phaser/docs/Tween.js.html
photonstorm 5d5c64d22f Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.
After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required.
Debug.renderPhysicsBody updated to take camera location and body rotation into account.
Body movement functions put back to velocity :)
Updated to latest dev version of pixi and latest p2.js
Updated docs
2014-02-18 03:01:51 +00:00

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<h1 class="page-title">Source: tween/Tween.js</h1>
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<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Tween constructor
* Create a new &lt;code>Tween&lt;/code>.
*
* @class Phaser.Tween
* @constructor
* @param {object} object - Target object will be affected by this tween.
* @param {Phaser.Game} game - Current game instance.
*/
Phaser.Tween = function (object, game) {
/**
* Reference to the target object.
* @property {object} _object
* @private
*/
this._object = object;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.TweenManager} _manager - Reference to the TweenManager.
* @private
*/
this._manager = this.game.tweens;
/**
* @property {object} _valuesStart - Private value object.
* @private
*/
this._valuesStart = {};
/**
* @property {object} _valuesEnd - Private value object.
* @private
*/
this._valuesEnd = {};
/**
* @property {object} _valuesStartRepeat - Private value object.
* @private
*/
this._valuesStartRepeat = {};
/**
* @property {number} _duration - Private duration counter.
* @private
* @default
*/
this._duration = 1000;
/**
* @property {number} _repeat - Private repeat counter.
* @private
* @default
*/
this._repeat = 0;
/**
* @property {boolean} _yoyo - Private yoyo flag.
* @private
* @default
*/
this._yoyo = false;
/**
* @property {boolean} _reversed - Private reversed flag.
* @private
* @default
*/
this._reversed = false;
/**
* @property {number} _delayTime - Private delay counter.
* @private
* @default
*/
this._delayTime = 0;
/**
* @property {number} _startTime - Private start time counter.
* @private
* @default null
*/
this._startTime = null;
/**
* @property {function} _easingFunction - The easing function used for the tween.
* @private
*/
this._easingFunction = Phaser.Easing.Linear.None;
/**
* @property {function} _interpolationFunction - The interpolation function used for the tween.
* @private
*/
this._interpolationFunction = Phaser.Math.linearInterpolation;
/**
* @property {array} _chainedTweens - A private array of chained tweens.
* @private
*/
this._chainedTweens = [];
/**
* @property {boolean} _onStartCallbackFired - Private flag.
* @private
* @default
*/
this._onStartCallbackFired = false;
/**
* @property {function} _onUpdateCallback - An onUpdate callback.
* @private
* @default null
*/
this._onUpdateCallback = null;
/**
* @property {object} _onUpdateCallbackContext - The context in which to call the onUpdate callback.
* @private
* @default null
*/
this._onUpdateCallbackContext = null;
/**
* @property {number} _pausedTime - Private pause timer.
* @private
* @default
*/
this._pausedTime = 0;
/**
* @property {boolean} pendingDelete - If this tween is ready to be deleted by the TweenManager.
* @default
*/
this.pendingDelete = false;
// Set all starting values present on the target object
for (var field in object)
{
this._valuesStart[field] = parseFloat(object[field], 10);
}
/**
* @property {Phaser.Signal} onStart - The onStart event is fired when the Tween begins.
*/
this.onStart = new Phaser.Signal();
/**
* @property {Phaser.Signal} onLoop - The onLoop event is fired if the Tween loops.
*/
this.onLoop = new Phaser.Signal();
/**
* @property {Phaser.Signal} onComplete - The onComplete event is fired when the Tween completes. Does not fire if the Tween is set to loop.
*/
this.onComplete = new Phaser.Signal();
/**
* @property {boolean} isRunning - If the tween is running this is set to true, otherwise false. Tweens that are in a delayed state, waiting to start, are considered as being running.
* @default
*/
this.isRunning = false;
};
Phaser.Tween.prototype = {
/**
* Configure the Tween
*
* @method Phaser.Tween#to
* @param {object} properties - Properties you want to tween.
* @param {number} [duration=1000] - Duration of this tween in ms.
* @param {function} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Linear.None.
* @param {boolean} [autoStart=false] - Whether this tween will start automatically or not.
* @param {number} [delay=0] - Delay before this tween will start, defaults to 0 (no delay). Value given is in ms.
* @param {boolean} [repeat=0] - Should the tween automatically restart once complete? (ignores any chained tweens).
* @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself when it completes.
* @return {Phaser.Tween} This Tween object.
*/
to: function (properties, duration, ease, autoStart, delay, repeat, yoyo) {
duration = duration || 1000;
ease = ease || null;
autoStart = autoStart || false;
delay = delay || 0;
repeat = repeat || 0;
yoyo = yoyo || false;
var self;
if (this._parent)
{
self = this._manager.create(this._object);
this._lastChild.chain(self);
this._lastChild = self;
}
else
{
self = this;
this._parent = this;
this._lastChild = this;
}
self._repeat = repeat;
self._duration = duration;
self._valuesEnd = properties;
if (ease !== null)
{
self._easingFunction = ease;
}
if (delay > 0)
{
self._delayTime = delay;
}
self._yoyo = yoyo;
if (autoStart)
{
return this.start();
}
else
{
return this;
}
},
/**
* Starts the tween running. Can also be called by the autoStart parameter of Tween.to.
*
* @method Phaser.Tween#start
* @return {Phaser.Tween} Itself.
*/
start: function () {
if (this.game === null || this._object === null)
{
return;
}
this._manager.add(this);
this.isRunning = true;
this._onStartCallbackFired = false;
this._startTime = this.game.time.now + this._delayTime;
for (var property in this._valuesEnd)
{
// check if an Array was provided as property value
if (this._valuesEnd[property] instanceof Array)
{
if (this._valuesEnd[property].length === 0)
{
continue;
}
// create a local copy of the Array with the start value at the front
this._valuesEnd[property] = [this._object[property]].concat(this._valuesEnd[property]);
}
this._valuesStart[property] = this._object[property];
if ((this._valuesStart[property] instanceof Array) === false)
{
this._valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings
}
this._valuesStartRepeat[property] = this._valuesStart[property] || 0;
}
return this;
},
/**
* Stops the tween if running and removes it from the TweenManager. If there are any onComplete callbacks or events they are not dispatched.
*
* @method Phaser.Tween#stop
* @return {Phaser.Tween} Itself.
*/
stop: function () {
this.isRunning = false;
this._onUpdateCallback = null;
this._manager.remove(this);
return this;
},
/**
* Sets a delay time before this tween will start.
*
* @method Phaser.Tween#delay
* @param {number} amount - The amount of the delay in ms.
* @return {Phaser.Tween} Itself.
*/
delay: function (amount) {
this._delayTime = amount;
return this;
},
/**
* Sets the number of times this tween will repeat.
*
* @method Phaser.Tween#repeat
* @param {number} times - How many times to repeat.
* @return {Phaser.Tween} Itself.
*/
repeat: function (times) {
this._repeat = times;
return this;
},
/**
* A tween that has yoyo set to true will run through from start to finish, then reverse from finish to start.
* Used in combination with repeat you can create endless loops.
*
* @method Phaser.Tween#yoyo
* @param {boolean} yoyo - Set to true to yoyo this tween.
* @return {Phaser.Tween} Itself.
*/
yoyo: function(yoyo) {
this._yoyo = yoyo;
return this;
},
/**
* Set easing function this tween will use, i.e. Phaser.Easing.Linear.None.
*
* @method Phaser.Tween#easing
* @param {function} easing - The easing function this tween will use, i.e. Phaser.Easing.Linear.None.
* @return {Phaser.Tween} Itself.
*/
easing: function (easing) {
this._easingFunction = easing;
return this;
},
/**
* Set interpolation function the tween will use, by default it uses Phaser.Math.linearInterpolation.
* Also available: Phaser.Math.bezierInterpolation and Phaser.Math.catmullRomInterpolation.
*
* @method Phaser.Tween#interpolation
* @param {function} interpolation - The interpolation function to use (Phaser.Math.linearInterpolation by default)
* @return {Phaser.Tween} Itself.
*/
interpolation: function (interpolation) {
this._interpolationFunction = interpolation;
return this;
},
/**
* You can chain tweens together by passing a reference to the chain function. This enables one tween to call another on completion.
* You can pass as many tweens as you like to this function, they will each be chained in sequence.
*
* @method Phaser.Tween#chain
* @return {Phaser.Tween} Itself.
*/
chain: function () {
this._chainedTweens = arguments;
return this;
},
/**
* Loop a chain of tweens
*
* Usage:
* game.add.tween(p).to({ x: 700 }, 1000, Phaser.Easing.Linear.None, true)
* .to({ y: 300 }, 1000, Phaser.Easing.Linear.None)
* .to({ x: 0 }, 1000, Phaser.Easing.Linear.None)
* .to({ y: 0 }, 1000, Phaser.Easing.Linear.None)
* .loop();
* @method Phaser.Tween#loop
* @return {Phaser.Tween} Itself.
*/
loop: function() {
this._lastChild.chain(this);
return this;
},
/**
* Sets a callback to be fired each time this tween updates. Note: callback will be called in the context of the global scope.
*
* @method Phaser.Tween#onUpdateCallback
* @param {function} callback - The callback to invoke each time this tween is updated.
* @return {Phaser.Tween} Itself.
*/
onUpdateCallback: function (callback, callbackContext) {
this._onUpdateCallback = callback;
this._onUpdateCallbackContext = callbackContext;
return this;
},
/**
* Pauses the tween.
*
* @method Phaser.Tween#pause
*/
pause: function () {
this._paused = true;
this._pausedTime = this.game.time.now;
},
/**
* Resumes a paused tween.
*
* @method Phaser.Tween#resume
*/
resume: function () {
this._paused = false;
this._startTime += (this.game.time.now - this._pausedTime);
},
/**
* 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 &lt; this._startTime)
{
return true;
}
var property;
if (time &lt; this._startTime)
{
return true;
}
if (this._onStartCallbackFired === false)
{
this.onStart.dispatch(this._object);
this._onStartCallbackFired = true;
}
var elapsed = (time - this._startTime) / this._duration;
elapsed = elapsed > 1 ? 1 : elapsed;
var value = this._easingFunction(elapsed);
for (property in this._valuesEnd)
{
var start = this._valuesStart[property] || 0;
var end = this._valuesEnd[property];
if (end instanceof Array)
{
this._object[property] = this._interpolationFunction(end, value);
}
else
{
// Parses relative end values with start as base (e.g.: +10, -3)
if (typeof(end) === 'string')
{
end = start + parseFloat(end, 10);
}
// protect against non numeric properties.
if (typeof(end) === 'number')
{
this._object[property] = start + ( end - start ) * value;
}
}
}
if (this._onUpdateCallback !== null)
{
this._onUpdateCallback.call(this._onUpdateCallbackContext, this, value);
}
if (elapsed == 1)
{
if (this._repeat > 0)
{
if (isFinite(this._repeat))
{
this._repeat--;
}
// reassign starting values, restart by making startTime = now
for (property in this._valuesStartRepeat)
{
if (typeof(this._valuesEnd[property]) === 'string')
{
this._valuesStartRepeat[property] = this._valuesStartRepeat[property] + parseFloat(this._valuesEnd[property], 10);
}
if (this._yoyo)
{
var tmp = this._valuesStartRepeat[property];
this._valuesStartRepeat[property] = this._valuesEnd[property];
this._valuesEnd[property] = tmp;
this._reversed = !this._reversed;
}
this._valuesStart[property] = this._valuesStartRepeat[property];
}
this._startTime = time + this._delayTime;
this.onLoop.dispatch(this._object);
return true;
}
else
{
this.isRunning = false;
this.onComplete.dispatch(this._object);
for (var i = 0, numChainedTweens = this._chainedTweens.length; i &lt; numChainedTweens; i ++)
{
this._chainedTweens[i].start(time);
}
return false;
}
}
return true;
}
};
Phaser.Tween.prototype.constructor = Phaser.Tween;
</pre>
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