phaser/Phaser/tweens/Tween.js

348 lines
11 KiB
JavaScript

/// <reference path="../_definitions.ts" />
/**
* Phaser - Tween
*
* Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript and integrated into Phaser
*/
var Phaser;
(function (Phaser) {
var Tween = (function () {
/**
* Tween constructor
* Create a new <code>Tween</code>.
*
* @param object {object} Target object will be affected by this tween.
* @param game {Phaser.Game} Current game instance.
*/
function Tween(object, game) {
/**
* Reference to the target object.
* @type {object}
*/
this._object = null;
this._pausedTime = 0;
/**
* Start values container.
* @type {object}
*/
this._valuesStart = {};
/**
* End values container.
* @type {object}
*/
this._valuesEnd = {};
/**
* How long this tween will perform.
* @type {number}
*/
this._duration = 1000;
this._delayTime = 0;
this._startTime = null;
/**
* Will this tween automatically restart when it completes?
* @type {boolean}
*/
this._loop = false;
/**
* A yoyo tween is one that plays once fully, then reverses back to the original tween values before completing.
* @type {boolean}
*/
this._yoyo = false;
this._yoyoCount = 0;
/**
* Contains chained tweens.
* @type {Tweens[]}
*/
this._chainedTweens = [];
this.isRunning = false;
this._object = object;
this.game = game;
this._manager = this.game.tweens;
this._interpolationFunction = this.game.math.linearInterpolation;
this._easingFunction = Phaser.Easing.Linear.None;
this._chainedTweens = [];
this.onStart = new Phaser.Signal();
this.onUpdate = new Phaser.Signal();
this.onComplete = new Phaser.Signal();
}
/**
* Configure the Tween
* @param properties {object} Propertis you want to tween.
* @param [duration] {number} duration of this tween.
* @param [ease] {any} Easing function.
* @param [autoStart] {boolean} Whether this tween will start automatically or not.
* @param [delay] {number} delay before this tween will start, defaults to 0 (no delay)
* @param [loop] {boolean} Should the tween automatically restart once complete? (ignores any chained tweens)
* @return {Tween} Itself.
*/
Tween.prototype.to = function (properties, duration, ease, autoStart, delay, loop, yoyo) {
if (typeof duration === "undefined") { duration = 1000; }
if (typeof ease === "undefined") { ease = null; }
if (typeof autoStart === "undefined") { autoStart = false; }
if (typeof delay === "undefined") { delay = 0; }
if (typeof loop === "undefined") { loop = false; }
if (typeof yoyo === "undefined") { yoyo = false; }
this._duration = duration;
// If properties isn't an object this will fail, sanity check it here somehow?
this._valuesEnd = properties;
if (ease !== null) {
this._easingFunction = ease;
}
if (delay > 0) {
this._delayTime = delay;
}
this._loop = loop;
this._yoyo = yoyo;
this._yoyoCount = 0;
if (autoStart === true) {
return this.start();
} else {
return this;
}
};
Tween.prototype.loop = function (value) {
this._loop = value;
return this;
};
Tween.prototype.yoyo = function (value) {
this._yoyo = value;
this._yoyoCount = 0;
return this;
};
/**
* Start to tween.
*/
Tween.prototype.start = function (looped) {
if (typeof looped === "undefined") { looped = false; }
if (this.game === null || this._object === null) {
return;
}
if (looped == false) {
this._manager.add(this);
this.onStart.dispatch(this._object);
}
this._startTime = this.game.time.now + this._delayTime;
this.isRunning = true;
for (var property in this._valuesEnd) {
if (this._object[property] === null || !(property in this._object)) {
throw Error('Phaser.Tween interpolation of null value of non-existing property');
continue;
}
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]);
}
if (looped == false) {
this._valuesStart[property] = this._object[property];
}
}
return this;
};
Tween.prototype.reverse = function () {
var tempObj = {};
for (var property in this._valuesStart) {
tempObj[property] = this._valuesStart[property];
this._valuesStart[property] = this._valuesEnd[property];
this._valuesEnd[property] = tempObj[property];
}
this._yoyoCount++;
return this.start(true);
};
Tween.prototype.reset = function () {
for (var property in this._valuesStart) {
this._object[property] = this._valuesStart[property];
}
return this.start(true);
};
Tween.prototype.clear = function () {
this._chainedTweens = [];
this.onStart.removeAll();
this.onUpdate.removeAll();
this.onComplete.removeAll();
return this;
};
/**
* Stop tweening.
*/
Tween.prototype.stop = function () {
if (this._manager !== null) {
this._manager.remove(this);
}
this.isRunning = false;
this.onComplete.dispose();
return this;
};
Object.defineProperty(Tween.prototype, "parent", {
set: function (value) {
this.game = value;
this._manager = this.game.tweens;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Tween.prototype, "delay", {
get: function () {
return this._delayTime;
},
set: function (amount) {
this._delayTime = amount;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Tween.prototype, "easing", {
get: function () {
return this._easingFunction;
},
set: function (easing) {
this._easingFunction = easing;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Tween.prototype, "interpolation", {
get: function () {
return this._interpolationFunction;
},
set: function (interpolation) {
this._interpolationFunction = interpolation;
},
enumerable: true,
configurable: true
});
/**
* Add another chained tween, which will start automatically when the one before it completes.
* @param tween {Phaser.Tween} Tween object you want to chain with this.
* @return {Phaser.Tween} Itselfe.
*/
Tween.prototype.chain = function (tween) {
this._chainedTweens.push(tween);
return this;
};
Tween.prototype.pause = function () {
this._paused = true;
};
Tween.prototype.resume = function () {
this._paused = false;
this._startTime += this.game.time.pauseDuration;
};
/**
* Update tweening.
* @param time {number} Current time from game clock.
* @return {boolean} Return false if this completed and no need to update, otherwise return true.
*/
Tween.prototype.update = function (time) {
if (this._paused || time < this._startTime) {
return true;
}
this._tempElapsed = (time - this._startTime) / this._duration;
this._tempElapsed = this._tempElapsed > 1 ? 1 : this._tempElapsed;
this._tempValue = this._easingFunction(this._tempElapsed);
for (var property in this._valuesStart) {
if (this._valuesEnd[property] instanceof Array) {
this._object[property] = this._interpolationFunction(this._valuesEnd[property], this._tempValue);
} else {
this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * this._tempValue;
}
}
this.onUpdate.dispatch(this._object, this._tempValue);
if (this._tempElapsed == 1) {
if (this._yoyo) {
if (this._yoyoCount == 0) {
// Reverse the tween
this.reverse();
return true;
} else {
if (this._loop == false) {
this.onComplete.dispatch(this._object);
for (var i = 0; i < this._chainedTweens.length; i++) {
this._chainedTweens[i].start();
}
return false;
} else {
// YoYo and Loop are both on
this._yoyoCount = 0;
this.reverse();
return true;
}
}
}
if (this._loop) {
this._yoyoCount = 0;
this.reset();
return true;
} else {
this.onComplete.dispatch(this._object);
for (var i = 0; i < this._chainedTweens.length; i++) {
this._chainedTweens[i].start();
}
if (this._chainedTweens.length == 0) {
this.isRunning = false;
}
return false;
}
}
return true;
};
return Tween;
})();
Phaser.Tween = Tween;
})(Phaser || (Phaser = {}));