phaser/TS Source/tweens/TweenManager.js
2013-08-28 07:02:57 +01:00

121 lines
4.4 KiB
JavaScript

/// <reference path="../_definitions.ts" />
/**
* Phaser - TweenManager
*
* The Game has a single instance of the TweenManager through which all Tween objects are created and updated.
* Tweens are hooked into the game clock and pause system, adjusting based on the game state.
* TweenManager is based heavily on tween.js by sole (http://soledadpenades.com).
* I converted it to TypeScript, swapped the callbacks for signals and patched a few issues with regard
* to properties and completion errors. Please see https://github.com/sole/tween.js for a full list of contributors.
*/
var Phaser;
(function (Phaser) {
var TweenManager = (function () {
/**
* TweenManager constructor
* @param game {Game} A reference to the current Game.
*/
function TweenManager(game) {
this.game = game;
this._tweens = [];
this.game.onPause.add(this.pauseAll, this);
this.game.onResume.add(this.resumeAll, this);
}
TweenManager.prototype.getAll = /**
* Get all the tween objects in an array.
* @return {Phaser.Tween[]} Array with all tween objects.
*/
function () {
return this._tweens;
};
TweenManager.prototype.removeAll = /**
* Remove all tween objects.
*/
function () {
this._tweens.length = 0;
};
TweenManager.prototype.create = /**
* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
*
* @param obj {object} Object the tween will be run on.
* @param [localReference] {bool} If true the tween will be stored in the object.tween property so long as it exists. If already set it'll be over-written.
* @return {Phaser.Tween} The newly created tween object.
*/
function (object, localReference) {
if (typeof localReference === "undefined") { localReference = false; }
if(localReference) {
object['tween'] = new Phaser.Tween(object, this.game);
return object['tween'];
} else {
return new Phaser.Tween(object, this.game);
}
};
TweenManager.prototype.add = /**
* Add a new tween into the TweenManager.
*
* @param tween {Phaser.Tween} The tween object you want to add.
* @return {Phaser.Tween} The tween object you added to the manager.
*/
function (tween) {
tween.parent = this.game;
this._tweens.push(tween);
return tween;
};
TweenManager.prototype.remove = /**
* Remove a tween from this manager.
*
* @param tween {Phaser.Tween} The tween object you want to remove.
*/
function (tween) {
var i = this._tweens.indexOf(tween);
if(i !== -1) {
this._tweens.splice(i, 1);
}
};
TweenManager.prototype.update = /**
* Update all the tween objects you added to this manager.
*
* @return {bool} Return false if there's no tween to update, otherwise return true.
*/
function () {
if(this._tweens.length === 0) {
return false;
}
var i = 0;
var numTweens = this._tweens.length;
while(i < numTweens) {
if(this._tweens[i].update(this.game.time.now)) {
i++;
} else {
this._tweens.splice(i, 1);
numTweens--;
}
}
return true;
};
TweenManager.prototype.pauseAll = function () {
if(this._tweens.length === 0) {
return false;
}
var i = 0;
var numTweens = this._tweens.length;
while(i < numTweens) {
this._tweens[i].pause();
i++;
}
};
TweenManager.prototype.resumeAll = function () {
if(this._tweens.length === 0) {
return false;
}
var i = 0;
var numTweens = this._tweens.length;
while(i < numTweens) {
this._tweens[i].resume();
i++;
}
};
return TweenManager;
})();
Phaser.TweenManager = TweenManager;
})(Phaser || (Phaser = {}));