phaser/wip/tween/TweenManager.js
2018-01-09 22:12:16 +00:00

355 lines
10 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser.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 http://soledadpenades.com.
* The difference being that tweens belong to a games instance of TweenManager, rather than to a global TWEEN object.
* It also has callbacks swapped for Signals and a few issues patched with regard to properties and completion errors.
* Please see https://github.com/sole/tween.js for a full list of contributors.
*
* @class Phaser.TweenManager
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.TweenManager = function (state)
{
/**
* @property {Phaser.State} game - Local reference to game.
*/
this.state = state;
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = state.game;
/**
* Are all newly created Tweens frame or time based? A frame based tween will use the physics elapsed timer when updating. This means
* it will retain the same consistent frame rate, regardless of the speed of the device. The duration value given should
* be given in frames.
*
* If the Tween uses a time based update (which is the default) then the duration is given in milliseconds.
* In this situation a 2000ms tween will last exactly 2 seconds, regardless of the device and how many visual updates the tween
* has actually been through. For very short tweens you may wish to experiment with a frame based update instead.
* @property {boolean} frameBased
* @default
*/
this.frameBased = false;
/**
* @property {array<Phaser.Tween>} _tweens - All of the currently running tweens.
* @private
*/
this._tweens = [];
/**
* @property {array<Phaser.Tween>} _add - All of the tweens queued to be added in the next update.
* @private
*/
this._add = [];
this.easeMap = {
Power0: Phaser.Easing.Power0,
Power1: Phaser.Easing.Power1,
Power2: Phaser.Easing.Power2,
Power3: Phaser.Easing.Power3,
Power4: Phaser.Easing.Power4,
Linear: Phaser.Easing.Linear.None,
Quad: Phaser.Easing.Quadratic.Out,
Cubic: Phaser.Easing.Cubic.Out,
Quart: Phaser.Easing.Quartic.Out,
Quint: Phaser.Easing.Quintic.Out,
Sine: Phaser.Easing.Sinusoidal.Out,
Expo: Phaser.Easing.Exponential.Out,
Circ: Phaser.Easing.Circular.Out,
Elastic: Phaser.Easing.Elastic.Out,
Back: Phaser.Easing.Back.Out,
Bounce: Phaser.Easing.Bounce.Out,
'Quad.easeIn': Phaser.Easing.Quadratic.In,
'Cubic.easeIn': Phaser.Easing.Cubic.In,
'Quart.easeIn': Phaser.Easing.Quartic.In,
'Quint.easeIn': Phaser.Easing.Quintic.In,
'Sine.easeIn': Phaser.Easing.Sinusoidal.In,
'Expo.easeIn': Phaser.Easing.Exponential.In,
'Circ.easeIn': Phaser.Easing.Circular.In,
'Elastic.easeIn': Phaser.Easing.Elastic.In,
'Back.easeIn': Phaser.Easing.Back.In,
'Bounce.easeIn': Phaser.Easing.Bounce.In,
'Quad.easeOut': Phaser.Easing.Quadratic.Out,
'Cubic.easeOut': Phaser.Easing.Cubic.Out,
'Quart.easeOut': Phaser.Easing.Quartic.Out,
'Quint.easeOut': Phaser.Easing.Quintic.Out,
'Sine.easeOut': Phaser.Easing.Sinusoidal.Out,
'Expo.easeOut': Phaser.Easing.Exponential.Out,
'Circ.easeOut': Phaser.Easing.Circular.Out,
'Elastic.easeOut': Phaser.Easing.Elastic.Out,
'Back.easeOut': Phaser.Easing.Back.Out,
'Bounce.easeOut': Phaser.Easing.Bounce.Out,
'Quad.easeInOut': Phaser.Easing.Quadratic.InOut,
'Cubic.easeInOut': Phaser.Easing.Cubic.InOut,
'Quart.easeInOut': Phaser.Easing.Quartic.InOut,
'Quint.easeInOut': Phaser.Easing.Quintic.InOut,
'Sine.easeInOut': Phaser.Easing.Sinusoidal.InOut,
'Expo.easeInOut': Phaser.Easing.Exponential.InOut,
'Circ.easeInOut': Phaser.Easing.Circular.InOut,
'Elastic.easeInOut': Phaser.Easing.Elastic.InOut,
'Back.easeInOut': Phaser.Easing.Back.InOut,
'Bounce.easeInOut': Phaser.Easing.Bounce.InOut
};
// this.game.onPause.add(this._pauseAll, this);
// this.game.onResume.add(this._resumeAll, this);
};
Phaser.TweenManager.prototype.constructor = Phaser.TweenManager;
Phaser.TweenManager.prototype = {
/**
* Get all the tween objects in an array.
* @method Phaser.TweenManager#getAll
* @return {Phaser.Tween[]} Array with all tween objects.
*/
getAll: function ()
{
return this._tweens;
},
/**
* Remove all tweens running and in the queue. Doesn't call any of the tween onComplete events.
* @method Phaser.TweenManager#removeAll
*/
removeAll: function ()
{
for (var i = 0; i < this._tweens.length; i++)
{
this._tweens[i].pendingDelete = true;
}
this._add = [];
},
/**
* Remove all tweens from a specific object, array of objects or Group.
*
* @method Phaser.TweenManager#removeFrom
* @param {object|object[]|Phaser.Group} obj - The object you want to remove the tweens from.
* @param {boolean} [children=true] - If passing a group, setting this to true will remove the tweens from all of its children instead of the group itself.
*/
removeFrom: function (obj, children)
{
if (children === undefined) { children = true; }
var i;
var len;
if (Array.isArray(obj))
{
for (i = 0, len = obj.length; i < len; i++)
{
this.removeFrom(obj[i]);
}
}
else if (obj.type === Phaser.GROUP && children)
{
for (i = 0, len = obj.children.length; i < len; i++)
{
this.removeFrom(obj.children[i]);
}
}
else
{
for (i = 0, len = this._tweens.length; i < len; i++)
{
if (obj === this._tweens[i].target)
{
this.remove(this._tweens[i]);
}
}
for (i = 0, len = this._add.length; i < len; i++)
{
if (obj === this._add[i].target)
{
this.remove(this._add[i]);
}
}
}
},
/**
* Add a new tween into the TweenManager.
*
* @method Phaser.TweenManager#add
* @param {Phaser.Tween} tween - The tween object you want to add.
* @return {Phaser.Tween} The tween object you added to the manager.
*/
add: function (tween)
{
tween._manager = this;
this._add.push(tween);
},
/**
* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
*
* @method Phaser.TweenManager#create
* @param {object} object - Object the tween will be run on.
* @return {Phaser.Tween} The newly created tween object.
*/
create: function (object)
{
return new Phaser.Tween(object, this);
},
/**
* Remove a tween from this manager.
*
* @method Phaser.TweenManager#remove
* @param {Phaser.Tween} tween - The tween object you want to remove.
*/
remove: function (tween)
{
var i = this._tweens.indexOf(tween);
if (i !== -1)
{
this._tweens[i].pendingDelete = true;
}
else
{
i = this._add.indexOf(tween);
if (i !== -1)
{
this._add[i].pendingDelete = true;
}
}
},
/**
* Update all the tween objects you added to this manager.
*
* @method Phaser.TweenManager#update
* @return {boolean} Return false if there's no tween to update, otherwise return true.
*/
update: function (frameDelta)
{
var addTweens = this._add.length;
var numTweens = this._tweens.length;
if (numTweens === 0 && addTweens === 0)
{
return false;
}
var i = 0;
while (i < numTweens)
{
if (this._tweens[i].update(frameDelta))
{
i++;
}
else
{
this._tweens.splice(i, 1);
numTweens--;
}
}
// If there are any new tweens to be added, do so now - otherwise they can be spliced out of the array before ever running
if (addTweens > 0)
{
this._tweens = this._tweens.concat(this._add);
this._add.length = 0;
}
return true;
},
/**
* Checks to see if a particular Sprite is currently being tweened.
*
* @method Phaser.TweenManager#isTweening
* @param {object} object - The object to check for tweens against.
* @return {boolean} Returns true if the object is currently being tweened, false if not.
*/
isTweening: function (object)
{
return this._tweens.some(function(tween) {
return tween.target === object;
});
},
/**
* Private. Called by game focus loss. Pauses all currently running tweens.
*
* @method Phaser.TweenManager#_pauseAll
* @private
*/
_pauseAll: function ()
{
for (var i = this._tweens.length - 1; i >= 0; i--)
{
this._tweens[i]._pause();
}
},
/**
* Private. Called by game focus loss. Resumes all currently paused tweens.
*
* @method Phaser.TweenManager#_resumeAll
* @private
*/
_resumeAll: function ()
{
for (var i = this._tweens.length - 1; i >= 0; i--)
{
this._tweens[i]._resume();
}
},
/**
* Pauses all currently running tweens.
*
* @method Phaser.TweenManager#pauseAll
*/
pauseAll: function ()
{
for (var i = this._tweens.length - 1; i >= 0; i--)
{
this._tweens[i].pause();
}
},
/**
* Resumes all currently paused tweens.
*
* @method Phaser.TweenManager#resumeAll
*/
resumeAll: function ()
{
for (var i = this._tweens.length - 1; i >= 0; i--)
{
this._tweens[i].resume(true);
}
}
};