Added phaser build and hellophaser sample
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src/tween/TweenManager.js
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235
src/tween/TweenManager.js
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Phaser - TweenManager
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*
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* @class Phaser.TweenManager
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* @classdesc
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* Phaser.Game has a single instance of the TweenManager through which all Tween objects are created and updated.
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* Tweens are hooked into the game clock and pause system, adjusting based on the game state.
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*
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* TweenManager is based heavily on tween.js by http://soledadpenades.com.
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* The difference being that tweens belong to a games instance of TweenManager, rather than to a global TWEEN object.
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* It also has callbacks swapped for Signals and a few issues patched with regard to properties and completion errors.
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* Please see https://github.com/sole/tween.js for a full list of contributors.
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* @constructor
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*
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.TweenManager = function (game) {
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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/**
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* @property {array<Phaser.Tween>} _tweens - All of the currently running tweens.
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* @private
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*/
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this._tweens = [];
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/**
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* @property {array<Phaser.Tween>} _add - All of the tweens queued to be added in the next update.
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* @private
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*/
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this._add = [];
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this.game.onPause.add(this._pauseAll, this);
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this.game.onResume.add(this._resumeAll, this);
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};
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Phaser.TweenManager.prototype = {
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/**
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* Get all the tween objects in an array.
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* @method Phaser.TweenManager#getAll
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* @returns {Phaser.Tween[]} Array with all tween objects.
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*/
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getAll: function () {
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return this._tweens;
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},
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/**
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* Remove all tweens running and in the queue. Doesn't call any of the tween onComplete events.
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* @method Phaser.TweenManager#removeAll
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*/
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removeAll: function () {
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for (var i = 0; i < this._tweens.length; i++)
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{
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this._tweens[i].pendingDelete = true;
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}
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this._add = [];
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},
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/**
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* Add a new tween into the TweenManager.
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*
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* @method Phaser.TweenManager#add
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* @param {Phaser.Tween} tween - The tween object you want to add.
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* @returns {Phaser.Tween} The tween object you added to the manager.
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*/
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add: function (tween) {
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tween._manager = this;
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this._add.push(tween);
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},
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/**
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* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
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*
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* @method Phaser.TweenManager#create
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* @param {Object} object - Object the tween will be run on.
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* @returns {Phaser.Tween} The newly created tween object.
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*/
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create: function (object) {
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return new Phaser.Tween(object, this.game, this);
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},
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/**
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* Remove a tween from this manager.
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*
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* @method Phaser.TweenManager#remove
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* @param {Phaser.Tween} tween - The tween object you want to remove.
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*/
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remove: function (tween) {
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var i = this._tweens.indexOf(tween);
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if (i !== -1)
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{
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this._tweens[i].pendingDelete = true;
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}
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},
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/**
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* Update all the tween objects you added to this manager.
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*
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* @method Phaser.TweenManager#update
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* @returns {boolean} Return false if there's no tween to update, otherwise return true.
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*/
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update: function () {
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if (this._tweens.length === 0 && this._add.length === 0)
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{
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return false;
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}
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var i = 0;
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var numTweens = this._tweens.length;
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while (i < numTweens)
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{
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if (this._tweens[i].update(this.game.time.now))
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{
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i++;
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}
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else
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{
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this._tweens.splice(i, 1);
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numTweens--;
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}
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}
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// If there are any new tweens to be added, do so now - otherwise they can be spliced out of the array before ever running
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if (this._add.length > 0)
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{
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this._tweens = this._tweens.concat(this._add);
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this._add.length = 0;
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}
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return true;
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},
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/**
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* Checks to see if a particular Sprite is currently being tweened.
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*
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* @method Phaser.TweenManager#isTweening
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* @param {object} object - The object to check for tweens against.
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* @returns {boolean} Returns true if the object is currently being tweened, false if not.
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*/
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isTweening: function(object) {
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return this._tweens.some(function(tween) {
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return tween._object === object;
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});
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},
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/**
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* Private. Called by game focus loss. Pauses all currently running tweens.
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*
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* @method Phaser.TweenManager#_pauseAll
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* @private
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*/
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_pauseAll: function () {
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for (var i = this._tweens.length - 1; i >= 0; i--)
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{
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this._tweens[i]._pause();
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}
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},
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/**
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* Private. Called by game focus loss. Resumes all currently paused tweens.
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*
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* @method Phaser.TweenManager#_resumeAll
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* @private
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*/
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_resumeAll: function () {
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for (var i = this._tweens.length - 1; i >= 0; i--)
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{
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this._tweens[i]._resume();
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}
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},
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/**
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* Pauses all currently running tweens.
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*
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* @method Phaser.TweenManager#pauseAll
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*/
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pauseAll: function () {
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for (var i = this._tweens.length - 1; i >= 0; i--)
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{
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this._tweens[i].pause();
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}
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},
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/**
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* Resumes all currently paused tweens.
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*
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* @method Phaser.TweenManager#resumeAll
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*/
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resumeAll: function () {
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for (var i = this._tweens.length - 1; i >= 0; i--)
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{
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this._tweens[i].resume(true);
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}
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}
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};
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Phaser.TweenManager.prototype.constructor = Phaser.TweenManager;
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