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https://github.com/photonstorm/phaser
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41 lines
1.5 KiB
JavaScript
41 lines
1.5 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2022 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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/**
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* The Tween Repeat Event.
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*
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* This event is dispatched by a Tween when one of the properties it is tweening repeats.
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*
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* This event will only be dispatched if the Tween has a property with a repeat count set.
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*
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* If a Tween has a `repeatDelay` set, this event will fire after that delay expires.
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*
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* The difference between `loop` and `repeat` is that `repeat` is a property setting,
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* where-as `loop` applies to the entire Tween.
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*
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* Listen to it from a Tween instance using `Tween.on('repeat', listener)`, i.e.:
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*
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* ```javascript
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* var tween = this.tweens.add({
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* targets: image,
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* x: 500,
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* ease: 'Power1',
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* duration: 3000,
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* repeat: 4
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* });
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* tween.on('repeat', listener);
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* ```
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*
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* @event Phaser.Tweens.Events#TWEEN_REPEAT
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* @since 3.19.0
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*
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* @param {Phaser.Tweens.Tween} tween - A reference to the Tween instance that emitted the event.
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* @param {string} key - The property on the target that has just repeated, i.e. `x` or `scaleY`, or whatever property you are tweening.
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* @param {any} target - The target object that was repeated. Usually a Game Object, but can be of any type.
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* @param {number} current - The current value of the property being set on the target.
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* @param {number} previous - The previous value of the property being set on the target.
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*/
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module.exports = 'repeat';
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