter.
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* @private
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* @default
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*/
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this._repeat = 0;
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/**
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* @property {boolean} _yoyo - Private yoyo flag.
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* @private
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* @default
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*/
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this._yoyo = false;
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/**
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* @property {boolean} _reversed - Private reversed flag.
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* @private
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* @default
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*/
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this._reversed = false;
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/**
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* @property {number} _delayTime - Private delay counter.
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* @private
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* @default
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*/
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this._delayTime = 0;
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/**
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* @property {number} _startTime - Private start time counter.
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* @private
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* @default null
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*/
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this._startTime = null;
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/**
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* @property {function} _easingFunction - The easing function used for the tween.
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* @private
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*/
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this._easingFunction = Phaser.Easing.Linear.None;
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/**
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* @property {function} _interpolationFunction - The interpolation function used for the tween.
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* @private
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*/
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this._interpolationFunction = Phaser.Math.linearInterpolation;
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/**
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* @property {array} _chainedTweens - A private array of chained tweens.
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* @private
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*/
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this._chainedTweens = [];
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/**
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* @property {boolean} _onStartCallbackFired - Private flag.
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* @private
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* @default
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*/
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this._onStartCallbackFired = false;
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/**
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* @property {function} _onUpdateCallback - An onUpdate callback.
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* @private
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* @default null
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*/
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this._onUpdateCallback = null;
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/**
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* @property {object} _onUpdateCallbackContext - The context in which to call the onUpdate callback.
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* @private
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* @default null
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*/
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this._onUpdateCallbackContext = null;
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/**
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* @property {boolean} _paused - Is this Tween paused or not?
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* @private
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* @default
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*/
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this._paused = false;
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/**
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* @property {number} _pausedTime - Private pause timer.
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* @private
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* @default
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*/
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this._pausedTime = 0;
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/**
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* @property {boolean} _codePaused - Was the Tween paused by code or by Game focus loss?
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* @private
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*/
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this._codePaused = false;
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/**
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* @property {boolean} pendingDelete - If this tween is ready to be deleted by the TweenManager.
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* @default
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*/
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this.pendingDelete = false;
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// Set all starting values present on the target object - why? this will copy loads of properties we don't need - commenting out for now
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// for (var field in object)
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// {
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// this._valuesStart[field] = parseFloat(object[field], 10);
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// }
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/**
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* @property {Phaser.Signal} onStart - The onStart event is fired when the Tween begins.
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*/
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this.onStart = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onLoop - The onLoop event is fired if the Tween loops.
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*/
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this.onLoop = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onComplete - The onComplete event is fired when the Tween completes. Does not fire if the Tween is set to loop.
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*/
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this.onComplete = new Phaser.Signal();
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/**
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* @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.
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* @default
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*/
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this.isRunning = false;
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};
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Phaser.Tween.prototype = {
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/**
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* 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.
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* For example a Sprite with an `x` coordinate of 100 could be tweened to `x` 200 by giving a properties object of `{ x: 200 }`.
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*
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* @method Phaser.Tween#to
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* @param {object} properties - The properties you want to tween, such as `Sprite.x` or `Sound.volume`. Given as a JavaScript object.
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* @param {number} [duration=1000] - Duration of this tween in ms.
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* @param {function} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Linear.None.
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* @param {boolean} [autoStart=false] - Whether this tween will start automatically or not.
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* @param {number} [delay=0] - Delay before this tween will start, defaults to 0 (no delay). Value given is in ms.
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* @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.
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* @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.
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* @return {Phaser.Tween} This Tween object.
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*/
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to: function (properties, duration, ease, autoStart, delay, repeat, yoyo) {
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duration = duration || 1000;
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ease = ease || null;
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autoStart = autoStart || false;
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delay = delay || 0;
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repeat = repeat || 0;
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yoyo = yoyo || false;
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if (yoyo && repeat === 0)
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{
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repeat = 1;
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}
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var self;
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if (this._parent)
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{
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self = this._manager.create(this._object);
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this._lastChild.chain(self);
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this._lastChild = self;
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}
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else
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{
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self = this;
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this._parent = this;
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this._lastChild = this;
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}
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self._repeat = repeat;
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self._duration = duration;
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self._valuesEnd = properties;
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if (ease !== null)
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{
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self._easingFunction = ease;
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}
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if (delay > 0)
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{
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self._delayTime = delay;
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}
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self._yoyo = yoyo;
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if (autoStart)
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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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/**
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* Sets this tween to be a `from` tween on the properties given. A `from` tween starts at the given value and tweens to the current values.
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* For example a Sprite with an `x` coordinate of 100 could be tweened from `x: 200` by giving a properties object of `{ x: 200 }`.
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*
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* @method Phaser.Tween#from
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* @param {object} properties - Properties you want to tween from.
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* @param {number} [duration=1000] - Duration of this tween in ms.
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* @param {function} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Linear.None.
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* @param {boolean} [autoStart=false] - Whether this tween will start automatically or not.
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* @param {number} [delay=0] - Delay before this tween will start, defaults to 0 (no delay). Value given is in ms.
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* @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.
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* @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.
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* @return {Phaser.Tween} This Tween object.
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*/
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from: function(properties, duration, ease, autoStart, delay, repeat, yoyo) {
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var _cache = {};
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for (var prop in properties)
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{
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_cache[prop] = this._object[prop];
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this._object[prop] = properties[prop];
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}
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return this.to(_cache, duration, ease, autoStart, delay, repeat, yoyo);
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},
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/**
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* Starts the tween running. Can also be called by the autoStart parameter of Tween.to.
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*
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* @method Phaser.Tween#start
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* @return {Phaser.Tween} Itself.
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*/
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start: function () {
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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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this._manager.add(this);
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this.isRunning = true;
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this._onStartCallbackFired = false;
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this._startTime = this.game.time.now + this._delayTime;
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for (var property in this._valuesEnd)
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{
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// check if an Array was provided as property value
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if (Array.isArray(this._valuesEnd[property]))
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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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this._valuesStart[property] = this._object[property];
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if (!Array.isArray(this._valuesStart[property]))
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{
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this._valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings
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}
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this._valuesStartRepeat[property] = this._valuesStart[property] || 0;
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}
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return this;
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},
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/**
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* This will generate an array populated with the tweened object values from start to end.
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* It works by running the tween simulation at the given frame rate based on the values set-up in Tween.to and similar functions.
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* It ignores delay and repeat counts and any chained tweens. Just one play through of tween data is returned, including yoyo if set.
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*
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* @method Phaser.Tween#generateData
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* @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.
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* @param {array} [data] - If given the generated data will be appended to this array, otherwise a new array will be returned.
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* @return {array} An array of tweened values.
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*/
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generateData: function (frameRate, data) {
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if (this.game === null || this._object === null)
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{
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return null;
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}
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this._startTime = 0;
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for (var property in this._valuesEnd)
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{
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// Check if an Array was provided as property value
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if (Array.isArray(this._valuesEnd[property]))
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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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this._valuesStart[property] = this._object[property];
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if (!Array.isArray(this._valuesStart[property]))
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{
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this._valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings
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}
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this._valuesStartRepeat[property] = this._valuesStart[property] || 0;
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}
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// Simulate the tween. We will run for frameRate * (this._duration / 1000) (ms)
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var time = 0;
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var total = Math.floor(frameRate * (this._duration / 1000));
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var tick = this._duration / total;
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var output = [];
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while (total--)
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{
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var property;
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var elapsed = (time - this._startTime) / this._duration;
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elapsed = elapsed > 1 ? 1 : elapsed;
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var value = this._easingFunction(elapsed);
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var blob = {};
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for (property in this._valuesEnd)
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{
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var start = this._valuesStart[property] || 0;
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var end = this._valuesEnd[property];
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if (end instanceof Array)
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{
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blob[property] = this._interpolationFunction(end, value);
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}
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else
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{
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// Parses relative end values with start as base (e.g.: +10, -3)
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if (typeof(end) === 'string')
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{
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end = start + parseFloat(end, 10);
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}
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// protect against non numeric properties.
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if (typeof(end) === 'number')
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{
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blob[property] = start + ( end - start ) * value;
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}
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}
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}
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output.push(blob);
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time += tick;
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}
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if (this._yoyo)
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{
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var reversed = output.slice();
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reversed.reverse();
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output = output.concat(reversed);
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}
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if (typeof data !== 'undefined')
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{
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data = data.concat(output);
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return data;
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}
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else
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{
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return output;
|
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}
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},
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/**
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* Stops the tween if running and removes it from the TweenManager. If there are any onComplete callbacks or events they are not dispatched.
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*
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* @method Phaser.Tween#stop
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* @return {Phaser.Tween} Itself.
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*/
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stop: function () {
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this.isRunning = false;
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this._onUpdateCallback = null;
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this._manager.remove(this);
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return this;
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},
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|
|
/**
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* Sets a delay time before this tween will start.
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*
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* @method Phaser.Tween#delay
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* @param {number} amount - The amount of the delay in ms.
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* @return {Phaser.Tween} Itself.
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*/
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delay: function (amount) {
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this._delayTime = amount;
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return this;
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|
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},
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|
|
|
/**
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|
* Sets the number of times this tween will repeat.
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*
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|
* @method Phaser.Tween#repeat
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* @param {number} times - How many times to repeat.
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* @return {Phaser.Tween} Itself.
|
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*/
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repeat: function (times) {
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|
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this._repeat = times;
|
|
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|
return this;
|
|
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},
|
|
|
|
/**
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* A tween that has yoyo set to true will run through from start to finish, then reverse from finish to start.
|
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* Used in combination with repeat you can create endless loops.
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|
*
|
|
* @method Phaser.Tween#yoyo
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|
* @param {boolean} yoyo - Set to true to yoyo this tween.
|
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* @return {Phaser.Tween} Itself.
|
|
*/
|
|
yoyo: function(yoyo) {
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|
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|
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.
|
|
*
|
|
* @method Phaser.Tween#onUpdateCallback
|
|
* @param {function} callback - The callback to invoke each time this tween is updated.
|
|
* @param {object} callbackContext - The context in which to call the onUpdate callback.
|
|
* @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 (!this.isRunning)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
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._valuesStart[property] = this._valuesStartRepeat[property];
|
|
}
|
|
|
|
if (this._yoyo)
|
|
{
|
|
this._reversed = !this._reversed;
|
|
}
|
|
|
|
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;
|
|
</pre>
|
|
</article>
|
|
</section>
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</div>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Thu Jul 10 2014 20:18:55 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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