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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Rope.html">Rope</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sprite.html">Sprite</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="Phaser.Tileset.html">Tileset</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.TileSprite.html">TileSprite</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="Phaser.Time.html">Time</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Timer.html">Timer</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="Phaser.Touch.html">Touch</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
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<a href="Phaser.Tween.html">Tween</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="Phaser.TweenData.html">TweenData</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.TweenManager.html">TweenManager</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Utils.html">Utils</a>
|
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</li>
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<li class="class-depth-2">
|
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<a href="Phaser.Utils.Debug.html">Debug</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.World.html">World</a>
|
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</li>
|
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<li class="class-depth-1">
|
|
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.BitmapText.html">BitmapText</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
|
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
|
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</li>
|
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<li class="class-depth-1">
|
|
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.Event.html">Event</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.EventTarget.html">EventTarget</a>
|
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</li>
|
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<li class="class-depth-1">
|
|
<a href="PIXI.FilterTexture.html">FilterTexture</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
|
<a href="PIXI.Graphics.html">Graphics</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
|
<a href="PIXI.GraphicsData.html">GraphicsData</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
|
<a href="PIXI.PIXI.html">PIXI</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixiShader.html">PixiShader</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PolyK.html">PolyK</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Rope.html">Rope</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Stage.html">Stage</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Strip.html">Strip</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.StripShader.html">StripShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Texture.html">Texture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.VideoTexture.html">VideoTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="RoundedRectangle.html">RoundedRectangle</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#append">append</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#apply">apply</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#applyInverse">applyInverse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#blendModes">blendModes</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#clone">clone</a>
|
|
</li>
|
|
|
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<li class="class-depth-0">
|
|
<a href="global.html#contains">contains</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#fromArray">fromArray</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#identity">identity</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#rotate">rotate</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#scale">scale</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#scaleModes">scaleModes</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#sort">sort</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#toArray">toArray</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#translate">translate</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
|
|
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/learn">Weekly Coding Tips</a></li>
|
|
<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/community/irc">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">Donate to the project</a></li>
|
|
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
|
|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: src/tween/Tween.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2015 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* A Tween allows you to alter one or more properties of a target object over a defined period of time.
|
|
* This can be used for things such as alpha fading Sprites, scaling them or motion.
|
|
* Use `Tween.to` or `Tween.from` to set-up the tween values. You can create multiple tweens on the same object
|
|
* by calling Tween.to multiple times on the same Tween. Additional tweens specified in this way become "child" tweens and
|
|
* are played through in sequence. You can use Tween.timeScale and Tween.reverse to control the playback of this Tween and all of its children.
|
|
*
|
|
* @class Phaser.Tween
|
|
* @constructor
|
|
* @param {object} target - The target object, such as a Phaser.Sprite or Phaser.Sprite.scale.
|
|
* @param {Phaser.Game} game - Current game instance.
|
|
* @param {Phaser.TweenManager} manager - The TweenManager responsible for looking after this Tween.
|
|
*/
|
|
Phaser.Tween = function (target, game, manager) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running Game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {object} target - The target object, such as a Phaser.Sprite or property like Phaser.Sprite.scale.
|
|
*/
|
|
this.target = target;
|
|
|
|
/**
|
|
* @property {Phaser.TweenManager} manager - Reference to the TweenManager responsible for updating this Tween.
|
|
*/
|
|
this.manager = manager;
|
|
|
|
/**
|
|
* @property {Array} timeline - An Array of TweenData objects that comprise the different parts of this Tween.
|
|
*/
|
|
this.timeline = [];
|
|
|
|
/**
|
|
* If set to `true` the current tween will play in reverse.
|
|
* If the tween hasn't yet started this has no effect.
|
|
* If there are child tweens then all child tweens will play in reverse from the current point.
|
|
* @property {boolean} reverse
|
|
* @default
|
|
*/
|
|
this.reverse = false;
|
|
|
|
/**
|
|
* The speed at which the tweens will run. A value of 1 means it will match the game frame rate. 0.5 will run at half the frame rate. 2 at double the frame rate, etc.
|
|
* If a tweens duration is 1 second but timeScale is 0.5 then it will take 2 seconds to complete.
|
|
*
|
|
* @property {number} timeScale
|
|
* @default
|
|
*/
|
|
this.timeScale = 1;
|
|
|
|
/**
|
|
* @property {number} repeatCounter - If the Tween and any child tweens are set to repeat this contains the current repeat count.
|
|
*/
|
|
this.repeatCounter = 0;
|
|
|
|
/**
|
|
* @property {boolean} pendingDelete - True if this Tween is ready to be deleted by the TweenManager.
|
|
* @default
|
|
* @readonly
|
|
*/
|
|
this.pendingDelete = false;
|
|
|
|
/**
|
|
* The onStart event is fired when the Tween begins. If there is a delay before the tween starts then onStart fires after the delay is finished.
|
|
* It will be sent 2 parameters: the target object and this tween.
|
|
* @property {Phaser.Signal} onStart
|
|
*/
|
|
this.onStart = new Phaser.Signal();
|
|
|
|
/**
|
|
* The onLoop event is fired if the Tween or any child tween loops.
|
|
* It will be sent 2 parameters: the target object and this tween.
|
|
* @property {Phaser.Signal} onLoop
|
|
*/
|
|
this.onLoop = new Phaser.Signal();
|
|
|
|
/**
|
|
* The onRepeat event is fired if the Tween and all of its children repeats. If this tween has no children this will never be fired.
|
|
* It will be sent 2 parameters: the target object and this tween.
|
|
* @property {Phaser.Signal} onRepeat
|
|
*/
|
|
this.onRepeat = new Phaser.Signal();
|
|
|
|
/**
|
|
* The onChildComplete event is fired when the Tween or any of its children completes.
|
|
* Fires every time a child completes unless a child is set to repeat forever.
|
|
* It will be sent 2 parameters: the target object and this tween.
|
|
* @property {Phaser.Signal} onChildComplete
|
|
*/
|
|
this.onChildComplete = new Phaser.Signal();
|
|
|
|
/**
|
|
* The onComplete event is fired when the Tween and all of its children completes. Does not fire if the Tween is set to loop or repeatAll(-1).
|
|
* It will be sent 2 parameters: the target object and this tween.
|
|
* @property {Phaser.Signal} onComplete
|
|
*/
|
|
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 or waiting to start are considered as being running.
|
|
* @default
|
|
*/
|
|
this.isRunning = false;
|
|
|
|
/**
|
|
* @property {number} current - The current Tween child being run.
|
|
* @default
|
|
* @readonly
|
|
*/
|
|
this.current = 0;
|
|
|
|
/**
|
|
* @property {object} properties - Target property cache used when building the child data values.
|
|
*/
|
|
this.properties = {};
|
|
|
|
/**
|
|
* @property {Phaser.Tween} chainedTween - If this Tween is chained to another this holds a reference to it.
|
|
*/
|
|
this.chainedTween = null;
|
|
|
|
/**
|
|
* @property {boolean} isPaused - Is this Tween paused or not?
|
|
* @default
|
|
*/
|
|
this.isPaused = 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} _codePaused - Was the Tween paused by code or by Game focus loss?
|
|
* @private
|
|
*/
|
|
this._codePaused = false;
|
|
|
|
};
|
|
|
|
Phaser.Tween.prototype = {
|
|
|
|
/**
|
|
* 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.
|
|
* For example a Sprite with an `x` coordinate of 100 could be tweened to `x` 200 by giving a properties object of `{ x: 200 }`.
|
|
* The ease function allows you define the rate of change. You can pass either a function such as Phaser.Easing.Circular.Out or a string such as "Circ".
|
|
* ".easeIn", ".easeOut" and "easeInOut" variants are all supported for all ease types.
|
|
*
|
|
* @method Phaser.Tween#to
|
|
* @param {object} properties - An object containing the properties you want to tween, such as `Sprite.x` or `Sound.volume`. Given as a JavaScript object.
|
|
* @param {number} [duration=1000] - Duration of this tween in ms.
|
|
* @param {function|string} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Default, which is Phaser.Easing.Linear.None by default but can be over-ridden.
|
|
* @param {boolean} [autoStart=false] - Set to `true` to allow this tween to start automatically. Otherwise call Tween.start().
|
|
* @param {number} [delay=0] - Delay before this tween will start in milliseconds. Defaults to 0, no delay.
|
|
* @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This only effects this induvidual tween, not any chained tweens.
|
|
* @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.
|
|
* @return {Phaser.Tween} This Tween object.
|
|
*/
|
|
to: function (properties, duration, ease, autoStart, delay, repeat, yoyo) {
|
|
|
|
if (typeof duration === 'undefined') { duration = 1000; }
|
|
if (typeof ease === 'undefined') { ease = Phaser.Easing.Default; }
|
|
if (typeof autoStart === 'undefined') { autoStart = false; }
|
|
if (typeof delay === 'undefined') { delay = 0; }
|
|
if (typeof repeat === 'undefined') { repeat = 0; }
|
|
if (typeof yoyo === 'undefined') { yoyo = false; }
|
|
|
|
if (typeof ease === 'string' && this.manager.easeMap[ease])
|
|
{
|
|
ease = this.manager.easeMap[ease];
|
|
}
|
|
|
|
if (this.isRunning)
|
|
{
|
|
console.warn('Phaser.Tween.to cannot be called after Tween.start');
|
|
return this;
|
|
}
|
|
|
|
this.timeline.push(new Phaser.TweenData(this).to(properties, duration, ease, delay, repeat, yoyo));
|
|
|
|
if (autoStart)
|
|
{
|
|
this.start();
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets this tween to be a `from` tween on the properties given. A `from` tween sets the target to the destination value and tweens to its current value.
|
|
* For example a Sprite with an `x` coordinate of 100 tweened from `x` 500 would be set to `x` 500 and then tweened to `x` 100 by giving a properties object of `{ x: 500 }`.
|
|
* The ease function allows you define the rate of change. You can pass either a function such as Phaser.Easing.Circular.Out or a string such as "Circ".
|
|
* ".easeIn", ".easeOut" and "easeInOut" variants are all supported for all ease types.
|
|
*
|
|
* @method Phaser.Tween#from
|
|
* @param {object} properties - An object containing the properties you want to tween., such as `Sprite.x` or `Sound.volume`. Given as a JavaScript object.
|
|
* @param {number} [duration=1000] - Duration of this tween in ms.
|
|
* @param {function|string} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Default, which is Phaser.Easing.Linear.None by default but can be over-ridden.
|
|
* @param {boolean} [autoStart=false] - Set to `true` to allow this tween to start automatically. Otherwise call Tween.start().
|
|
* @param {number} [delay=0] - Delay before this tween will start in milliseconds. Defaults to 0, no delay.
|
|
* @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This only effects this induvidual tween, not any chained tweens.
|
|
* @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.
|
|
* @return {Phaser.Tween} This Tween object.
|
|
*/
|
|
from: function (properties, duration, ease, autoStart, delay, repeat, yoyo) {
|
|
|
|
if (typeof duration === 'undefined') { duration = 1000; }
|
|
if (typeof ease === 'undefined') { ease = Phaser.Easing.Default; }
|
|
if (typeof autoStart === 'undefined') { autoStart = false; }
|
|
if (typeof delay === 'undefined') { delay = 0; }
|
|
if (typeof repeat === 'undefined') { repeat = 0; }
|
|
if (typeof yoyo === 'undefined') { yoyo = false; }
|
|
|
|
if (typeof ease === 'string' && this.manager.easeMap[ease])
|
|
{
|
|
ease = this.manager.easeMap[ease];
|
|
}
|
|
|
|
if (this.isRunning)
|
|
{
|
|
console.warn('Phaser.Tween.from cannot be called after Tween.start');
|
|
return this;
|
|
}
|
|
|
|
this.timeline.push(new Phaser.TweenData(this).from(properties, duration, ease, delay, repeat, yoyo));
|
|
|
|
if (autoStart)
|
|
{
|
|
this.start();
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Starts the tween running. Can also be called by the autoStart parameter of `Tween.to` or `Tween.from`.
|
|
* This sets the `Tween.isRunning` property to `true` and dispatches a `Tween.onStart` signal.
|
|
* If the Tween has a delay set then nothing will start tweening until the delay has expired.
|
|
*
|
|
* @method Phaser.Tween#start
|
|
* @param {number} [index=0] - If this Tween contains child tweens you can specify which one to start from. The default is zero, i.e. the first tween created.
|
|
* @return {Phaser.Tween} This tween. Useful for method chaining.
|
|
*/
|
|
start: function (index) {
|
|
|
|
if (typeof index === 'undefined') { index = 0; }
|
|
|
|
if (this.game === null || this.target === null || this.timeline.length === 0 || this.isRunning)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
// Populate the tween data
|
|
for (var i = 0; i < this.timeline.length; i++)
|
|
{
|
|
// Build our master property list with the starting values
|
|
for (var property in this.timeline[i].vEnd)
|
|
{
|
|
this.properties[property] = this.target[property] || 0;
|
|
|
|
if (!Array.isArray(this.properties[property]))
|
|
{
|
|
// Ensures we're using numbers, not strings
|
|
this.properties[property] *= 1.0;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (var i = 0; i < this.timeline.length; i++)
|
|
{
|
|
this.timeline[i].loadValues();
|
|
}
|
|
|
|
this.manager.add(this);
|
|
|
|
this.isRunning = true;
|
|
|
|
if (index < 0 || index > this.timeline.length - 1)
|
|
{
|
|
index = 0;
|
|
}
|
|
|
|
this.current = index;
|
|
|
|
this.timeline[this.current].start();
|
|
|
|
this.onStart.dispatch(this.target, this);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops the tween if running and flags it for deletion from the TweenManager.
|
|
* If called directly the `Tween.onComplete` signal is not dispatched and no chained tweens are started unless the complete parameter is set to `true`.
|
|
* If you just wish to pause a tween then use Tween.pause instead.
|
|
*
|
|
* @method Phaser.Tween#stop
|
|
* @param {boolean} [complete=false] - Set to `true` to dispatch the Tween.onComplete signal.
|
|
* @return {Phaser.Tween} This tween. Useful for method chaining.
|
|
*/
|
|
stop: function (complete) {
|
|
|
|
if (typeof complete === 'undefined') { complete = false; }
|
|
|
|
this.isRunning = false;
|
|
|
|
this._onUpdateCallback = null;
|
|
this._onUpdateCallbackContext = null;
|
|
|
|
if (complete)
|
|
{
|
|
this.onComplete.dispatch(this.target, this);
|
|
|
|
if (this.chainedTween)
|
|
{
|
|
this.chainedTween.start();
|
|
}
|
|
}
|
|
|
|
this.manager.remove(this);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates either a single TweenData or all TweenData objects properties to the given value.
|
|
* Used internally by methods like Tween.delay, Tween.yoyo, etc. but can also be called directly if you know which property you want to tweak.
|
|
* The property is not checked, so if you pass an invalid one you'll generate a run-time error.
|
|
*
|
|
* @method Phaser.Tween#updateTweenData
|
|
* @param {string} property - The property to update.
|
|
* @param {number|function} value - The value to set the property to.
|
|
* @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the delay on all the children.
|
|
* @return {Phaser.Tween} This tween. Useful for method chaining.
|
|
*/
|
|
updateTweenData: function (property, value, index) {
|
|
|
|
if (this.timeline.length === 0) { return this; }
|
|
|
|
if (typeof index === 'undefined') { index = 0; }
|
|
|
|
if (index === -1)
|
|
{
|
|
for (var i = 0; i < this.timeline.length; i++)
|
|
{
|
|
this.timeline[i][property] = value;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.timeline[index][property] = value;
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the delay in milliseconds before this tween will start. If there are child tweens it sets the delay before the first child starts.
|
|
* The delay is invoked as soon as you call `Tween.start`. If the tween is already running this method doesn't do anything for the current active tween.
|
|
* If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to delay.
|
|
* If you have child tweens and pass -1 as the index value it sets the delay across all of them.
|
|
*
|
|
* @method Phaser.Tween#delay
|
|
* @param {number} duration - The amount of time in ms that the Tween should wait until it begins once started is called. Set to zero to remove any active delay.
|
|
* @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the delay on all the children.
|
|
* @return {Phaser.Tween} This tween. Useful for method chaining.
|
|
*/
|
|
delay: function (duration, index) {
|
|
|
|
return this.updateTweenData('delay', duration, index);
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the number of times this tween will repeat.
|
|
* If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to repeat.
|
|
* If you have child tweens and pass -1 as the index value it sets the number of times they'll repeat across all of them.
|
|
* If you wish to define how many times this Tween and all children will repeat see Tween.repeatAll.
|
|
*
|
|
* @method Phaser.Tween#repeat
|
|
* @param {number} total - How many times a tween should repeat before completing. Set to zero to remove an active repeat. Set to -1 to repeat forever.
|
|
* @param {number} [repeat=0] - This is the amount of time to pause (in ms) before the repeat will start.
|
|
* @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the repeat value on all the children.
|
|
* @return {Phaser.Tween} This tween. Useful for method chaining.
|
|
*/
|
|
repeat: function (total, repeatDelay, index) {
|
|
|
|
if (typeof repeatDelay === 'undefined') { repeatDelay = 0; }
|
|
|
|
this.updateTweenData('repeatCounter', total, index);
|
|
|
|
return this.updateTweenData('repeatDelay', repeatDelay, index);
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the delay in milliseconds before this tween will repeat itself.
|
|
* The repeatDelay is invoked as soon as you call `Tween.start`. If the tween is already running this method doesn't do anything for the current active tween.
|
|
* If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to set repeatDelay on.
|
|
* If you have child tweens and pass -1 as the index value it sets the repeatDelay across all of them.
|
|
*
|
|
* @method Phaser.Tween#repeatDelay
|
|
* @param {number} duration - The amount of time in ms that the Tween should wait until it repeats or yoyos once start is called. Set to zero to remove any active repeatDelay.
|
|
* @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the repeatDelay on all the children.
|
|
* @return {Phaser.Tween} This tween. Useful for method chaining.
|
|
*/
|
|
repeatDelay: function (duration, index) {
|
|
|
|
return this.updateTweenData('repeatDelay', duration, index);
|
|
|
|
},
|
|
|
|
/**
|
|
* A Tween that has yoyo set to true will run through from its starting values to its end values and then play back in reverse from end to start.
|
|
* Used in combination with repeat you can create endless loops.
|
|
* If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to yoyo.
|
|
* If you have child tweens and pass -1 as the index value it sets the yoyo property across all of them.
|
|
* If you wish to yoyo this Tween and all of its children then see Tween.yoyoAll.
|
|
*
|
|
* @method Phaser.Tween#yoyo
|
|
* @param {boolean} enable - Set to true to yoyo this tween, or false to disable an already active yoyo.
|
|
* @param {number} [yoyoDelay=0] - This is the amount of time to pause (in ms) before the yoyo will start.
|
|
* @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set yoyo on all the children.
|
|
* @return {Phaser.Tween} This tween. Useful for method chaining.
|
|
*/
|
|
yoyo: function(enable, yoyoDelay, index) {
|
|
|
|
if (typeof yoyoDelay === 'undefined') { yoyoDelay = 0; }
|
|
|
|
this.updateTweenData('yoyo', enable, index);
|
|
|
|
return this.updateTweenData('yoyoDelay', yoyoDelay, index);
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the delay in milliseconds before this tween will run a yoyo (only applies if yoyo is enabled).
|
|
* The repeatDelay is invoked as soon as you call `Tween.start`. If the tween is already running this method doesn't do anything for the current active tween.
|
|
* If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to set repeatDelay on.
|
|
* If you have child tweens and pass -1 as the index value it sets the repeatDelay across all of them.
|
|
*
|
|
* @method Phaser.Tween#yoyoDelay
|
|
* @param {number} duration - The amount of time in ms that the Tween should wait until it repeats or yoyos once start is called. Set to zero to remove any active yoyoDelay.
|
|
* @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the yoyoDelay on all the children.
|
|
* @return {Phaser.Tween} This tween. Useful for method chaining.
|
|
*/
|
|
yoyoDelay: function (duration, index) {
|
|
|
|
return this.updateTweenData('yoyoDelay', duration, index);
|
|
|
|
},
|
|
|
|
/**
|
|
* Set easing function this tween will use, i.e. Phaser.Easing.Linear.None.
|
|
* The ease function allows you define the rate of change. You can pass either a function such as Phaser.Easing.Circular.Out or a string such as "Circ".
|
|
* ".easeIn", ".easeOut" and "easeInOut" variants are all supported for all ease types.
|
|
* If you have child tweens and pass -1 as the index value it sets the easing function defined here across all of them.
|
|
*
|
|
* @method Phaser.Tween#easing
|
|
* @param {function|string} ease - The easing function this tween will use, i.e. Phaser.Easing.Linear.None.
|
|
* @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the easing function on all children.
|
|
* @return {Phaser.Tween} This tween. Useful for method chaining.
|
|
*/
|
|
easing: function (ease, index) {
|
|
|
|
if (typeof ease === 'string' && this.manager.easeMap[ease])
|
|
{
|
|
ease = this.manager.easeMap[ease];
|
|
}
|
|
|
|
return this.updateTweenData('easingFunction', ease, index);
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the interpolation function the tween will use. By default it uses Phaser.Math.linearInterpolation.
|
|
* Also available: Phaser.Math.bezierInterpolation and Phaser.Math.catmullRomInterpolation.
|
|
* The interpolation function is only used if the target properties is an array.
|
|
* If you have child tweens and pass -1 as the index value and it will set the interpolation function across all of them.
|
|
*
|
|
* @method Phaser.Tween#interpolation
|
|
* @param {function} interpolation - The interpolation function to use (Phaser.Math.linearInterpolation by default)
|
|
* @param {object} [context] - The context under which the interpolation function will be run.
|
|
* @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the interpolation function on all children.
|
|
* @return {Phaser.Tween} This tween. Useful for method chaining.
|
|
*/
|
|
interpolation: function (interpolation, context, index) {
|
|
|
|
if (typeof context === 'undefined') { context = Phaser.Math; }
|
|
|
|
this.updateTweenData('interpolationFunction', interpolation, index);
|
|
|
|
return this.updateTweenData('interpolationContext', context, index);
|
|
|
|
},
|
|
|
|
/**
|
|
* Set how many times this tween and all of its children will repeat.
|
|
* A tween (A) with 3 children (B,C,D) with a `repeatAll` value of 2 would play as: ABCDABCD before completing.
|
|
* When all child tweens have completed Tween.onLoop will be dispatched.
|
|
*
|
|
* @method Phaser.Tween#repeat
|
|
* @param {number} total - How many times this tween and all children should repeat before completing. Set to zero to remove an active repeat. Set to -1 to repeat forever.
|
|
* @return {Phaser.Tween} This tween. Useful for method chaining.
|
|
*/
|
|
repeatAll: function (total) {
|
|
|
|
if (typeof total === 'undefined') { total = 0; }
|
|
|
|
this.repeatCounter = total;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* This method allows you to chain tweens together. Any tween chained to this tween will have its `Tween.start` method called
|
|
* as soon as this tween completes. If this tween never completes (i.e. repeatAll or loop is set) then the chain will never progress.
|
|
* Note that `Tween.onComplete` will fire when *this* tween completes, not when the whole chain completes.
|
|
* For that you should listen to `onComplete` on the final tween in your chain.
|
|
*
|
|
* If you pass multiple tweens to this method they will be joined into a single long chain.
|
|
* For example if this is Tween A and you pass in B, C and D then B will be chained to A, C will be chained to B and D will be chained to C.
|
|
* Any previously chained tweens that may have been set will be overwritten.
|
|
*
|
|
* @method Phaser.Tween#chain
|
|
* @param {...Phaser.Tween} tweens - One or more tweens that will be chained to this one.
|
|
* @return {Phaser.Tween} This tween. Useful for method chaining.
|
|
*/
|
|
chain: function () {
|
|
|
|
var i = arguments.length;
|
|
|
|
while (i--)
|
|
{
|
|
if (i > 0)
|
|
{
|
|
arguments[i - 1].chainedTween = arguments[i];
|
|
}
|
|
else
|
|
{
|
|
this.chainedTween = arguments[i];
|
|
}
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Enables the looping of this tween and all child tweens. If this tween has no children this setting has no effect.
|
|
* If `value` is `true` then this is the same as setting `Tween.repeatAll(-1)`.
|
|
* If `value` is `false` it is the same as setting `Tween.repeatAll(0)` and will reset the `repeatCounter` to zero.
|
|
*
|
|
* 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
|
|
* @param {boolean} [value=true] - If `true` this tween and any child tweens will loop once they reach the end. Set to `false` to remove an active loop.
|
|
* @return {Phaser.Tween} This tween. Useful for method chaining.
|
|
*/
|
|
loop: function (value) {
|
|
|
|
if (typeof value === 'undefined') { value = true; }
|
|
|
|
if (value)
|
|
{
|
|
this.repeatAll(-1);
|
|
}
|
|
else
|
|
{
|
|
this.repeatCounter = 0;
|
|
}
|
|
|
|
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. Set to `null` to remove an already active callback.
|
|
* @param {object} callbackContext - The context in which to call the onUpdate callback.
|
|
* @return {Phaser.Tween} This tween. Useful for method chaining.
|
|
*/
|
|
onUpdateCallback: function (callback, callbackContext) {
|
|
|
|
this._onUpdateCallback = callback;
|
|
this._onUpdateCallbackContext = callbackContext;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Pauses the tween. Resume playback with Tween.resume.
|
|
*
|
|
* @method Phaser.Tween#pause
|
|
*/
|
|
pause: function () {
|
|
|
|
this.isPaused = true;
|
|
|
|
this._codePaused = true;
|
|
|
|
this._pausedTime = this.game.time.time;
|
|
|
|
},
|
|
|
|
/**
|
|
* This is called by the core Game loop. Do not call it directly, instead use Tween.pause.
|
|
*
|
|
* @private
|
|
* @method Phaser.Tween#_pause
|
|
*/
|
|
_pause: function () {
|
|
|
|
if (!this._codePaused)
|
|
{
|
|
this.isPaused = true;
|
|
|
|
this._pausedTime = this.game.time.time;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Resumes a paused tween.
|
|
*
|
|
* @method Phaser.Tween#resume
|
|
*/
|
|
resume: function () {
|
|
|
|
if (this.isPaused)
|
|
{
|
|
this.isPaused = false;
|
|
|
|
this._codePaused = false;
|
|
|
|
for (var i = 0; i < this.timeline.length; i++)
|
|
{
|
|
if (!this.timeline[i].isRunning)
|
|
{
|
|
this.timeline[i].startTime += (this.game.time.time - 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.resume();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* 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 and all child tweens have completed and should be deleted from the manager, otherwise true (still active).
|
|
*/
|
|
update: function (time) {
|
|
|
|
if (this.pendingDelete)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (this.isPaused)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
var status = this.timeline[this.current].update(time);
|
|
|
|
if (status === Phaser.TweenData.PENDING)
|
|
{
|
|
return true;
|
|
}
|
|
else if (status === Phaser.TweenData.RUNNING)
|
|
{
|
|
if (this._onUpdateCallback !== null)
|
|
{
|
|
this._onUpdateCallback.call(this._onUpdateCallbackContext, this, this.timeline[this.current].value, this.timeline[this.current]);
|
|
}
|
|
|
|
// In case the update callback modifies this tween
|
|
return this.isRunning;
|
|
}
|
|
else if (status === Phaser.TweenData.LOOPED)
|
|
{
|
|
this.onLoop.dispatch(this.target, this);
|
|
return true;
|
|
}
|
|
else if (status === Phaser.TweenData.COMPLETE)
|
|
{
|
|
var complete = false;
|
|
|
|
// What now?
|
|
if (this.reverse)
|
|
{
|
|
this.current--;
|
|
|
|
if (this.current < 0)
|
|
{
|
|
this.current = this.timeline.length - 1;
|
|
complete = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.current++;
|
|
|
|
if (this.current === this.timeline.length)
|
|
{
|
|
this.current = 0;
|
|
complete = true;
|
|
}
|
|
}
|
|
|
|
if (complete)
|
|
{
|
|
// We've reached the start or end of the child tweens (depending on Tween.reverse), should we repeat it?
|
|
if (this.repeatCounter === -1)
|
|
{
|
|
this.timeline[this.current].start();
|
|
this.onRepeat.dispatch(this.target, this);
|
|
return true;
|
|
}
|
|
else if (this.repeatCounter > 0)
|
|
{
|
|
this.repeatCounter--;
|
|
|
|
this.timeline[this.current].start();
|
|
this.onRepeat.dispatch(this.target, this);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// No more repeats and no more children, so we're done
|
|
this.isRunning = false;
|
|
this.onComplete.dispatch(this.target, this);
|
|
|
|
if (this.chainedTween)
|
|
{
|
|
this.chainedTween.start();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// We've still got some children to go
|
|
this.onChildComplete.dispatch(this.target, this);
|
|
this.timeline[this.current].start();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* This will generate an array populated with the tweened object values from start to end.
|
|
* It works by running the tween simulation at the given frame rate based on the values set-up in Tween.to and Tween.from.
|
|
* It ignores delay and repeat counts and any chained tweens, but does include child tweens.
|
|
* Just one play through of the tween data is returned, including yoyo if set.
|
|
*
|
|
* @method Phaser.Tween#generateData
|
|
* @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.
|
|
* @param {array} [data] - If given the generated data will be appended to this array, otherwise a new array will be returned.
|
|
* @return {array} An array of tweened values.
|
|
*/
|
|
generateData: function (frameRate, data) {
|
|
|
|
if (this.game === null || this.target === null)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
if (typeof data === 'undefined') { data = []; }
|
|
|
|
// Populate the tween data
|
|
for (var i = 0; i < this.timeline.length; i++)
|
|
{
|
|
// Build our master property list with the starting values
|
|
for (var property in this.timeline[i].vEnd)
|
|
{
|
|
this.properties[property] = this.target[property] || 0;
|
|
|
|
if (!Array.isArray(this.properties[property]))
|
|
{
|
|
// Ensures we're using numbers, not strings
|
|
this.properties[property] *= 1.0;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (var i = 0; i < this.timeline.length; i++)
|
|
{
|
|
this.timeline[i].loadValues();
|
|
}
|
|
|
|
for (var i = 0; i < this.timeline.length; i++)
|
|
{
|
|
data = data.concat(this.timeline[i].generateData(frameRate));
|
|
}
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @name Phaser.Tween#totalDuration
|
|
* @property {Phaser.TweenData} totalDuration - Gets the total duration of this Tween, including all child tweens, in milliseconds.
|
|
*/
|
|
Object.defineProperty(Phaser.Tween.prototype, 'totalDuration', {
|
|
|
|
get: function () {
|
|
|
|
var total = 0;
|
|
|
|
for (var i = 0; i < this.timeline.length; i++)
|
|
{
|
|
total += this.timeline[i].duration;
|
|
}
|
|
|
|
return total;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
Phaser.Tween.prototype.constructor = Phaser.Tween;
|
|
</pre>
|
|
</article>
|
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</section>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2015 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-alpha10</a>
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on Thu Mar 26 2015 02:53:48 GMT+0000 (GMT Standard Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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