phaser/v2-community/docs/src_tween_TweenData.js.html
2016-11-23 00:59:34 +00:00

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</li>
<li class="class-depth-0">
<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BUTTON">BUTTON</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS">CANVAS</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CENTER">CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CIRCLE">CIRCLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#clear">clear</a>
</li>
<li class="class-depth-0">
<a href="global.html#CREATURE">CREATURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#destroyCachedSprite">destroyCachedSprite</a>
</li>
<li class="class-depth-0">
<a href="global.html#displayList">displayList</a>
</li>
<li class="class-depth-0">
<a href="global.html#DOWN">DOWN</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawCircle">drawCircle</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawEllipse">drawEllipse</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawPolygon">drawPolygon</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawRect">drawRect</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawRoundedRect">drawRoundedRect</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawShape">drawShape</a>
</li>
<li class="class-depth-0">
<a href="global.html#ELLIPSE">ELLIPSE</a>
</li>
<li class="class-depth-0">
<a href="global.html#emit">emit</a>
</li>
<li class="class-depth-0">
<a href="global.html#EMITTER">EMITTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#endFill">endFill</a>
</li>
<li class="class-depth-0">
<a href="global.html#GAMES">GAMES</a>
</li>
<li class="class-depth-0">
<a href="global.html#generateTexture">generateTexture</a>
</li>
<li class="class-depth-0">
<a href="global.html#getBounds">getBounds</a>
</li>
<li class="class-depth-0">
<a href="global.html#getLocalBounds">getLocalBounds</a>
</li>
<li class="class-depth-0">
<a href="global.html#GRAPHICS">GRAPHICS</a>
</li>
<li class="class-depth-0">
<a href="global.html#GROUP">GROUP</a>
</li>
<li class="class-depth-0">
<a href="global.html#HEADLESS">HEADLESS</a>
</li>
<li class="class-depth-0">
<a href="global.html#HORIZONTAL">HORIZONTAL</a>
</li>
<li class="class-depth-0">
<a href="global.html#IMAGE">IMAGE</a>
</li>
<li class="class-depth-0">
<a href="global.html#LANDSCAPE">LANDSCAPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT">LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_TOP">LEFT_TOP</a>
</li>
<li class="class-depth-0">
<a href="global.html#LINE">LINE</a>
</li>
<li class="class-depth-0">
<a href="global.html#lineStyle">lineStyle</a>
</li>
<li class="class-depth-0">
<a href="global.html#lineTo">lineTo</a>
</li>
<li class="class-depth-0">
<a href="global.html#listeners">listeners</a>
</li>
<li class="class-depth-0">
<a href="global.html#MATRIX">MATRIX</a>
</li>
<li class="class-depth-0">
<a href="global.html#mixin">mixin</a>
</li>
<li class="class-depth-0">
<a href="global.html#moveTo">moveTo</a>
</li>
<li class="class-depth-0">
<a href="global.html#NONE">NONE</a>
</li>
<li class="class-depth-0">
<a href="global.html#off">off</a>
</li>
<li class="class-depth-0">
<a href="global.html#on">on</a>
</li>
<li class="class-depth-0">
<a href="global.html#once">once</a>
</li>
<li class="class-depth-0">
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
</li>
<li class="class-depth-2">
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINT">POINT</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINTER">POINTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#POLYGON">POLYGON</a>
</li>
<li class="class-depth-0">
<a href="global.html#PORTRAIT">PORTRAIT</a>
</li>
<li class="class-depth-0">
<a href="global.html#quadraticCurveTo">quadraticCurveTo</a>
</li>
<li class="class-depth-0">
<a href="global.html#RECTANGLE">RECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#removeAllListeners">removeAllListeners</a>
</li>
<li class="class-depth-0">
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RETROFONT">RETROFONT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT">RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROPE">ROPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITE">SPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
</li>
<li class="class-depth-0">
<a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a>
</li>
<li class="class-depth-0">
<a href="global.html#stopPropagation">stopPropagation</a>
</li>
<li class="class-depth-0">
<a href="global.html#TEXT">TEXT</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAP">TILEMAP</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILESPRITE">TILESPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_CENTER">TOP_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_LEFT">TOP_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
</li>
<li class="class-depth-0">
<a href="global.html#updateLocalBounds">updateLocalBounds</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERSION">VERSION</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERTICAL">VERTICAL</a>
</li>
<li class="class-depth-0">
<a href="global.html#VIDEO">VIDEO</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL">WEBGL</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL_MULTI">WEBGL_MULTI</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.Cache.html">Cache</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.Video.html">Video</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.Ellipse.html">Ellipse</a></li>
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</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-2"><a href="Phaser.Weapon.html">Weapon</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.DeviceButton.html">Device Button</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.KeyCode.html">Key Codes</a></li>
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
</ul>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
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</div>
</div>
<div class="row-fluid">
<div class="span12">
<div id="main">
<h1 class="page-title">Source: src/tween/TweenData.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Phaser.Tween contains at least one TweenData object. It contains all of the tween data values, such as the
* starting and ending values, the ease function, interpolation and duration. The Tween acts as a timeline manager for
* TweenData objects and can contain multiple TweenData objects.
*
* @class Phaser.TweenData
* @constructor
* @param {Phaser.Tween} parent - The Tween that owns this TweenData object.
*/
Phaser.TweenData = function (parent) {
/**
* @property {Phaser.Tween} parent - The Tween which owns this TweenData.
*/
this.parent = parent;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = parent.game;
/**
* @property {object} vStart - An object containing the values at the start of the tween.
* @private
*/
this.vStart = {};
/**
* @property {object} vStartCache - Cached starting values.
* @private
*/
this.vStartCache = {};
/**
* @property {object} vEnd - An object containing the values at the end of the tween.
* @private
*/
this.vEnd = {};
/**
* @property {object} vEndCache - Cached ending values.
* @private
*/
this.vEndCache = {};
/**
* @property {number} duration - The duration of the tween in ms.
* @default
*/
this.duration = 1000;
/**
* @property {number} percent - A value between 0 and 1 that represents how far through the duration this tween is.
* @readonly
*/
this.percent = 0;
/**
* @property {number} value - The current calculated value.
* @readonly
*/
this.value = 0;
/**
* @property {number} repeatCounter - If the Tween is set to repeat this contains the current repeat count.
*/
this.repeatCounter = 0;
/**
* @property {number} repeatDelay - The amount of time in ms between repeats of this tween.
*/
this.repeatDelay = 0;
/**
* @property {number} repeatTotal - The total number of times this Tween will repeat.
* @readonly
*/
this.repeatTotal = 0;
/**
* @property {boolean} interpolate - True if the Tween will use interpolation (i.e. is an Array to Array tween)
* @default
*/
this.interpolate = false;
/**
* @property {boolean} yoyo - True if the Tween is set to yoyo, otherwise false.
* @default
*/
this.yoyo = false;
/**
* @property {number} yoyoDelay - The amount of time in ms between yoyos of this tween.
*/
this.yoyoDelay = 0;
/**
* @property {boolean} inReverse - When a Tween is yoyoing this value holds if it's currently playing forwards (false) or in reverse (true).
* @default
*/
this.inReverse = false;
/**
* @property {number} delay - The amount to delay by until the Tween starts (in ms). Only applies to the start, use repeatDelay to handle repeats.
* @default
*/
this.delay = 0;
/**
* @property {number} dt - Current time value.
*/
this.dt = 0;
/**
* @property {number} startTime - The time the Tween started or null if it hasn't yet started.
*/
this.startTime = null;
/**
* @property {function} easingFunction - The easing function used for the Tween.
* @default Phaser.Easing.Default
*/
this.easingFunction = Phaser.Easing.Default;
/**
* @property {function} interpolationFunction - The interpolation function used for the Tween.
* @default Phaser.Math.linearInterpolation
*/
this.interpolationFunction = Phaser.Math.linearInterpolation;
/**
* @property {object} interpolationContext - The interpolation function context used for the Tween.
* @default Phaser.Math
*/
this.interpolationContext = Phaser.Math;
/**
* @property {boolean} isRunning - If the tween is running this is set to `true`. Unless Phaser.Tween a TweenData that is waiting for a delay to expire is *not* considered as running.
* @default
*/
this.isRunning = false;
/**
* @property {boolean} isFrom - Is this a from tween or a to tween?
* @default
*/
this.isFrom = false;
};
/**
* @constant
* @type {number}
*/
Phaser.TweenData.PENDING = 0;
/**
* @constant
* @type {number}
*/
Phaser.TweenData.RUNNING = 1;
/**
* @constant
* @type {number}
*/
Phaser.TweenData.LOOPED = 2;
/**
* @constant
* @type {number}
*/
Phaser.TweenData.COMPLETE = 3;
Phaser.TweenData.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 }`.
*
* @method Phaser.TweenData#to
* @param {object} properties - 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} [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 at will.
* @param {number} [delay=0] - Delay before this tween will start, defaults to 0 (no delay). Value given is in ms.
* @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This ignores 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.TweenData} This Tween object.
*/
to: function (properties, duration, ease, delay, repeat, yoyo) {
this.vEnd = properties;
this.duration = duration;
this.easingFunction = ease;
this.delay = delay;
this.repeatTotal = repeat;
this.yoyo = yoyo;
this.isFrom = false;
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 }`.
*
* @method Phaser.TweenData#from
* @param {object} properties - 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} [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 at will.
* @param {number} [delay=0] - Delay before this tween will start, defaults to 0 (no delay). Value given is in ms.
* @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This ignores 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.TweenData} This Tween object.
*/
from: function (properties, duration, ease, delay, repeat, yoyo) {
this.vEnd = properties;
this.duration = duration;
this.easingFunction = ease;
this.delay = delay;
this.repeatTotal = repeat;
this.yoyo = yoyo;
this.isFrom = true;
return this;
},
/**
* Starts the Tween running.
*
* @method Phaser.TweenData#start
* @return {Phaser.TweenData} This Tween object.
*/
start: function () {
this.startTime = this.game.time.time + this.delay;
if (this.parent.reverse)
{
this.dt = this.duration;
}
else
{
this.dt = 0;
}
if (this.delay > 0)
{
this.isRunning = false;
}
else
{
this.isRunning = true;
}
if (this.isFrom)
{
// Reverse them all and instant set them
for (var property in this.vStartCache)
{
this.vStart[property] = this.vEndCache[property];
this.vEnd[property] = this.vStartCache[property];
this.parent.target[property] = this.vStart[property];
}
}
this.value = 0;
this.yoyoCounter = 0;
this.repeatCounter = this.repeatTotal;
return this;
},
/**
* Loads the values from the target object into this Tween.
*
* @private
* @method Phaser.TweenData#loadValues
* @return {Phaser.TweenData} This Tween object.
*/
loadValues: function () {
for (var property in this.parent.properties)
{
// Load the property from the parent object
this.vStart[property] = this.parent.properties[property];
// Check if an Array was provided as property value
if (Array.isArray(this.vEnd[property]))
{
if (this.vEnd[property].length === 0)
{
continue;
}
if (this.percent === 0)
{
// Put the start value at the beginning of the array
// but we only want to do this once, if the Tween hasn't run before
this.vEnd[property] = [this.vStart[property]].concat(this.vEnd[property]);
}
}
if (typeof this.vEnd[property] !== 'undefined')
{
if (typeof this.vEnd[property] === 'string')
{
// Parses relative end values with start as base (e.g.: +10, -3)
this.vEnd[property] = this.vStart[property] + parseFloat(this.vEnd[property], 10);
}
this.parent.properties[property] = this.vEnd[property];
}
else
{
// Null tween
this.vEnd[property] = this.vStart[property];
}
this.vStartCache[property] = this.vStart[property];
this.vEndCache[property] = this.vEnd[property];
}
return this;
},
/**
* Updates this Tween. This is called automatically by Phaser.Tween.
*
* @protected
* @method Phaser.TweenData#update
* @param {number} time - A timestamp passed in by the Tween parent.
* @return {number} The current status of this Tween. One of the Phaser.TweenData constants: PENDING, RUNNING, LOOPED or COMPLETE.
*/
update: function (time) {
if (!this.isRunning)
{
if (time >= this.startTime)
{
this.isRunning = true;
}
else
{
return Phaser.TweenData.PENDING;
}
}
else
{
// Is Running, but is waiting to repeat
if (time &lt; this.startTime)
{
return Phaser.TweenData.RUNNING;
}
}
var ms = (this.parent.frameBased) ? this.game.time.physicsElapsedMS : this.game.time.elapsedMS;
if (this.parent.reverse)
{
this.dt -= ms * this.parent.timeScale;
this.dt = Math.max(this.dt, 0);
}
else
{
this.dt += ms * this.parent.timeScale;
this.dt = Math.min(this.dt, this.duration);
}
this.percent = this.dt / this.duration;
this.value = this.easingFunction(this.percent);
for (var property in this.vEnd)
{
var start = this.vStart[property];
var end = this.vEnd[property];
if (Array.isArray(end))
{
this.parent.target[property] = this.interpolationFunction.call(this.interpolationContext, end, this.value);
}
else
{
this.parent.target[property] = start + ((end - start) * this.value);
}
}
if ((!this.parent.reverse &amp;&amp; this.percent === 1) || (this.parent.reverse &amp;&amp; this.percent === 0))
{
return this.repeat();
}
return Phaser.TweenData.RUNNING;
},
/**
* 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.
* Just one play through of the tween data is returned, including yoyo if set.
*
* @method Phaser.TweenData#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.
* @return {array} An array of tweened values.
*/
generateData: function (frameRate) {
if (this.parent.reverse)
{
this.dt = this.duration;
}
else
{
this.dt = 0;
}
var data = [];
var complete = false;
var fps = (1 / frameRate) * 1000;
do
{
if (this.parent.reverse)
{
this.dt -= fps;
this.dt = Math.max(this.dt, 0);
}
else
{
this.dt += fps;
this.dt = Math.min(this.dt, this.duration);
}
this.percent = this.dt / this.duration;
this.value = this.easingFunction(this.percent);
var blob = {};
for (var property in this.vEnd)
{
var start = this.vStart[property];
var end = this.vEnd[property];
if (Array.isArray(end))
{
blob[property] = this.interpolationFunction(end, this.value);
}
else
{
blob[property] = start + ((end - start) * this.value);
}
}
data.push(blob);
if ((!this.parent.reverse &amp;&amp; this.percent === 1) || (this.parent.reverse &amp;&amp; this.percent === 0))
{
complete = true;
}
} while (!complete);
if (this.yoyo)
{
var reversed = data.slice();
reversed.reverse();
data = data.concat(reversed);
}
return data;
},
/**
* Checks if this Tween is meant to repeat or yoyo and handles doing so.
*
* @private
* @method Phaser.TweenData#repeat
* @return {number} Either Phaser.TweenData.LOOPED or Phaser.TweenData.COMPLETE.
*/
repeat: function () {
// If not a yoyo and repeatCounter = 0 then we're done
if (this.yoyo)
{
// We're already in reverse mode, which means the yoyo has finished and there's no repeats, so end
if (this.inReverse &amp;&amp; this.repeatCounter === 0)
{
// Restore the properties
for (var property in this.vStartCache)
{
this.vStart[property] = this.vStartCache[property];
this.vEnd[property] = this.vEndCache[property];
}
this.inReverse = false;
return Phaser.TweenData.COMPLETE;
}
this.inReverse = !this.inReverse;
}
else
{
if (this.repeatCounter === 0)
{
return Phaser.TweenData.COMPLETE;
}
}
if (this.inReverse)
{
// If inReverse we're going from vEnd to vStartCache
for (var property in this.vStartCache)
{
this.vStart[property] = this.vEndCache[property];
this.vEnd[property] = this.vStartCache[property];
}
}
else
{
// If not inReverse we're just repopulating the cache again
for (var property in this.vStartCache)
{
this.vStart[property] = this.vStartCache[property];
this.vEnd[property] = this.vEndCache[property];
}
// -1 means repeat forever, otherwise decrement the repeatCounter
// We only decrement this counter if the tween isn't doing a yoyo, as that doesn't count towards the repeat total
if (this.repeatCounter > 0)
{
this.repeatCounter--;
}
}
this.startTime = this.game.time.time;
if (this.yoyo &amp;&amp; this.inReverse)
{
this.startTime += this.yoyoDelay;
}
else if (!this.inReverse)
{
this.startTime += this.repeatDelay;
}
if (this.parent.reverse)
{
this.dt = this.duration;
}
else
{
this.dt = 0;
}
return Phaser.TweenData.LOOPED;
}
};
Phaser.TweenData.prototype.constructor = Phaser.TweenData;
</pre>
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