Added phaser build and hellophaser sample

This commit is contained in:
2014-06-09 21:32:48 -07:00
parent 49f23abbe8
commit 48b5c5714a
856 changed files with 954584 additions and 0 deletions

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/* jshint curly: false */
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A collection of easing methods defining ease-in ease-out curves.
*
* @class Phaser.Easing
*/
Phaser.Easing = {
/**
* Linear easing.
*
* @class Phaser.Easing.Linear
*/
Linear: {
/**
* Ease-in.
*
* @method Phaser.Easing.Linear#In
* @param {number} k - The value to be tweened.
* @returns {number} k^2.
*/
None: function ( k ) {
return k;
}
},
/**
* Quadratic easing.
*
* @class Phaser.Easing.Quadratic
*/
Quadratic: {
/**
* Ease-in.
*
* @method Phaser.Easing.Quadratic#In
* @param {number} k - The value to be tweened.
* @returns {number} k^2.
*/
In: function ( k ) {
return k * k;
},
/**
* Ease-out.
*
* @method Phaser.Easing.Quadratic#Out
* @param {number} k - The value to be tweened.
* @returns {number} k* (2-k).
*/
Out: function ( k ) {
return k * ( 2 - k );
},
/**
* Ease-in/out.
*
* @method Phaser.Easing.Quadratic#InOut
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
InOut: function ( k ) {
if ( ( k *= 2 ) < 1 ) return 0.5 * k * k;
return - 0.5 * ( --k * ( k - 2 ) - 1 );
}
},
/**
* Cubic easing.
*
* @class Phaser.Easing.Cubic
*/
Cubic: {
/**
* Cubic ease-in.
*
* @method Phaser.Easing.Cubic#In
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
In: function ( k ) {
return k * k * k;
},
/**
* Cubic ease-out.
*
* @method Phaser.Easing.Cubic#Out
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
Out: function ( k ) {
return --k * k * k + 1;
},
/**
* Cubic ease-in/out.
*
* @method Phaser.Easing.Cubic#InOut
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
InOut: function ( k ) {
if ( ( k *= 2 ) < 1 ) return 0.5 * k * k * k;
return 0.5 * ( ( k -= 2 ) * k * k + 2 );
}
},
/**
* Quartic easing.
*
* @class Phaser.Easing.Quartic
*/
Quartic: {
/**
* Quartic ease-in.
*
* @method Phaser.Easing.Quartic#In
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
In: function ( k ) {
return k * k * k * k;
},
/**
* Quartic ease-out.
*
* @method Phaser.Easing.Quartic#Out
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
Out: function ( k ) {
return 1 - ( --k * k * k * k );
},
/**
* Quartic ease-in/out.
*
* @method Phaser.Easing.Quartic#InOut
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
InOut: function ( k ) {
if ( ( k *= 2 ) < 1) return 0.5 * k * k * k * k;
return - 0.5 * ( ( k -= 2 ) * k * k * k - 2 );
}
},
/**
* Quintic easing.
*
* @class Phaser.Easing.Quintic
*/
Quintic: {
/**
* Quintic ease-in.
*
* @method Phaser.Easing.Quintic#In
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
In: function ( k ) {
return k * k * k * k * k;
},
/**
* Quintic ease-out.
*
* @method Phaser.Easing.Quintic#Out
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
Out: function ( k ) {
return --k * k * k * k * k + 1;
},
/**
* Quintic ease-in/out.
*
* @method Phaser.Easing.Quintic#InOut
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
InOut: function ( k ) {
if ( ( k *= 2 ) < 1 ) return 0.5 * k * k * k * k * k;
return 0.5 * ( ( k -= 2 ) * k * k * k * k + 2 );
}
},
/**
* Sinusoidal easing.
*
* @class Phaser.Easing.Sinusoidal
*/
Sinusoidal: {
/**
* Sinusoidal ease-in.
*
* @method Phaser.Easing.Sinusoidal#In
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
In: function ( k ) {
return 1 - Math.cos( k * Math.PI / 2 );
},
/**
* Sinusoidal ease-out.
*
* @method Phaser.Easing.Sinusoidal#Out
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
Out: function ( k ) {
return Math.sin( k * Math.PI / 2 );
},
/**
* Sinusoidal ease-in/out.
*
* @method Phaser.Easing.Sinusoidal#InOut
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
InOut: function ( k ) {
return 0.5 * ( 1 - Math.cos( Math.PI * k ) );
}
},
/**
* Exponential easing.
*
* @class Phaser.Easing.Exponential
*/
Exponential: {
/**
* Exponential ease-in.
*
* @method Phaser.Easing.Exponential#In
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
In: function ( k ) {
return k === 0 ? 0 : Math.pow( 1024, k - 1 );
},
/**
* Exponential ease-out.
*
* @method Phaser.Easing.Exponential#Out
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
Out: function ( k ) {
return k === 1 ? 1 : 1 - Math.pow( 2, - 10 * k );
},
/**
* Exponential ease-in/out.
*
* @method Phaser.Easing.Exponential#InOut
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
InOut: function ( k ) {
if ( k === 0 ) return 0;
if ( k === 1 ) return 1;
if ( ( k *= 2 ) < 1 ) return 0.5 * Math.pow( 1024, k - 1 );
return 0.5 * ( - Math.pow( 2, - 10 * ( k - 1 ) ) + 2 );
}
},
/**
* Circular easing.
*
* @class Phaser.Easing.Circular
*/
Circular: {
/**
* Circular ease-in.
*
* @method Phaser.Easing.Circular#In
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
In: function ( k ) {
return 1 - Math.sqrt( 1 - k * k );
},
/**
* Circular ease-out.
*
* @method Phaser.Easing.Circular#Out
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
Out: function ( k ) {
return Math.sqrt( 1 - ( --k * k ) );
},
/**
* Circular ease-in/out.
*
* @method Phaser.Easing.Circular#InOut
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
InOut: function ( k ) {
if ( ( k *= 2 ) < 1) return - 0.5 * ( Math.sqrt( 1 - k * k) - 1);
return 0.5 * ( Math.sqrt( 1 - ( k -= 2) * k) + 1);
}
},
/**
* Elastic easing.
*
* @class Phaser.Easing.Elastic
*/
Elastic: {
/**
* Elastic ease-in.
*
* @method Phaser.Easing.Elastic#In
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
In: function ( k ) {
var s, a = 0.1, p = 0.4;
if ( k === 0 ) return 0;
if ( k === 1 ) return 1;
if ( !a || a < 1 ) { a = 1; s = p / 4; }
else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI );
return - ( a * Math.pow( 2, 10 * ( k -= 1 ) ) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) );
},
/**
* Elastic ease-out.
*
* @method Phaser.Easing.Elastic#Out
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
Out: function ( k ) {
var s, a = 0.1, p = 0.4;
if ( k === 0 ) return 0;
if ( k === 1 ) return 1;
if ( !a || a < 1 ) { a = 1; s = p / 4; }
else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI );
return ( a * Math.pow( 2, - 10 * k) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) + 1 );
},
/**
* Elastic ease-in/out.
*
* @method Phaser.Easing.Elastic#InOut
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
InOut: function ( k ) {
var s, a = 0.1, p = 0.4;
if ( k === 0 ) return 0;
if ( k === 1 ) return 1;
if ( !a || a < 1 ) { a = 1; s = p / 4; }
else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI );
if ( ( k *= 2 ) < 1 ) return - 0.5 * ( a * Math.pow( 2, 10 * ( k -= 1 ) ) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) );
return a * Math.pow( 2, -10 * ( k -= 1 ) ) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) * 0.5 + 1;
}
},
/**
* Back easing.
*
* @class Phaser.Easing.Back
*/
Back: {
/**
* Back ease-in.
*
* @method Phaser.Easing.Back#In
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
In: function ( k ) {
var s = 1.70158;
return k * k * ( ( s + 1 ) * k - s );
},
/**
* Back ease-out.
*
* @method Phaser.Easing.Back#Out
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
Out: function ( k ) {
var s = 1.70158;
return --k * k * ( ( s + 1 ) * k + s ) + 1;
},
/**
* Back ease-in/out.
*
* @method Phaser.Easing.Back#InOut
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
InOut: function ( k ) {
var s = 1.70158 * 1.525;
if ( ( k *= 2 ) < 1 ) return 0.5 * ( k * k * ( ( s + 1 ) * k - s ) );
return 0.5 * ( ( k -= 2 ) * k * ( ( s + 1 ) * k + s ) + 2 );
}
},
/**
* Bounce easing.
*
* @class Phaser.Easing.Bounce
*/
Bounce: {
/**
* Bounce ease-in.
*
* @method Phaser.Easing.Bounce#In
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
In: function ( k ) {
return 1 - Phaser.Easing.Bounce.Out( 1 - k );
},
/**
* Bounce ease-out.
*
* @method Phaser.Easing.Bounce#Out
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
Out: function ( k ) {
if ( k < ( 1 / 2.75 ) ) {
return 7.5625 * k * k;
} else if ( k < ( 2 / 2.75 ) ) {
return 7.5625 * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75;
} else if ( k < ( 2.5 / 2.75 ) ) {
return 7.5625 * ( k -= ( 2.25 / 2.75 ) ) * k + 0.9375;
} else {
return 7.5625 * ( k -= ( 2.625 / 2.75 ) ) * k + 0.984375;
}
},
/**
* Bounce ease-in/out.
*
* @method Phaser.Easing.Bounce#InOut
* @param {number} k - The value to be tweened.
* @returns {number} The tweened value.
*/
InOut: function ( k ) {
if ( k < 0.5 ) return Phaser.Easing.Bounce.In( k * 2 ) * 0.5;
return Phaser.Easing.Bounce.Out( k * 2 - 1 ) * 0.5 + 0.5;
}
}
};

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Tween constructor
* Create a new <code>Tween</code>.
*
* @class Phaser.Tween
* @constructor
* @param {object} object - Target object will be affected by this tween.
* @param {Phaser.Game} game - Current game instance.
* @param {Phaser.TweenManager} manager - The TweenManager responsible for looking after this Tween.
*/
Phaser.Tween = function (object, game, manager) {
/**
* Reference to the target object.
* @property {object} _object
* @private
*/
this._object = object;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.TweenManager} _manager - Reference to the TweenManager.
* @private
*/
this._manager = manager;
/**
* @property {object} _valuesStart - Private value object.
* @private
*/
this._valuesStart = {};
/**
* @property {object} _valuesEnd - Private value object.
* @private
*/
this._valuesEnd = {};
/**
* @property {object} _valuesStartRepeat - Private value object.
* @private
*/
this._valuesStartRepeat = {};
/**
* @property {number} _duration - Private duration counter.
* @private
* @default
*/
this._duration = 1000;
/**
* @property {number} _repeat - Private repeat counter.
* @private
* @default
*/
this._repeat = 0;
/**
* @property {boolean} _yoyo - Private yoyo flag.
* @private
* @default
*/
this._yoyo = false;
/**
* @property {boolean} _reversed - Private reversed flag.
* @private
* @default
*/
this._reversed = false;
/**
* @property {number} _delayTime - Private delay counter.
* @private
* @default
*/
this._delayTime = 0;
/**
* @property {number} _startTime - Private start time counter.
* @private
* @default null
*/
this._startTime = null;
/**
* @property {function} _easingFunction - The easing function used for the tween.
* @private
*/
this._easingFunction = Phaser.Easing.Linear.None;
/**
* @property {function} _interpolationFunction - The interpolation function used for the tween.
* @private
*/
this._interpolationFunction = Phaser.Math.linearInterpolation;
/**
* @property {array} _chainedTweens - A private array of chained tweens.
* @private
*/
this._chainedTweens = [];
/**
* @property {boolean} _onStartCallbackFired - Private flag.
* @private
* @default
*/
this._onStartCallbackFired = false;
/**
* @property {function} _onUpdateCallback - An onUpdate callback.
* @private
* @default null
*/
this._onUpdateCallback = null;
/**
* @property {object} _onUpdateCallbackContext - The context in which to call the onUpdate callback.
* @private
* @default null
*/
this._onUpdateCallbackContext = null;
/**
* @property {boolean} _paused - Is this Tween paused or not?
* @private
* @default
*/
this._paused = false;
/**
* @property {number} _pausedTime - Private pause timer.
* @private
* @default
*/
this._pausedTime = 0;
/**
* @property {boolean} _codePaused - Was the Tween paused by code or by Game focus loss?
* @private
*/
this._codePaused = false;
/**
* @property {boolean} pendingDelete - If this tween is ready to be deleted by the TweenManager.
* @default
*/
this.pendingDelete = false;
// Set all starting values present on the target object - why? this will copy loads of properties we don't need - commenting out for now
// for (var field in object)
// {
// this._valuesStart[field] = parseFloat(object[field], 10);
// }
/**
* @property {Phaser.Signal} onStart - The onStart event is fired when the Tween begins.
*/
this.onStart = new Phaser.Signal();
/**
* @property {Phaser.Signal} onLoop - The onLoop event is fired if the Tween loops.
*/
this.onLoop = new Phaser.Signal();
/**
* @property {Phaser.Signal} onComplete - The onComplete event is fired when the Tween completes. Does not fire if the Tween is set to loop.
*/
this.onComplete = new Phaser.Signal();
/**
* @property {boolean} isRunning - If the tween is running this is set to true, otherwise false. Tweens that are in a delayed state, waiting to start, are considered as being running.
* @default
*/
this.isRunning = false;
};
Phaser.Tween.prototype = {
/**
* Configure the Tween
*
* @method Phaser.Tween#to
* @param {object} properties - Properties you want to tween.
* @param {number} [duration=1000] - Duration of this tween in ms.
* @param {function} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Linear.None.
* @param {boolean} [autoStart=false] - Whether this tween will start automatically or not.
* @param {number} [delay=0] - Delay before this tween will start, defaults to 0 (no delay). Value given is in ms.
* @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as Number.MAX_VALUE. This ignores any chained tweens.
* @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself and play backwards automatically. A yoyo'd tween doesn't fire the Tween.onComplete event, so listen for Tween.onLoop instead.
* @return {Phaser.Tween} This Tween object.
*/
to: function (properties, duration, ease, autoStart, delay, repeat, yoyo) {
duration = duration || 1000;
ease = ease || null;
autoStart = autoStart || false;
delay = delay || 0;
repeat = repeat || 0;
yoyo = yoyo || false;
if (yoyo && repeat === 0)
{
repeat = 1;
}
var self;
if (this._parent)
{
self = this._manager.create(this._object);
this._lastChild.chain(self);
this._lastChild = self;
}
else
{
self = this;
this._parent = this;
this._lastChild = this;
}
self._repeat = repeat;
self._duration = duration;
self._valuesEnd = properties;
if (ease !== null)
{
self._easingFunction = ease;
}
if (delay > 0)
{
self._delayTime = delay;
}
self._yoyo = yoyo;
if (autoStart)
{
return this.start();
}
else
{
return this;
}
},
/**
* Configure a Reverse Tween
*
* @method Phaser.Tween#from
* @param {object} properties - Properties you want to tween from.
* @param {number} [duration=1000] - Duration of this tween in ms.
* @param {function} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Linear.None.
* @param {boolean} [autoStart=false] - Whether this tween will start automatically or not.
* @param {number} [delay=0] - Delay before this tween will start, defaults to 0 (no delay). Value given is in ms.
* @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as Number.MAX_VALUE. This ignores any chained tweens.
* @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself and play backwards automatically. A yoyo'd tween doesn't fire the Tween.onComplete event, so listen for Tween.onLoop instead.
* @return {Phaser.Tween} This Tween object.
*/
from: function(properties, duration, ease, autoStart, delay, repeat, yoyo) {
var _cache = {};
for(var prop in properties) {
if (properties.hasOwnProperty(prop)) {
_cache[prop] = this._object[prop];
this._object[prop] = properties[prop];
}
}
this.to(_cache, duration, ease, autoStart, delay, repeat, yoyo);
},
/**
* Starts the tween running. Can also be called by the autoStart parameter of Tween.to.
*
* @method Phaser.Tween#start
* @return {Phaser.Tween} Itself.
*/
start: function () {
if (this.game === null || this._object === null)
{
return;
}
this._manager.add(this);
this.isRunning = true;
this._onStartCallbackFired = false;
this._startTime = this.game.time.now + this._delayTime;
for (var property in this._valuesEnd)
{
// check if an Array was provided as property value
if (Array.isArray(this._valuesEnd[property]))
{
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]);
}
this._valuesStart[property] = this._object[property];
if (!Array.isArray(this._valuesStart[property]))
{
this._valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings
}
this._valuesStartRepeat[property] = this._valuesStart[property] || 0;
}
return this;
},
/**
* This will generate an array populated with the tweened object values from start to end.
* It works by running the tween simulation at the given frame rate based on the values set-up in Tween.to and similar functions.
* It ignores delay and repeat counts and any chained tweens. Just one play through of tween data is returned, including yoyo if set.
*
* @method Phaser.Tween#generateData
* @param {number} [frameRate=60] - The speed in frames per second that the data should be generated at. The higher the value, the larger the array it creates.
* @param {array} [data] - If given the generated data will be appended to this array, otherwise a new array will be returned.
* @return {array} An array of tweened values.
*/
generateData: function (frameRate, data) {
if (this.game === null || this._object === null)
{
return null;
}
this._startTime = 0;
for (var property in this._valuesEnd)
{
// Check if an Array was provided as property value
if (Array.isArray(this._valuesEnd[property]))
{
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]);
}
this._valuesStart[property] = this._object[property];
if (!Array.isArray(this._valuesStart[property]))
{
this._valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings
}
this._valuesStartRepeat[property] = this._valuesStart[property] || 0;
}
// Simulate the tween. We will run for frameRate * (this._duration / 1000) (ms)
var time = 0;
var total = Math.floor(frameRate * (this._duration / 1000));
var tick = this._duration / total;
var output = [];
while (total--)
{
var property;
var elapsed = (time - this._startTime) / this._duration;
elapsed = elapsed > 1 ? 1 : elapsed;
var value = this._easingFunction(elapsed);
var blob = {};
for (property in this._valuesEnd)
{
var start = this._valuesStart[property] || 0;
var end = this._valuesEnd[property];
if (end instanceof Array)
{
blob[property] = this._interpolationFunction(end, value);
}
else
{
// Parses relative end values with start as base (e.g.: +10, -3)
if (typeof(end) === 'string')
{
end = start + parseFloat(end, 10);
}
// protect against non numeric properties.
if (typeof(end) === 'number')
{
blob[property] = start + ( end - start ) * value;
}
}
}
output.push(blob);
time += tick;
}
if (this._yoyo)
{
var reversed = output.slice();
reversed.reverse();
output = output.concat(reversed);
}
if (typeof data !== 'undefined')
{
data = data.concat(output);
return data;
}
else
{
return output;
}
},
/**
* Stops the tween if running and removes it from the TweenManager. If there are any onComplete callbacks or events they are not dispatched.
*
* @method Phaser.Tween#stop
* @return {Phaser.Tween} Itself.
*/
stop: function () {
this.isRunning = false;
this._onUpdateCallback = null;
this._manager.remove(this);
return this;
},
/**
* Sets a delay time before this tween will start.
*
* @method Phaser.Tween#delay
* @param {number} amount - The amount of the delay in ms.
* @return {Phaser.Tween} Itself.
*/
delay: function (amount) {
this._delayTime = amount;
return this;
},
/**
* Sets the number of times this tween will repeat.
*
* @method Phaser.Tween#repeat
* @param {number} times - How many times to repeat.
* @return {Phaser.Tween} Itself.
*/
repeat: function (times) {
this._repeat = times;
return this;
},
/**
* A tween that has yoyo set to true will run through from start to finish, then reverse from finish to start.
* Used in combination with repeat you can create endless loops.
*
* @method Phaser.Tween#yoyo
* @param {boolean} yoyo - Set to true to yoyo this tween.
* @return {Phaser.Tween} Itself.
*/
yoyo: function(yoyo) {
this._yoyo = yoyo;
if (yoyo && this._repeat === 0)
{
this._repeat = 1;
}
return this;
},
/**
* Set easing function this tween will use, i.e. Phaser.Easing.Linear.None.
*
* @method Phaser.Tween#easing
* @param {function} easing - The easing function this tween will use, i.e. Phaser.Easing.Linear.None.
* @return {Phaser.Tween} Itself.
*/
easing: function (easing) {
this._easingFunction = easing;
return this;
},
/**
* Set interpolation function the tween will use, by default it uses Phaser.Math.linearInterpolation.
* Also available: Phaser.Math.bezierInterpolation and Phaser.Math.catmullRomInterpolation.
*
* @method Phaser.Tween#interpolation
* @param {function} interpolation - The interpolation function to use (Phaser.Math.linearInterpolation by default)
* @return {Phaser.Tween} Itself.
*/
interpolation: function (interpolation) {
this._interpolationFunction = interpolation;
return this;
},
/**
* You can chain tweens together by passing a reference to the chain function. This enables one tween to call another on completion.
* You can pass as many tweens as you like to this function, they will each be chained in sequence.
*
* @method Phaser.Tween#chain
* @return {Phaser.Tween} Itself.
*/
chain: function () {
this._chainedTweens = arguments;
return this;
},
/**
* Loop a chain of tweens
*
* Usage:
* game.add.tween(p).to({ x: 700 }, 1000, Phaser.Easing.Linear.None, true)
* .to({ y: 300 }, 1000, Phaser.Easing.Linear.None)
* .to({ x: 0 }, 1000, Phaser.Easing.Linear.None)
* .to({ y: 0 }, 1000, Phaser.Easing.Linear.None)
* .loop();
* @method Phaser.Tween#loop
* @return {Phaser.Tween} Itself.
*/
loop: function() {
this._lastChild.chain(this);
return this;
},
/**
* Sets a callback to be fired each time this tween updates. Note: callback will be called in the context of the global scope.
*
* @method Phaser.Tween#onUpdateCallback
* @param {function} callback - The callback to invoke each time this tween is updated.
* @return {Phaser.Tween} Itself.
*/
onUpdateCallback: function (callback, callbackContext) {
this._onUpdateCallback = callback;
this._onUpdateCallbackContext = callbackContext;
return this;
},
/**
* Pauses the tween.
*
* @method Phaser.Tween#pause
*/
pause: function () {
this._codePaused = true;
this._paused = true;
this._pausedTime = this.game.time.now;
},
/**
* This is called by the core Game loop. Do not call it directly, instead use Tween.pause.
* @method Phaser.Tween#_pause
* @private
*/
_pause: function () {
if (!this._codePaused)
{
this._paused = true;
this._pausedTime = this.game.time.now;
}
},
/**
* Resumes a paused tween.
*
* @method Phaser.Tween#resume
*/
resume: function () {
if (this._paused)
{
this._paused = false;
this._codePaused = false;
this._startTime += (this.game.time.now - this._pausedTime);
}
},
/**
* This is called by the core Game loop. Do not call it directly, instead use Tween.pause.
* @method Phaser.Tween#_resume
* @private
*/
_resume: function () {
if (this._codePaused)
{
return;
}
else
{
this._startTime += this.game.time.pauseDuration;
this._paused = false;
}
},
/**
* Core tween update function called by the TweenManager. Does not need to be invoked directly.
*
* @method Phaser.Tween#update
* @param {number} time - A timestamp passed in by the TweenManager.
* @return {boolean} false if the tween has completed and should be deleted from the manager, otherwise true (still active).
*/
update: function (time) {
if (this.pendingDelete)
{
return false;
}
if (this._paused || time < this._startTime)
{
return true;
}
var property;
if (time < this._startTime)
{
return true;
}
if (this._onStartCallbackFired === false)
{
this.onStart.dispatch(this._object);
this._onStartCallbackFired = true;
}
var elapsed = (time - this._startTime) / this._duration;
elapsed = elapsed > 1 ? 1 : elapsed;
var value = this._easingFunction(elapsed);
for (property in this._valuesEnd)
{
var start = this._valuesStart[property] || 0;
var end = this._valuesEnd[property];
if (end instanceof Array)
{
this._object[property] = this._interpolationFunction(end, value);
}
else
{
// Parses relative end values with start as base (e.g.: +10, -3)
if (typeof(end) === 'string')
{
end = start + parseFloat(end, 10);
}
// protect against non numeric properties.
if (typeof(end) === 'number')
{
this._object[property] = start + ( end - start ) * value;
}
}
}
if (this._onUpdateCallback !== null)
{
this._onUpdateCallback.call(this._onUpdateCallbackContext, this, value);
}
if (elapsed == 1)
{
if (this._repeat > 0)
{
if (isFinite(this._repeat))
{
this._repeat--;
}
// reassign starting values, restart by making startTime = now
for (property in this._valuesStartRepeat)
{
if (typeof(this._valuesEnd[property]) === 'string')
{
this._valuesStartRepeat[property] = this._valuesStartRepeat[property] + parseFloat(this._valuesEnd[property], 10);
}
if (this._yoyo)
{
var tmp = this._valuesStartRepeat[property];
this._valuesStartRepeat[property] = this._valuesEnd[property];
this._valuesEnd[property] = tmp;
}
this._valuesStart[property] = this._valuesStartRepeat[property];
}
if (this._yoyo)
{
this._reversed = !this._reversed;
}
this._startTime = time + this._delayTime;
this.onLoop.dispatch(this._object);
return true;
}
else
{
this.isRunning = false;
this.onComplete.dispatch(this._object);
for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i ++)
{
this._chainedTweens[i].start(time);
}
return false;
}
}
return true;
}
};
Phaser.Tween.prototype.constructor = Phaser.Tween;

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src/tween/TweenManager.js Normal file
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser - TweenManager
*
* @class Phaser.TweenManager
* @classdesc
* 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.
* @constructor
*
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.TweenManager = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @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.game.onPause.add(this._pauseAll, this);
this.game.onResume.add(this._resumeAll, this);
};
Phaser.TweenManager.prototype = {
/**
* Get all the tween objects in an array.
* @method Phaser.TweenManager#getAll
* @returns {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 = [];
},
/**
* Add a new tween into the TweenManager.
*
* @method Phaser.TweenManager#add
* @param {Phaser.Tween} tween - The tween object you want to add.
* @returns {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.
* @returns {Phaser.Tween} The newly created tween object.
*/
create: function (object) {
return new Phaser.Tween(object, this.game, 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;
}
},
/**
* Update all the tween objects you added to this manager.
*
* @method Phaser.TweenManager#update
* @returns {boolean} Return false if there's no tween to update, otherwise return true.
*/
update: function () {
if (this._tweens.length === 0 && this._add.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--;
}
}
// 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 (this._add.length > 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.
* @returns {boolean} Returns true if the object is currently being tweened, false if not.
*/
isTweening: function(object) {
return this._tweens.some(function(tween) {
return tween._object === 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);
}
}
};
Phaser.TweenManager.prototype.constructor = Phaser.TweenManager;