mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 11:33:28 +00:00
348 lines
11 KiB
JavaScript
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 = {}));
|