mirror of
https://github.com/wassname/phaser.git
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The entire Phaser library has been updated to match the new JSHint configuration.
This commit is contained in:
+375
-373
@@ -1,3 +1,5 @@
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/* jshint curly: false */
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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@@ -16,546 +18,546 @@ Phaser.Easing = {
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*
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* @class Phaser.Easing.Linear
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*/
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Linear: {
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Linear: {
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/**
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* Ease-in.
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*
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* @method Phaser.Easing.Linear#In
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* @param {number} k - The value to be tweened.
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* @returns {number} k^2.
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*/
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None: function ( k ) {
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/**
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* Ease-in.
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*
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* @method Phaser.Easing.Linear#In
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* @param {number} k - The value to be tweened.
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* @returns {number} k^2.
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*/
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None: function ( k ) {
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return k;
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return k;
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}
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}
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},
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},
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/**
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* Quadratic easing.
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*
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* @class Phaser.Easing.Quadratic
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*/
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Quadratic: {
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Quadratic: {
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/**
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* Ease-in.
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*
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* @method Phaser.Easing.Quadratic#In
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* @param {number} k - The value to be tweened.
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* @returns {number} k^2.
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*/
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In: function ( k ) {
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/**
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* Ease-in.
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*
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* @method Phaser.Easing.Quadratic#In
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* @param {number} k - The value to be tweened.
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* @returns {number} k^2.
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*/
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In: function ( k ) {
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return k * k;
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return k * k;
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},
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},
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/**
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* Ease-out.
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*
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* @method Phaser.Easing.Quadratic#Out
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* @param {number} k - The value to be tweened.
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* @returns {number} k* (2-k).
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*/
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Out: function ( k ) {
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/**
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* Ease-out.
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*
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* @method Phaser.Easing.Quadratic#Out
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* @param {number} k - The value to be tweened.
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* @returns {number} k* (2-k).
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*/
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Out: function ( k ) {
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return k * ( 2 - k );
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return k * ( 2 - k );
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},
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},
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/**
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* Ease-in/out.
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*
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* @method Phaser.Easing.Quadratic#InOut
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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InOut: function ( k ) {
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/**
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* Ease-in/out.
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*
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* @method Phaser.Easing.Quadratic#InOut
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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InOut: function ( k ) {
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if ( ( k *= 2 ) < 1 ) return 0.5 * k * k;
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return - 0.5 * ( --k * ( k - 2 ) - 1 );
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if ( ( k *= 2 ) < 1 ) return 0.5 * k * k;
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return - 0.5 * ( --k * ( k - 2 ) - 1 );
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}
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}
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},
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},
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/**
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* Cubic easing.
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*
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* @class Phaser.Easing.Cubic
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*/
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Cubic: {
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Cubic: {
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/**
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* Cubic ease-in.
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*
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* @method Phaser.Easing.Cubic#In
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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In: function ( k ) {
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/**
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* Cubic ease-in.
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*
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* @method Phaser.Easing.Cubic#In
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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In: function ( k ) {
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return k * k * k;
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return k * k * k;
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},
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},
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/**
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* Cubic ease-out.
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*
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* @method Phaser.Easing.Cubic#Out
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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Out: function ( k ) {
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/**
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* Cubic ease-out.
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*
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* @method Phaser.Easing.Cubic#Out
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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Out: function ( k ) {
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return --k * k * k + 1;
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return --k * k * k + 1;
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},
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},
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/**
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* Cubic ease-in/out.
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*
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* @method Phaser.Easing.Cubic#InOut
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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InOut: function ( k ) {
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/**
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* Cubic ease-in/out.
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*
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* @method Phaser.Easing.Cubic#InOut
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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InOut: function ( k ) {
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if ( ( k *= 2 ) < 1 ) return 0.5 * k * k * k;
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return 0.5 * ( ( k -= 2 ) * k * k + 2 );
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if ( ( k *= 2 ) < 1 ) return 0.5 * k * k * k;
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return 0.5 * ( ( k -= 2 ) * k * k + 2 );
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}
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}
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},
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},
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/**
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* Quartic easing.
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*
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* @class Phaser.Easing.Quartic
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*/
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Quartic: {
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Quartic: {
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/**
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* Quartic ease-in.
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*
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* @method Phaser.Easing.Quartic#In
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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In: function ( k ) {
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/**
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* Quartic ease-in.
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*
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* @method Phaser.Easing.Quartic#In
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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In: function ( k ) {
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return k * k * k * k;
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return k * k * k * k;
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},
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},
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/**
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* Quartic ease-out.
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*
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* @method Phaser.Easing.Quartic#Out
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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Out: function ( k ) {
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/**
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* Quartic ease-out.
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*
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* @method Phaser.Easing.Quartic#Out
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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Out: function ( k ) {
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return 1 - ( --k * k * k * k );
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return 1 - ( --k * k * k * k );
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},
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},
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/**
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* Quartic ease-in/out.
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*
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* @method Phaser.Easing.Quartic#InOut
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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InOut: function ( k ) {
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/**
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* Quartic ease-in/out.
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*
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* @method Phaser.Easing.Quartic#InOut
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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InOut: function ( k ) {
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if ( ( k *= 2 ) < 1) return 0.5 * k * k * k * k;
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return - 0.5 * ( ( k -= 2 ) * k * k * k - 2 );
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if ( ( k *= 2 ) < 1) return 0.5 * k * k * k * k;
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return - 0.5 * ( ( k -= 2 ) * k * k * k - 2 );
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}
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}
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},
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},
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/**
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* Quintic easing.
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*
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* @class Phaser.Easing.Quintic
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*/
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Quintic: {
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Quintic: {
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/**
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* Quintic ease-in.
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*
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* @method Phaser.Easing.Quintic#In
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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In: function ( k ) {
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/**
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* Quintic ease-in.
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*
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* @method Phaser.Easing.Quintic#In
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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In: function ( k ) {
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return k * k * k * k * k;
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return k * k * k * k * k;
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},
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},
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/**
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* Quintic ease-out.
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*
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* @method Phaser.Easing.Quintic#Out
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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Out: function ( k ) {
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/**
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* Quintic ease-out.
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*
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* @method Phaser.Easing.Quintic#Out
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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Out: function ( k ) {
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return --k * k * k * k * k + 1;
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return --k * k * k * k * k + 1;
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},
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},
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/**
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* Quintic ease-in/out.
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*
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* @method Phaser.Easing.Quintic#InOut
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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InOut: function ( k ) {
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/**
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* Quintic ease-in/out.
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*
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* @method Phaser.Easing.Quintic#InOut
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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InOut: function ( k ) {
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if ( ( k *= 2 ) < 1 ) return 0.5 * k * k * k * k * k;
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return 0.5 * ( ( k -= 2 ) * k * k * k * k + 2 );
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if ( ( k *= 2 ) < 1 ) return 0.5 * k * k * k * k * k;
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return 0.5 * ( ( k -= 2 ) * k * k * k * k + 2 );
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}
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}
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|
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},
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},
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/**
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* Sinusoidal easing.
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*
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* @class Phaser.Easing.Sinusoidal
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*/
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Sinusoidal: {
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Sinusoidal: {
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/**
|
||||
* Sinusoidal ease-in.
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||||
*
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* @method Phaser.Easing.Sinusoidal#In
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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||||
*/
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In: function ( k ) {
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/**
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* Sinusoidal ease-in.
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*
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* @method Phaser.Easing.Sinusoidal#In
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* @param {number} k - The value to be tweened.
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* @returns {number} The tweened value.
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*/
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In: function ( k ) {
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||||
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||||
return 1 - Math.cos( k * Math.PI / 2 );
|
||||
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 ) {
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/**
|
||||
* Sinusoidal ease-out.
|
||||
*
|
||||
* @method Phaser.Easing.Sinusoidal#Out
|
||||
* @param {number} k - The value to be tweened.
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||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
Out: function ( k ) {
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||||
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||||
return Math.sin( k * Math.PI / 2 );
|
||||
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 ) {
|
||||
/**
|
||||
* 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 ) );
|
||||
return 0.5 * ( 1 - Math.cos( Math.PI * k ) );
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
* Exponential easing.
|
||||
*
|
||||
* @class Phaser.Easing.Exponential
|
||||
*/
|
||||
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 ) {
|
||||
/**
|
||||
* 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 );
|
||||
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 ) {
|
||||
/**
|
||||
* 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 );
|
||||
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 ) {
|
||||
/**
|
||||
* 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 );
|
||||
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: {
|
||||
|
||||
/**
|
||||
* 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.
|
||||
/**
|
||||
* Circular ease-in.
|
||||
*
|
||||
* @method Phaser.Easing.Circular#InOut
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
* @method Phaser.Easing.Circular#In
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
InOut: function ( k ) {
|
||||
In: 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);
|
||||
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: {
|
||||
|
||||
/**
|
||||
* Elastic ease-in.
|
||||
*
|
||||
* @method Phaser.Easing.Elastic#In
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
In: function ( k ) {
|
||||
/**
|
||||
* 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 ) );
|
||||
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 ) {
|
||||
/**
|
||||
* 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 );
|
||||
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 ) {
|
||||
/**
|
||||
* 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;
|
||||
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: {
|
||||
|
||||
/**
|
||||
* Back ease-in.
|
||||
*
|
||||
* @method Phaser.Easing.Back#In
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
In: function ( k ) {
|
||||
/**
|
||||
* 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 );
|
||||
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 ) {
|
||||
/**
|
||||
* 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;
|
||||
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 ) {
|
||||
/**
|
||||
* 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 );
|
||||
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: {
|
||||
|
||||
/**
|
||||
* Bounce ease-in.
|
||||
*
|
||||
* @method Phaser.Easing.Bounce#In
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
In: function ( k ) {
|
||||
/**
|
||||
* 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 );
|
||||
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 ) {
|
||||
/**
|
||||
* 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 ) ) {
|
||||
if ( k < ( 1 / 2.75 ) ) {
|
||||
|
||||
return 7.5625 * k * k;
|
||||
return 7.5625 * k * k;
|
||||
|
||||
} else if ( k < ( 2 / 2.75 ) ) {
|
||||
} else if ( k < ( 2 / 2.75 ) ) {
|
||||
|
||||
return 7.5625 * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75;
|
||||
return 7.5625 * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75;
|
||||
|
||||
} else if ( k < ( 2.5 / 2.75 ) ) {
|
||||
} else if ( k < ( 2.5 / 2.75 ) ) {
|
||||
|
||||
return 7.5625 * ( k -= ( 2.25 / 2.75 ) ) * k + 0.9375;
|
||||
return 7.5625 * ( k -= ( 2.25 / 2.75 ) ) * k + 0.9375;
|
||||
|
||||
} else {
|
||||
} else {
|
||||
|
||||
return 7.5625 * ( k -= ( 2.625 / 2.75 ) ) * k + 0.984375;
|
||||
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 ) {
|
||||
/**
|
||||
* 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;
|
||||
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;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
+282
-283
@@ -20,7 +20,7 @@ Phaser.Tween = function (object, game) {
|
||||
* @property {object} _object
|
||||
* @private
|
||||
*/
|
||||
this._object = object;
|
||||
this._object = object;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||
@@ -154,7 +154,7 @@ Phaser.Tween = function (object, game) {
|
||||
|
||||
// Set all starting values present on the target object
|
||||
for ( var field in object ) {
|
||||
this._valuesStart[ field ] = parseFloat(object[field], 10);
|
||||
this._valuesStart[ field ] = parseFloat(object[field], 10);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -177,45 +177,45 @@ Phaser.Tween = function (object, game) {
|
||||
|
||||
Phaser.Tween.prototype = {
|
||||
|
||||
/**
|
||||
* Configure the Tween
|
||||
*
|
||||
* @method Phaser.Tween#to
|
||||
* @param {object} properties - Properties you want to tween.
|
||||
* @param {number} duration - Duration of this tween.
|
||||
* @param {function} ease - Easing function.
|
||||
* @param {boolean} autoStart - Whether this tween will start automatically or not.
|
||||
* @param {number} delay - Delay before this tween will start, defaults to 0 (no delay).
|
||||
* @param {boolean} repeat - Should the tween automatically restart once complete? (ignores any chained tweens).
|
||||
* @param {Phaser.Tween} yoyo - Description.
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
to: function ( properties, duration, ease, autoStart, delay, repeat, yoyo ) {
|
||||
/**
|
||||
* Configure the Tween
|
||||
*
|
||||
* @method Phaser.Tween#to
|
||||
* @param {object} properties - Properties you want to tween.
|
||||
* @param {number} duration - Duration of this tween.
|
||||
* @param {function} ease - Easing function.
|
||||
* @param {boolean} autoStart - Whether this tween will start automatically or not.
|
||||
* @param {number} delay - Delay before this tween will start, defaults to 0 (no delay).
|
||||
* @param {boolean} repeat - Should the tween automatically restart once complete? (ignores any chained tweens).
|
||||
* @param {Phaser.Tween} yoyo - Description.
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
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;
|
||||
duration = duration || 1000;
|
||||
ease = ease || null;
|
||||
autoStart = autoStart || false;
|
||||
delay = delay || 0;
|
||||
repeat = repeat || 0;
|
||||
yoyo = yoyo || false;
|
||||
|
||||
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;
|
||||
}
|
||||
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._repeat = repeat;
|
||||
self._duration = duration;
|
||||
self._valuesEnd = properties;
|
||||
self._valuesEnd = properties;
|
||||
|
||||
if (ease !== null)
|
||||
{
|
||||
@@ -235,256 +235,255 @@ Phaser.Tween.prototype = {
|
||||
return this;
|
||||
}
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
* Starts the tween running. Can also be called by the autoStart parameter of Tween.to.
|
||||
*
|
||||
* @method Phaser.Tween#start
|
||||
* @param {number} time - Description.
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
start: function ( time ) {
|
||||
/**
|
||||
* 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._manager.add(this);
|
||||
|
||||
this.onStart.dispatch(this._object);
|
||||
this.onStart.dispatch(this._object);
|
||||
|
||||
this.isRunning = true;
|
||||
|
||||
this._onStartCallbackFired = false;
|
||||
this._onStartCallbackFired = false;
|
||||
|
||||
this._startTime = this.game.time.now + this._delayTime;
|
||||
|
||||
for ( var property in this._valuesEnd ) {
|
||||
for ( var property in this._valuesEnd ) {
|
||||
|
||||
// check if an Array was provided as property value
|
||||
if ( this._valuesEnd[ property ] instanceof Array ) {
|
||||
// check if an Array was provided as property value
|
||||
if ( this._valuesEnd[ property ] instanceof Array ) {
|
||||
|
||||
if ( this._valuesEnd[ property ].length === 0 ) {
|
||||
if ( this._valuesEnd[ property ].length === 0 ) {
|
||||
|
||||
continue;
|
||||
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 ] );
|
||||
// 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 ];
|
||||
this._valuesStart[ property ] = this._object[ property ];
|
||||
|
||||
if ( ( this._valuesStart[ property ] instanceof Array ) === false ) {
|
||||
this._valuesStart[ property ] *= 1.0; // Ensures we're using numbers, not strings
|
||||
}
|
||||
if ( ( this._valuesStart[ property ] instanceof Array ) === false ) {
|
||||
this._valuesStart[ property ] *= 1.0; // Ensures we're using numbers, not strings
|
||||
}
|
||||
|
||||
this._valuesStartRepeat[ property ] = this._valuesStart[ property ] || 0;
|
||||
this._valuesStartRepeat[ property ] = this._valuesStart[ property ] || 0;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return this;
|
||||
return this;
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
* 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 () {
|
||||
/**
|
||||
* 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._manager.remove(this);
|
||||
this._manager.remove(this);
|
||||
|
||||
return 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 ) {
|
||||
/**
|
||||
* 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;
|
||||
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 ) {
|
||||
/**
|
||||
* 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;
|
||||
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 ) {
|
||||
/**
|
||||
* 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;
|
||||
return this;
|
||||
this._yoyo = yoyo;
|
||||
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 ) {
|
||||
/**
|
||||
* 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;
|
||||
this._easingFunction = easing;
|
||||
return this;
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
* Set interpolation function the tween will use, by default it uses Phaser.Math.linearInterpolation.
|
||||
*
|
||||
* @method Phaser.Tween#interpolation
|
||||
* @param {function} interpolation - The interpolation function to use (Phaser.Math.linearInterpolation by default)
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
interpolation: function ( interpolation ) {
|
||||
/**
|
||||
* Set interpolation function the tween will use, by default it uses Phaser.Math.linearInterpolation.
|
||||
*
|
||||
* @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;
|
||||
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 () {
|
||||
/**
|
||||
* 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;
|
||||
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() {
|
||||
/**
|
||||
* 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;
|
||||
this._lastChild.chain(this);
|
||||
return this;
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
* Sets a callback to be fired when the tween starts. Note: callback will be called in the context of the global scope.
|
||||
*
|
||||
* @method Phaser.Tween#onStartCallback
|
||||
* @param {function} callback - The callback to invoke on start.
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
onStartCallback: function ( callback ) {
|
||||
/**
|
||||
* Sets a callback to be fired when the tween starts. Note: callback will be called in the context of the global scope.
|
||||
*
|
||||
* @method Phaser.Tween#onStartCallback
|
||||
* @param {function} callback - The callback to invoke on start.
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
onStartCallback: function ( callback ) {
|
||||
|
||||
this._onStartCallback = callback;
|
||||
return this;
|
||||
this._onStartCallback = callback;
|
||||
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 ) {
|
||||
/**
|
||||
* 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 ) {
|
||||
|
||||
this._onUpdateCallback = callback;
|
||||
return this;
|
||||
this._onUpdateCallback = callback;
|
||||
return this;
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
* Sets a callback to be fired when the tween completes. Note: callback will be called in the context of the global scope.
|
||||
*
|
||||
* @method Phaser.Tween#onCompleteCallback
|
||||
* @param {function} callback - The callback to invoke on completion.
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
onCompleteCallback: function ( callback ) {
|
||||
/**
|
||||
* Sets a callback to be fired when the tween completes. Note: callback will be called in the context of the global scope.
|
||||
*
|
||||
* @method Phaser.Tween#onCompleteCallback
|
||||
* @param {function} callback - The callback to invoke on completion.
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
onCompleteCallback: function ( callback ) {
|
||||
|
||||
this._onCompleteCallback = callback;
|
||||
return this;
|
||||
this._onCompleteCallback = callback;
|
||||
return this;
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
* Pauses the tween.
|
||||
*
|
||||
* @method Phaser.Tween#pause
|
||||
*/
|
||||
/**
|
||||
* Pauses the tween.
|
||||
*
|
||||
* @method Phaser.Tween#pause
|
||||
*/
|
||||
pause: function () {
|
||||
this._paused = true;
|
||||
this._pausedTime = this.game.time.now;
|
||||
},
|
||||
|
||||
/**
|
||||
* Resumes a paused tween.
|
||||
*
|
||||
* @method Phaser.Tween#resume
|
||||
*/
|
||||
/**
|
||||
* Resumes a paused tween.
|
||||
*
|
||||
* @method Phaser.Tween#resume
|
||||
*/
|
||||
resume: function () {
|
||||
this._paused = false;
|
||||
this._startTime += (this.game.time.now - this._pausedTime);
|
||||
},
|
||||
|
||||
/**
|
||||
* 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 ) {
|
||||
/**
|
||||
* 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.pendingDelete)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this._paused || time < this._startTime) {
|
||||
|
||||
@@ -492,120 +491,120 @@ Phaser.Tween.prototype = {
|
||||
|
||||
}
|
||||
|
||||
var property;
|
||||
var property;
|
||||
|
||||
if ( time < this._startTime ) {
|
||||
if ( time < this._startTime ) {
|
||||
|
||||
return true;
|
||||
return true;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if ( this._onStartCallbackFired === false ) {
|
||||
if ( this._onStartCallbackFired === false ) {
|
||||
|
||||
if ( this._onStartCallback !== null ) {
|
||||
if ( this._onStartCallback !== null ) {
|
||||
|
||||
this._onStartCallback.call( this._object );
|
||||
this._onStartCallback.call( this._object );
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
this._onStartCallbackFired = true;
|
||||
this._onStartCallbackFired = true;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
var elapsed = ( time - this._startTime ) / this._duration;
|
||||
elapsed = elapsed > 1 ? 1 : elapsed;
|
||||
var elapsed = ( time - this._startTime ) / this._duration;
|
||||
elapsed = elapsed > 1 ? 1 : elapsed;
|
||||
|
||||
var value = this._easingFunction( elapsed );
|
||||
var value = this._easingFunction( elapsed );
|
||||
|
||||
for ( property in this._valuesEnd ) {
|
||||
for ( property in this._valuesEnd ) {
|
||||
|
||||
var start = this._valuesStart[ property ] || 0;
|
||||
var end = this._valuesEnd[ property ];
|
||||
var start = this._valuesStart[ property ] || 0;
|
||||
var end = this._valuesEnd[ property ];
|
||||
|
||||
if ( end instanceof Array ) {
|
||||
if ( end instanceof Array ) {
|
||||
|
||||
this._object[ property ] = this._interpolationFunction( end, value );
|
||||
this._object[ property ] = this._interpolationFunction( end, value );
|
||||
|
||||
} else {
|
||||
} else {
|
||||
|
||||
// Parses relative end values with start as base (e.g.: +10, -3)
|
||||
if ( typeof(end) === "string" ) {
|
||||
end = start + parseFloat(end, 10);
|
||||
}
|
||||
if ( typeof(end) === "string" ) {
|
||||
end = start + parseFloat(end, 10);
|
||||
}
|
||||
|
||||
// protect against non numeric properties.
|
||||
// protect against non numeric properties.
|
||||
if ( typeof(end) === "number" ) {
|
||||
this._object[ property ] = start + ( end - start ) * value;
|
||||
}
|
||||
this._object[ property ] = start + ( end - start ) * value;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if ( this._onUpdateCallback !== null ) {
|
||||
if ( this._onUpdateCallback !== null ) {
|
||||
|
||||
this._onUpdateCallback.call( this._object, value );
|
||||
this._onUpdateCallback.call( this._object, value );
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if ( elapsed == 1 ) {
|
||||
if ( elapsed == 1 ) {
|
||||
|
||||
if ( this._repeat > 0 ) {
|
||||
if ( this._repeat > 0 ) {
|
||||
|
||||
if ( isFinite( this._repeat ) ) {
|
||||
this._repeat--;
|
||||
}
|
||||
if ( isFinite( this._repeat ) ) {
|
||||
this._repeat--;
|
||||
}
|
||||
|
||||
// reassign starting values, restart by making startTime = now
|
||||
for ( property in this._valuesStartRepeat ) {
|
||||
// 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 ( 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._reversed = !this._reversed;
|
||||
}
|
||||
this._valuesStart[ property ] = this._valuesStartRepeat[ property ];
|
||||
if (this._yoyo) {
|
||||
var tmp = this._valuesStartRepeat[ property ];
|
||||
this._valuesStartRepeat[ property ] = this._valuesEnd[ property ];
|
||||
this._valuesEnd[ property ] = tmp;
|
||||
this._reversed = !this._reversed;
|
||||
}
|
||||
this._valuesStart[ property ] = this._valuesStartRepeat[ property ];
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
this._startTime = time + this._delayTime;
|
||||
this._startTime = time + this._delayTime;
|
||||
|
||||
this.onComplete.dispatch(this._object);
|
||||
this.onComplete.dispatch(this._object);
|
||||
|
||||
if ( this._onCompleteCallback !== null ) {
|
||||
this._onCompleteCallback.call( this._object );
|
||||
}
|
||||
if ( this._onCompleteCallback !== null ) {
|
||||
this._onCompleteCallback.call( this._object );
|
||||
}
|
||||
|
||||
return true;
|
||||
return true;
|
||||
|
||||
} else {
|
||||
} else {
|
||||
|
||||
this.isRunning = false;
|
||||
this.onComplete.dispatch(this._object);
|
||||
this.isRunning = false;
|
||||
this.onComplete.dispatch(this._object);
|
||||
|
||||
if ( this._onCompleteCallback !== null ) {
|
||||
this._onCompleteCallback.call( this._object );
|
||||
}
|
||||
if ( this._onCompleteCallback !== null ) {
|
||||
this._onCompleteCallback.call( this._object );
|
||||
}
|
||||
|
||||
for ( var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i ++ ) {
|
||||
for ( var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i ++ ) {
|
||||
|
||||
this._chainedTweens[ i ].start( time );
|
||||
this._chainedTweens[ i ].start( time );
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
return false;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
+147
-144
@@ -22,180 +22,183 @@
|
||||
*/
|
||||
Phaser.TweenManager = function (game) {
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - Local reference to game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {array} _tweens - Description.
|
||||
* @private
|
||||
*/
|
||||
this._tweens = [];
|
||||
|
||||
/**
|
||||
* @property {array} _add - Description.
|
||||
* @private
|
||||
*/
|
||||
this._add = [];
|
||||
/**
|
||||
* @property {Phaser.Game} game - Local reference to game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {array} _tweens - Description.
|
||||
* @private
|
||||
*/
|
||||
this._tweens = [];
|
||||
|
||||
/**
|
||||
* @property {array} _add - Description.
|
||||
* @private
|
||||
*/
|
||||
this._add = [];
|
||||
|
||||
this.game.onPause.add(this.pauseAll, this);
|
||||
this.game.onResume.add(this.resumeAll, this);
|
||||
this.game.onPause.add(this.pauseAll, this);
|
||||
this.game.onResume.add(this.resumeAll, this);
|
||||
|
||||
};
|
||||
|
||||
Phaser.TweenManager.prototype = {
|
||||
|
||||
/**
|
||||
* Version number of this library.
|
||||
* @property {string} REVISION
|
||||
* @default
|
||||
*/
|
||||
REVISION: '11dev',
|
||||
/**
|
||||
* Version number of this library.
|
||||
* @property {string} REVISION
|
||||
* @default
|
||||
*/
|
||||
REVISION: '11dev',
|
||||
|
||||
/**
|
||||
* Get all the tween objects in an array.
|
||||
* @method Phaser.TweenManager#getAll
|
||||
* @returns {Phaser.Tween[]} Array with all tween objects.
|
||||
*/
|
||||
getAll: function () {
|
||||
/**
|
||||
* 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;
|
||||
return this._tweens;
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
* Remove all tween objects.
|
||||
* @method Phaser.TweenManager#removeAll
|
||||
*/
|
||||
removeAll: function () {
|
||||
/**
|
||||
* Remove all tween objects.
|
||||
* @method Phaser.TweenManager#removeAll
|
||||
*/
|
||||
removeAll: function () {
|
||||
|
||||
this._tweens = [];
|
||||
this._tweens = [];
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
* 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 ) {
|
||||
/**
|
||||
* 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 ) {
|
||||
|
||||
this._add.push( tween );
|
||||
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 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);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Remove a tween from this manager.
|
||||
*
|
||||
* @method Phaser.TweenManager#remove
|
||||
* @param {Phaser.Tween} tween - The tween object you want to remove.
|
||||
*/
|
||||
remove: function ( tween ) {
|
||||
/**
|
||||
* 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 );
|
||||
var i = this._tweens.indexOf( tween );
|
||||
|
||||
if ( i !== -1 ) {
|
||||
if ( i !== -1 ) {
|
||||
|
||||
this._tweens[i].pendingDelete = true;
|
||||
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;
|
||||
});
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Pauses all currently running tweens.
|
||||
*
|
||||
* @method Phaser.TweenManager#update
|
||||
*/
|
||||
pauseAll: function () {
|
||||
|
||||
for (var i = this._tweens.length - 1; i >= 0; i--) {
|
||||
this._tweens[i].pause();
|
||||
};
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Pauses all currently paused tweens.
|
||||
*
|
||||
* @method Phaser.TweenManager#resumeAll
|
||||
*/
|
||||
resumeAll: function () {
|
||||
/**
|
||||
* 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 () {
|
||||
|
||||
for (var i = this._tweens.length - 1; i >= 0; i--) {
|
||||
this._tweens[i].resume();
|
||||
};
|
||||
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;
|
||||
});
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Pauses all currently running tweens.
|
||||
*
|
||||
* @method Phaser.TweenManager#update
|
||||
*/
|
||||
pauseAll: function () {
|
||||
|
||||
for (var i = this._tweens.length - 1; i >= 0; i--) {
|
||||
this._tweens[i].pause();
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Pauses all currently paused tweens.
|
||||
*
|
||||
* @method Phaser.TweenManager#resumeAll
|
||||
*/
|
||||
resumeAll: function () {
|
||||
|
||||
for (var i = this._tweens.length - 1; i >= 0; i--) {
|
||||
this._tweens[i].resume();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user