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Tween.generateData(frameRate) allows you to generate tween data into an array, which can then be used however you wish (see new examples)
Added new Retro Font examples.
This commit is contained in:
@@ -139,6 +139,8 @@ New features:
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* You can now create blank Tilemaps and then populate them with data later.
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* A single Animation object now has 3 new events: onStart, onLoop and onComplete.
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* Animation.loopCount holds the number of times the animation has looped since it last started.
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* Tween.generateData(frameRate) allows you to generate tween data into an array, which can then be used however you wish (see new examples)
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Updates:
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@@ -0,0 +1,14 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
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function preload() {
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game.load.bitmapFont('shortStack', 'assets/fonts/bitmapFonts/shortStack.png', 'assets/fonts/bitmapFonts/shortStack.fnt');
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}
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function create() {
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game.add.bitmapText(32, 32, 'shortStack', 'This font was generated using the\nfree Littera web site\n\nhttp://kvazars.com/littera/', 32);
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}
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@@ -0,0 +1,30 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('knightHawks', 'assets/fonts/retroFonts/KNIGHT3.png');
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}
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var font;
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function create() {
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font = game.add.retroFont('knightHawks', 31, 25, Phaser.RetroFont.TEXT_SET6, 10, 1, 1);
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font.text = 'phaser was here';
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for (var c = 0; c < 19; c++)
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{
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var i = game.add.image(game.world.centerX, c * 32, font);
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i.tint = Math.random() * 0xFFFFFF;
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i.anchor.set(0.5, 1);
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}
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}
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function update() {
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font.text = "phaser x: " + game.input.x + " y: " + game.input.y;
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}
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@@ -0,0 +1,47 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('goldFont', 'assets/fonts/retroFonts/gold_font.png');
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game.load.image('bluePink', 'assets/fonts/retroFonts/bluepink_font.png');
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game.load.image('forgotten', 'assets/pics/forgotten_worlds.png');
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}
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var font1;
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var font2;
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var image1;
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var image2;
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function create() {
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font1 = game.add.retroFont('goldFont', 16, 16, "! :() ,?." + Phaser.RetroFont.TEXT_SET10, 20, 0, 0);
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font1.text = "phaser brings you retro style bitmap fonts";
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image1 = game.add.image(game.world.centerX, 48, font1);
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image1.anchor.set(0.5);
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font2 = game.add.retroFont('bluePink', 32, 32, Phaser.RetroFont.TEXT_SET2, 10);
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font2.setText("phaser 2\nin the house", true, 0, 8, Phaser.RetroFont.ALIGN_CENTER);
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image2 = game.add.image(game.world.centerX, 220, font2);
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image2.anchor.set(0.5);
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game.add.image(0, game.height - 274, 'forgotten');
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game.time.events.loop(Phaser.Timer.SECOND * 2, change, this);
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}
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function change() {
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image2.tint = Math.random() * 0xFFFFFF;
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}
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function update() {
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image2.rotation += (2 * game.time.physicsElapsed);
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}
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@@ -0,0 +1,88 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('wasp', 'assets/sprites/wasp.png');
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game.load.image('sky', 'assets/skies/cavern1.png');
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}
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var bugs;
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var index = 0;
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var data;
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var pos = [];
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function create() {
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game.add.image(0, 0, 'sky');
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// image = game.add.image(0, 0, 'wasp');
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// We don't want it to actually run, so we use game.make.tween instead of game.add.tween
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var tweenData = { x: 0, y: 0 };
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// Here we'll tween the values held in the tweenData object to x: 500, y: 300
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tween = game.make.tween(tweenData).to( { x: 100, y: 400 }, 2000, Phaser.Easing.Sinusoidal.InOut);
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// Set the tween to yoyo so it loops smoothly
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tween.yoyo(true);
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// We have 3 interpolation methods available: linearInterpolation (the default), bezierInterpolation and catmullRomInterpolation.
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// tween.interpolation(game.math.bezierInterpolation);
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tween.interpolation(game.math.catmullRomInterpolation);
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// Generates the tween data at a rate of 60 frames per second.
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// This is useful if you've got a lot of objects all using the same tween, just at different coordinates.
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// It saves having to calculate the same tween across the properties of all objects involved in the motion.
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// Instead you can pre-calculate it in advance and trade that in for a bit of memory to store it in an array.
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data = tween.generateData(60);
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// Now create some sprites to shown the tween data in action
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bugs = game.add.group();
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pos.push(new Phaser.Point(32, 0));
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pos.push(new Phaser.Point(300, 100));
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pos.push(new Phaser.Point(600, 70));
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bugs.create(pos[0].x, pos[0].y, 'wasp');
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bugs.create(pos[1].x, pos[1].y, 'wasp');
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bugs.create(pos[2].x, pos[2].y, 'wasp');
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}
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function update() {
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// A simple data playback.
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// Each element of the array contains an object that includes whatever properties were tweened
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// In this case the x and y properties
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// Because the tween data is pre-generated we can apply it however we want:
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// Directly, by adding to the coordinates
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bugs.getAt(0).x = pos[0].x + data[index].x;
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bugs.getAt(0).y = pos[0].y + data[index].y;
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// Half one of the values
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bugs.getAt(1).x = pos[1].x + (data[index].x / 2);
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bugs.getAt(1).y = pos[1].y + data[index].y;
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// Inverse one of the values
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bugs.getAt(2).x = pos[2].x - data[index].x;
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bugs.getAt(2).y = pos[2].y + data[index].y;
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// You can do all kinds of effects by modifying the tween data,
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// without having loads of active tweens running.
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// This just advances the tween data index
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// It's crude and doesn't take target device speed into account at all, but works as an example
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index++;
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if (index === data.length)
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{
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index = 0;
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}
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}
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@@ -1,5 +1,5 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
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function preload() {
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@@ -7,14 +7,8 @@ function preload() {
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}
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var text;
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function create() {
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text = game.add.bitmapText(100, 100, 'shortStack', 'Bitmap Fonts\nfrom Littera', 64);
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}
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function update() {
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game.add.bitmapText(32, 32, 'shortStack', 'This font was generated using the\nfree Littera web site\n\nhttp://kvazars.com/littera/', 32);
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}
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@@ -3,8 +3,8 @@ var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: p
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function preload() {
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game.load.bitmapFont('desyrel', 'assets/fonts/bitmapFonts/desyrel.png', 'assets/fonts/desyrel.xml', null, 0, -32);
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game.load.bitmapFont('carrier', 'assets/fonts/bitmapFonts/carrier_command.png', 'assets/fonts/carrier_command.xml', null, 0, 24);
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game.load.bitmapFont('desyrel', 'assets/fonts/bitmapFonts/desyrel.png', 'assets/fonts/bitmapFonts/desyrel.xml', null, 0, -32);
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game.load.bitmapFont('carrier', 'assets/fonts/bitmapFonts/carrier_command.png', 'assets/fonts/bitmapFonts/carrier_command.xml', null, 0, 24);
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}
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@@ -5,34 +5,43 @@ function preload() {
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game.load.image('goldFont', 'assets/fonts/retroFonts/gold_font.png');
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game.load.image('bluePink', 'assets/fonts/retroFonts/bluepink_font.png');
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game.load.image('forgotten', 'assets/pics/forgotten_worlds.png');
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}
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var font1;
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var font2;
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var image1;
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var image2;
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function create() {
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font1 = game.add.bitmapFont(game.world.centerX, 96, 'goldFont', 16, 16, "! :() ,?." + Phaser.BitmapFont.TEXT_SET10, 20, 0, 0);
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font1 = game.add.retroFont('goldFont', 16, 16, "! :() ,?." + Phaser.RetroFont.TEXT_SET10, 20, 0, 0);
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font1.text = "phaser brings you retro style bitmap fonts";
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font1.anchor.set(0.5);
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font2 = game.add.bitmapFont(game.world.centerX, 300, 'bluePink', 32, 32, Phaser.BitmapFont.TEXT_SET2, 10);
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font2.setText("phaser is\nrocking :)", true, 0, 8, Phaser.BitmapFont.ALIGN_CENTER);
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font2.anchor.set(0.5);
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image1 = game.add.image(game.world.centerX, 48, font1);
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image1.anchor.set(0.5);
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game.input.onDown.add(change, this);
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font2 = game.add.retroFont('bluePink', 32, 32, Phaser.RetroFont.TEXT_SET2, 10);
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font2.setText("phaser 2\nin the house", true, 0, 8, Phaser.RetroFont.ALIGN_CENTER);
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image2 = game.add.image(game.world.centerX, 220, font2);
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image2.anchor.set(0.5);
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game.add.image(0, game.height - 274, 'forgotten');
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game.time.events.loop(Phaser.Timer.SECOND * 2, change, this);
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}
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function change() {
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font2.tint = Math.random() * 0xFFFFFF;
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image2.tint = Math.random() * 0xFFFFFF;
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}
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function update() {
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font2.rotation += 0.03;
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image2.rotation += (2 * game.time.physicsElapsed);
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}
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@@ -1,5 +1,4 @@
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// var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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function preload() {
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@@ -9,11 +8,10 @@ function preload() {
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}
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var font;
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var i;
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function create() {
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font = game.add.bitmapFont('knightHawks', 31, 25, Phaser.BitmapFont.TEXT_SET6, 10, 1, 1);
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font = game.add.retroFont('knightHawks', 31, 25, Phaser.RetroFont.TEXT_SET6, 10, 1, 1);
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font.text = 'phaser was here';
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for (var c = 0; c < 19; c++)
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@@ -0,0 +1,47 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('knightHawks', 'assets/fonts/retroFonts/KNIGHT3.png');
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}
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var font;
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function create() {
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font = game.add.retroFont('knightHawks', 31, 25, Phaser.RetroFont.TEXT_SET6, 10, 1, 1);
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font.text = 'phaser v2';
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var i;
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var tween;
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for (var c = 0; c < 20; c++)
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{
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// var i = game.add.image(game.world.centerX, c * 32, font);
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var i = game.add.image(game.world.centerX + (c * 10), 32, font);
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// i.tint = Math.random() * 0xFFFFFF;
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i.anchor.set(0.5, 1);
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game.world.sendToBack(i);
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// tween = game.add.tween(i).to( { y: 500 }, 2000, Phaser.Easing.Quadratic.InOut, true, i * 100, 1000, true);
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// to: function (properties, duration, ease, autoStart, delay, repeat, yoyo) {
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tween = game.add.tween(i).to( { y: 500 }, 2000, Phaser.Easing.Sinusoidal.InOut);
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tween.delay(c * 10);
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tween.yoyo(true);
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tween.repeat(Number.MAX_SAFE_INTEGER);
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tween.interpolation(game.math.bezierInterpolation);
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tween.start();
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}
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}
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function update() {
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// font.text = "phaser x: " + game.input.x + " y: " + game.input.y;
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}
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@@ -0,0 +1,88 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('wasp', 'assets/sprites/wasp.png');
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game.load.image('sky', 'assets/skies/cavern1.png');
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}
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var bugs;
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var index = 0;
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var data;
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var pos = [];
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function create() {
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game.add.image(0, 0, 'sky');
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// image = game.add.image(0, 0, 'wasp');
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// We don't want it to actually run, so we use game.make.tween instead of game.add.tween
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var tweenData = { x: 0, y: 0 };
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// Here we'll tween the values held in the tweenData object to x: 500, y: 300
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tween = game.make.tween(tweenData).to( { x: 100, y: 400 }, 2000, Phaser.Easing.Sinusoidal.InOut);
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// Set the tween to yoyo so it loops smoothly
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tween.yoyo(true);
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// We have 3 interpolation methods available: linearInterpolation (the default), bezierInterpolation and catmullRomInterpolation.
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// tween.interpolation(game.math.bezierInterpolation);
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tween.interpolation(game.math.catmullRomInterpolation);
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// Generates the tween data at a rate of 60 frames per second.
|
||||
// This is useful if you've got a lot of objects all using the same tween, just at different coordinates.
|
||||
// It saves having to calculate the same tween across the properties of all objects involved in the motion.
|
||||
// Instead you can pre-calculate it in advance and trade that in for a bit of memory to store it in an array.
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data = tween.generateData(60);
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// Now create some sprites to shown the tween data in action
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bugs = game.add.group();
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pos.push(new Phaser.Point(32, 0));
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pos.push(new Phaser.Point(300, 100));
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pos.push(new Phaser.Point(600, 70));
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bugs.create(pos[0].x, pos[0].y, 'wasp');
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bugs.create(pos[1].x, pos[1].y, 'wasp');
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bugs.create(pos[2].x, pos[2].y, 'wasp');
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}
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function update() {
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// A simple data playback.
|
||||
|
||||
// Each element of the array contains an object that includes whatever properties were tweened
|
||||
// In this case the x and y properties
|
||||
|
||||
// Because the tween data is pre-generated we can apply it however we want:
|
||||
// Directly, by adding to the coordinates
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bugs.getAt(0).x = pos[0].x + data[index].x;
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bugs.getAt(0).y = pos[0].y + data[index].y;
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// Half one of the values
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bugs.getAt(1).x = pos[1].x + (data[index].x / 2);
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bugs.getAt(1).y = pos[1].y + data[index].y;
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// Inverse one of the values
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bugs.getAt(2).x = pos[2].x - data[index].x;
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bugs.getAt(2).y = pos[2].y + data[index].y;
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// You can do all kinds of effects by modifying the tween data,
|
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// without having loads of active tweens running.
|
||||
|
||||
// This just advances the tween data index
|
||||
// It's crude and doesn't take target device speed into account at all, but works as an example
|
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index++;
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||||
|
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if (index === data.length)
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{
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index = 0;
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}
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||||
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||||
}
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@@ -0,0 +1,77 @@
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||||
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('wasp', 'assets/sprites/wasp.png');
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game.load.image('sky', 'assets/skies/sky5.png');
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||||
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||||
}
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||||
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var bugs;
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var index = 0;
|
||||
var data;
|
||||
|
||||
function create() {
|
||||
|
||||
game.add.image(0, 0, 'sky');
|
||||
|
||||
// image = game.add.image(0, 0, 'wasp');
|
||||
|
||||
// We don't want it to actually run, so we use game.make.tween instead of game.add.tween
|
||||
|
||||
var tweenData = { x: 0, y: 0 };
|
||||
|
||||
// Here we'll tween the values held in the tweenData object to x: 500, y: 300
|
||||
tween = game.make.tween(tweenData).to( { x: 100, y: 500 }, 2000, Phaser.Easing.Sinusoidal.InOut);
|
||||
|
||||
// Set the tween to yoyo so it loops smoothly
|
||||
tween.yoyo(true);
|
||||
|
||||
// We have 3 interpolation methods available: linearInterpolation (the default), bezierInterpolation and catmullRomInterpolation.
|
||||
|
||||
// tween.interpolation(game.math.bezierInterpolation);
|
||||
tween.interpolation(game.math.catmullRomInterpolation);
|
||||
|
||||
// Generates the tween data at a rate of 60 frames per second.
|
||||
// This is useful if you've got a lot of objects all using the same tween, just at different coordinates.
|
||||
// It saves having to calculate the same tween across the properties of all objects involved in the motion.
|
||||
// Instead you can pre-calculate it in advance and trade that in for a bit of memory to store it in an array.
|
||||
data = tween.generateData(60);
|
||||
|
||||
// Now create some sprites to shown the tween data in action
|
||||
bugs = game.add.group();
|
||||
|
||||
bugs.create(100, 0, 'wasp');
|
||||
bugs.create(300, 100, 'wasp');
|
||||
bugs.create(600, 30, 'wasp');
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
// A simple data playback.
|
||||
|
||||
// Each element of the array contains an object that includes whatever properties were tweened
|
||||
// In this case the x and y properties
|
||||
|
||||
bugs.getAt(0).x = data[index].x;
|
||||
bugs.getAt(0).y += data[index].y;
|
||||
|
||||
bugs.getAt(1).x += data[index].x;
|
||||
bugs.getAt(1).y += data[index].y;
|
||||
|
||||
bugs.getAt(2).x += data[index].x;
|
||||
bugs.getAt(2).y += data[index].y;
|
||||
|
||||
|
||||
// image.x = data[index].x;
|
||||
// image.y = data[index].y;
|
||||
index++;
|
||||
|
||||
if (index === data.length)
|
||||
{
|
||||
index = 0;
|
||||
}
|
||||
|
||||
}
|
||||
+24
-2
@@ -372,11 +372,11 @@ Phaser.Group.prototype.bringToTop = function (child) {
|
||||
/**
|
||||
* Sends the given child to the bottom of this Group so it renders below all other children.
|
||||
*
|
||||
* @method Phaser.Group#sendToBottom
|
||||
* @method Phaser.Group#sendToBack
|
||||
* @param {*} child - The child to send to the bottom of this Group.
|
||||
* @return {*} The child that was moved.
|
||||
*/
|
||||
Phaser.Group.prototype.sendToBottom = function (child) {
|
||||
Phaser.Group.prototype.sendToBack = function (child) {
|
||||
|
||||
if (child.parent === this && this.getIndex(child) > 0)
|
||||
{
|
||||
@@ -436,6 +436,28 @@ Phaser.Group.prototype.moveDown = function (child) {
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Positions the child found at the given index within this Group to the given x and y coordinates.
|
||||
*
|
||||
* @method Phaser.Group#xy
|
||||
* @param {number} index - The index of the child in the Group to set the position of.
|
||||
* @param {number} x - The new x position of the child.
|
||||
* @param {number} y - The new y position of the child.
|
||||
*/
|
||||
Phaser.Group.prototype.xy = function (index, x, y) {
|
||||
|
||||
if (index < 0 || index > this.children.length)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.getChildAt(index).x = x;
|
||||
this.getChildAt(index).y = y;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the index position of the given child in this Group.
|
||||
*
|
||||
|
||||
@@ -66,11 +66,11 @@ Phaser.GameObjectCreator.prototype = {
|
||||
*
|
||||
* @method Phaser.GameObjectCreator#tween
|
||||
* @param {object} obj - Object the tween will be run on.
|
||||
* @return {Phaser.Tween} Description.
|
||||
* @return {Phaser.Tween} The Tween object.
|
||||
*/
|
||||
tween: function (obj) {
|
||||
|
||||
return this.game.tweens.create(obj);
|
||||
return new Phaser.Tween(obj, this.game);
|
||||
|
||||
},
|
||||
|
||||
|
||||
@@ -303,6 +303,106 @@ Phaser.Tween.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* 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.
|
||||
* @return {array} An array of tweened values.
|
||||
*/
|
||||
generateData: function (frameRate) {
|
||||
|
||||
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 = 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);
|
||||
}
|
||||
|
||||
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.
|
||||
*
|
||||
|
||||
Reference in New Issue
Block a user