mirror of
https://github.com/photonstorm/phaser
synced 2024-12-22 02:53:27 +00:00
355 lines
10 KiB
JavaScript
355 lines
10 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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* Phaser.Game has a single instance of the TweenManager through which all Tween objects are created and updated.
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* Tweens are hooked into the game clock and pause system, adjusting based on the game state.
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*
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* TweenManager is based heavily on tween.js by http://soledadpenades.com.
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* The difference being that tweens belong to a games instance of TweenManager, rather than to a global TWEEN object.
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* It also has callbacks swapped for Signals and a few issues patched with regard to properties and completion errors.
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* Please see https://github.com/sole/tween.js for a full list of contributors.
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*
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* @class Phaser.TweenManager
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.TweenManager = function (state)
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{
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/**
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* @property {Phaser.State} game - Local reference to game.
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*/
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this.state = state;
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = state.game;
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/**
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* Are all newly created Tweens frame or time based? A frame based tween will use the physics elapsed timer when updating. This means
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* it will retain the same consistent frame rate, regardless of the speed of the device. The duration value given should
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* be given in frames.
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*
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* If the Tween uses a time based update (which is the default) then the duration is given in milliseconds.
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* In this situation a 2000ms tween will last exactly 2 seconds, regardless of the device and how many visual updates the tween
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* has actually been through. For very short tweens you may wish to experiment with a frame based update instead.
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* @property {boolean} frameBased
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* @default
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*/
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this.frameBased = false;
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/**
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* @property {array<Phaser.Tween>} _tweens - All of the currently running tweens.
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* @private
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*/
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this._tweens = [];
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/**
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* @property {array<Phaser.Tween>} _add - All of the tweens queued to be added in the next update.
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* @private
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*/
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this._add = [];
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this.easeMap = {
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Power0: Phaser.Easing.Power0,
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Power1: Phaser.Easing.Power1,
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Power2: Phaser.Easing.Power2,
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Power3: Phaser.Easing.Power3,
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Power4: Phaser.Easing.Power4,
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Linear: Phaser.Easing.Linear.None,
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Quad: Phaser.Easing.Quadratic.Out,
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Cubic: Phaser.Easing.Cubic.Out,
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Quart: Phaser.Easing.Quartic.Out,
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Quint: Phaser.Easing.Quintic.Out,
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Sine: Phaser.Easing.Sinusoidal.Out,
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Expo: Phaser.Easing.Exponential.Out,
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Circ: Phaser.Easing.Circular.Out,
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Elastic: Phaser.Easing.Elastic.Out,
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Back: Phaser.Easing.Back.Out,
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Bounce: Phaser.Easing.Bounce.Out,
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'Quad.easeIn': Phaser.Easing.Quadratic.In,
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'Cubic.easeIn': Phaser.Easing.Cubic.In,
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'Quart.easeIn': Phaser.Easing.Quartic.In,
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'Quint.easeIn': Phaser.Easing.Quintic.In,
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'Sine.easeIn': Phaser.Easing.Sinusoidal.In,
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'Expo.easeIn': Phaser.Easing.Exponential.In,
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'Circ.easeIn': Phaser.Easing.Circular.In,
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'Elastic.easeIn': Phaser.Easing.Elastic.In,
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'Back.easeIn': Phaser.Easing.Back.In,
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'Bounce.easeIn': Phaser.Easing.Bounce.In,
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'Quad.easeOut': Phaser.Easing.Quadratic.Out,
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'Cubic.easeOut': Phaser.Easing.Cubic.Out,
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'Quart.easeOut': Phaser.Easing.Quartic.Out,
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'Quint.easeOut': Phaser.Easing.Quintic.Out,
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'Sine.easeOut': Phaser.Easing.Sinusoidal.Out,
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'Expo.easeOut': Phaser.Easing.Exponential.Out,
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'Circ.easeOut': Phaser.Easing.Circular.Out,
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'Elastic.easeOut': Phaser.Easing.Elastic.Out,
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'Back.easeOut': Phaser.Easing.Back.Out,
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'Bounce.easeOut': Phaser.Easing.Bounce.Out,
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'Quad.easeInOut': Phaser.Easing.Quadratic.InOut,
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'Cubic.easeInOut': Phaser.Easing.Cubic.InOut,
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'Quart.easeInOut': Phaser.Easing.Quartic.InOut,
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'Quint.easeInOut': Phaser.Easing.Quintic.InOut,
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'Sine.easeInOut': Phaser.Easing.Sinusoidal.InOut,
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'Expo.easeInOut': Phaser.Easing.Exponential.InOut,
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'Circ.easeInOut': Phaser.Easing.Circular.InOut,
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'Elastic.easeInOut': Phaser.Easing.Elastic.InOut,
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'Back.easeInOut': Phaser.Easing.Back.InOut,
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'Bounce.easeInOut': Phaser.Easing.Bounce.InOut
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};
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// this.game.onPause.add(this._pauseAll, this);
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// this.game.onResume.add(this._resumeAll, this);
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};
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Phaser.TweenManager.prototype.constructor = Phaser.TweenManager;
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Phaser.TweenManager.prototype = {
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/**
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* Get all the tween objects in an array.
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* @method Phaser.TweenManager#getAll
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* @return {Phaser.Tween[]} Array with all tween objects.
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*/
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getAll: function ()
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{
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return this._tweens;
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},
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/**
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* Remove all tweens running and in the queue. Doesn't call any of the tween onComplete events.
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* @method Phaser.TweenManager#removeAll
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*/
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removeAll: function ()
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{
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for (var i = 0; i < this._tweens.length; i++)
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{
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this._tweens[i].pendingDelete = true;
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}
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this._add = [];
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},
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/**
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* Remove all tweens from a specific object, array of objects or Group.
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*
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* @method Phaser.TweenManager#removeFrom
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* @param {object|object[]|Phaser.Group} obj - The object you want to remove the tweens from.
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* @param {boolean} [children=true] - If passing a group, setting this to true will remove the tweens from all of its children instead of the group itself.
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*/
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removeFrom: function (obj, children)
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{
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if (children === undefined) { children = true; }
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var i;
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var len;
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if (Array.isArray(obj))
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{
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for (i = 0, len = obj.length; i < len; i++)
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{
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this.removeFrom(obj[i]);
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}
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}
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else if (obj.type === Phaser.GROUP && children)
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{
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for (i = 0, len = obj.children.length; i < len; i++)
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{
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this.removeFrom(obj.children[i]);
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}
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}
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else
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{
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for (i = 0, len = this._tweens.length; i < len; i++)
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{
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if (obj === this._tweens[i].target)
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{
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this.remove(this._tweens[i]);
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}
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}
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for (i = 0, len = this._add.length; i < len; i++)
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{
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if (obj === this._add[i].target)
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{
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this.remove(this._add[i]);
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}
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}
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}
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},
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/**
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* Add a new tween into the TweenManager.
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*
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* @method Phaser.TweenManager#add
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* @param {Phaser.Tween} tween - The tween object you want to add.
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* @return {Phaser.Tween} The tween object you added to the manager.
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*/
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add: function (tween)
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{
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tween._manager = this;
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this._add.push(tween);
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},
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/**
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* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
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*
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* @method Phaser.TweenManager#create
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* @param {object} object - Object the tween will be run on.
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* @return {Phaser.Tween} The newly created tween object.
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*/
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create: function (object)
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{
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return new Phaser.Tween(object, this);
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},
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/**
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* Remove a tween from this manager.
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*
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* @method Phaser.TweenManager#remove
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* @param {Phaser.Tween} tween - The tween object you want to remove.
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*/
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remove: function (tween)
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{
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var i = this._tweens.indexOf(tween);
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if (i !== -1)
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{
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this._tweens[i].pendingDelete = true;
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}
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else
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{
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i = this._add.indexOf(tween);
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if (i !== -1)
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{
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this._add[i].pendingDelete = true;
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}
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}
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},
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/**
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* Update all the tween objects you added to this manager.
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*
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* @method Phaser.TweenManager#update
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* @return {boolean} Return false if there's no tween to update, otherwise return true.
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*/
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update: function (frameDelta)
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{
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var addTweens = this._add.length;
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var numTweens = this._tweens.length;
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if (numTweens === 0 && addTweens === 0)
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{
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return false;
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}
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var i = 0;
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while (i < numTweens)
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{
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if (this._tweens[i].update(frameDelta))
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{
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i++;
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}
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else
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{
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this._tweens.splice(i, 1);
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numTweens--;
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}
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}
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// If there are any new tweens to be added, do so now - otherwise they can be spliced out of the array before ever running
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if (addTweens > 0)
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{
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this._tweens = this._tweens.concat(this._add);
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this._add.length = 0;
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}
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return true;
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},
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/**
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* Checks to see if a particular Sprite is currently being tweened.
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*
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* @method Phaser.TweenManager#isTweening
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* @param {object} object - The object to check for tweens against.
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* @return {boolean} Returns true if the object is currently being tweened, false if not.
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*/
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isTweening: function (object)
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{
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return this._tweens.some(function(tween) {
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return tween.target === object;
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});
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},
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/**
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* Private. Called by game focus loss. Pauses all currently running tweens.
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*
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* @method Phaser.TweenManager#_pauseAll
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* @private
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*/
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_pauseAll: function ()
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{
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for (var i = this._tweens.length - 1; i >= 0; i--)
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{
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this._tweens[i]._pause();
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}
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},
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/**
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* Private. Called by game focus loss. Resumes all currently paused tweens.
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*
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* @method Phaser.TweenManager#_resumeAll
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* @private
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*/
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_resumeAll: function ()
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{
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for (var i = this._tweens.length - 1; i >= 0; i--)
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{
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this._tweens[i]._resume();
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}
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},
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/**
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* Pauses all currently running tweens.
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*
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* @method Phaser.TweenManager#pauseAll
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*/
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pauseAll: function ()
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{
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for (var i = this._tweens.length - 1; i >= 0; i--)
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{
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this._tweens[i].pause();
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}
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},
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/**
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* Resumes all currently paused tweens.
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*
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* @method Phaser.TweenManager#resumeAll
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*/
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resumeAll: function ()
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{
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for (var i = this._tweens.length - 1; i >= 0; i--)
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{
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this._tweens[i].resume(true);
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}
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}
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};
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