From 67ad8982943d066fd07d3dd7ec6691bbe8ae14b2 Mon Sep 17 00:00:00 2001 From: photonstorm Date: Mon, 3 Mar 2014 22:43:35 +0000 Subject: [PATCH] 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. --- README.md | 2 + examples/text/littera.js | 14 ++++ examples/text/retro font 1.js | 30 ++++++++ examples/text/retro font 2.js | 47 +++++++++++++ examples/tweens/generate data.js | 88 +++++++++++++++++++++++ examples/wip/bitmaptext littera.js | 10 +-- examples/wip/bitmaptext1.js | 4 +- examples/wip/bitmaptext2.js | 25 ++++--- examples/wip/bitmaptext3.js | 4 +- examples/wip/retro font effect.js | 47 +++++++++++++ examples/wip/tween generate 2.js | 88 +++++++++++++++++++++++ examples/wip/tween generate.js | 77 +++++++++++++++++++++ src/core/Group.js | 26 ++++++- src/gameobjects/GameObjectCreator.js | 4 +- src/tween/Tween.js | 100 +++++++++++++++++++++++++++ 15 files changed, 541 insertions(+), 25 deletions(-) create mode 100644 examples/text/littera.js create mode 100644 examples/text/retro font 1.js create mode 100644 examples/text/retro font 2.js create mode 100644 examples/tweens/generate data.js create mode 100644 examples/wip/retro font effect.js create mode 100644 examples/wip/tween generate 2.js create mode 100644 examples/wip/tween generate.js diff --git a/README.md b/README.md index 9bf44c01..ad494df0 100644 --- a/README.md +++ b/README.md @@ -139,6 +139,8 @@ New features: * You can now create blank Tilemaps and then populate them with data later. * A single Animation object now has 3 new events: onStart, onLoop and onComplete. * Animation.loopCount holds the number of times the animation has looped since it last started. +* Tween.generateData(frameRate) allows you to generate tween data into an array, which can then be used however you wish (see new examples) + Updates: diff --git a/examples/text/littera.js b/examples/text/littera.js new file mode 100644 index 00000000..a2cacf45 --- /dev/null +++ b/examples/text/littera.js @@ -0,0 +1,14 @@ + +var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create }); + +function preload() { + + game.load.bitmapFont('shortStack', 'assets/fonts/bitmapFonts/shortStack.png', 'assets/fonts/bitmapFonts/shortStack.fnt'); + +} + +function create() { + + game.add.bitmapText(32, 32, 'shortStack', 'This font was generated using the\nfree Littera web site\n\nhttp://kvazars.com/littera/', 32); + +} diff --git a/examples/text/retro font 1.js b/examples/text/retro font 1.js new file mode 100644 index 00000000..5f199adc --- /dev/null +++ b/examples/text/retro font 1.js @@ -0,0 +1,30 @@ + +var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); + +function preload() { + + game.load.image('knightHawks', 'assets/fonts/retroFonts/KNIGHT3.png'); + +} + +var font; + +function create() { + + font = game.add.retroFont('knightHawks', 31, 25, Phaser.RetroFont.TEXT_SET6, 10, 1, 1); + font.text = 'phaser was here'; + + for (var c = 0; c < 19; c++) + { + var i = game.add.image(game.world.centerX, c * 32, font); + i.tint = Math.random() * 0xFFFFFF; + i.anchor.set(0.5, 1); + } + +} + +function update() { + + font.text = "phaser x: " + game.input.x + " y: " + game.input.y; + +} diff --git a/examples/text/retro font 2.js b/examples/text/retro font 2.js new file mode 100644 index 00000000..fc6f23b0 --- /dev/null +++ b/examples/text/retro font 2.js @@ -0,0 +1,47 @@ + +var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); + +function preload() { + + game.load.image('goldFont', 'assets/fonts/retroFonts/gold_font.png'); + game.load.image('bluePink', 'assets/fonts/retroFonts/bluepink_font.png'); + game.load.image('forgotten', 'assets/pics/forgotten_worlds.png'); + +} + +var font1; +var font2; +var image1; +var image2; + +function create() { + + font1 = game.add.retroFont('goldFont', 16, 16, "! :() ,?." + Phaser.RetroFont.TEXT_SET10, 20, 0, 0); + font1.text = "phaser brings you retro style bitmap fonts"; + + image1 = game.add.image(game.world.centerX, 48, font1); + image1.anchor.set(0.5); + + font2 = game.add.retroFont('bluePink', 32, 32, Phaser.RetroFont.TEXT_SET2, 10); + font2.setText("phaser 2\nin the house", true, 0, 8, Phaser.RetroFont.ALIGN_CENTER); + + image2 = game.add.image(game.world.centerX, 220, font2); + image2.anchor.set(0.5); + + game.add.image(0, game.height - 274, 'forgotten'); + + game.time.events.loop(Phaser.Timer.SECOND * 2, change, this); + +} + +function change() { + + image2.tint = Math.random() * 0xFFFFFF; + +} + +function update() { + + image2.rotation += (2 * game.time.physicsElapsed); + +} diff --git a/examples/tweens/generate data.js b/examples/tweens/generate data.js new file mode 100644 index 00000000..8d5c010c --- /dev/null +++ b/examples/tweens/generate data.js @@ -0,0 +1,88 @@ + +var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); + +function preload() { + + game.load.image('wasp', 'assets/sprites/wasp.png'); + game.load.image('sky', 'assets/skies/cavern1.png'); + +} + +var bugs; +var index = 0; +var data; +var pos = []; + +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: 400 }, 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(); + + pos.push(new Phaser.Point(32, 0)); + pos.push(new Phaser.Point(300, 100)); + pos.push(new Phaser.Point(600, 70)); + + bugs.create(pos[0].x, pos[0].y, 'wasp'); + bugs.create(pos[1].x, pos[1].y, 'wasp'); + bugs.create(pos[2].x, pos[2].y, '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 + + // Because the tween data is pre-generated we can apply it however we want: + // Directly, by adding to the coordinates + bugs.getAt(0).x = pos[0].x + data[index].x; + bugs.getAt(0).y = pos[0].y + data[index].y; + + // Half one of the values + bugs.getAt(1).x = pos[1].x + (data[index].x / 2); + bugs.getAt(1).y = pos[1].y + data[index].y; + + // Inverse one of the values + bugs.getAt(2).x = pos[2].x - data[index].x; + bugs.getAt(2).y = pos[2].y + data[index].y; + + // You can do all kinds of effects by modifying the tween data, + // 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 + index++; + + if (index === data.length) + { + index = 0; + } + +} diff --git a/examples/wip/bitmaptext littera.js b/examples/wip/bitmaptext littera.js index 89211930..a2cacf45 100644 --- a/examples/wip/bitmaptext littera.js +++ b/examples/wip/bitmaptext littera.js @@ -1,5 +1,5 @@ -var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); +var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create }); function preload() { @@ -7,14 +7,8 @@ function preload() { } -var text; - function create() { - text = game.add.bitmapText(100, 100, 'shortStack', 'Bitmap Fonts\nfrom Littera', 64); - -} - -function update() { + game.add.bitmapText(32, 32, 'shortStack', 'This font was generated using the\nfree Littera web site\n\nhttp://kvazars.com/littera/', 32); } diff --git a/examples/wip/bitmaptext1.js b/examples/wip/bitmaptext1.js index a5ab9781..364fff96 100644 --- a/examples/wip/bitmaptext1.js +++ b/examples/wip/bitmaptext1.js @@ -3,8 +3,8 @@ var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: p function preload() { - game.load.bitmapFont('desyrel', 'assets/fonts/bitmapFonts/desyrel.png', 'assets/fonts/desyrel.xml', null, 0, -32); - game.load.bitmapFont('carrier', 'assets/fonts/bitmapFonts/carrier_command.png', 'assets/fonts/carrier_command.xml', null, 0, 24); + game.load.bitmapFont('desyrel', 'assets/fonts/bitmapFonts/desyrel.png', 'assets/fonts/bitmapFonts/desyrel.xml', null, 0, -32); + game.load.bitmapFont('carrier', 'assets/fonts/bitmapFonts/carrier_command.png', 'assets/fonts/bitmapFonts/carrier_command.xml', null, 0, 24); } diff --git a/examples/wip/bitmaptext2.js b/examples/wip/bitmaptext2.js index 718d75ba..fc6f23b0 100644 --- a/examples/wip/bitmaptext2.js +++ b/examples/wip/bitmaptext2.js @@ -5,34 +5,43 @@ function preload() { game.load.image('goldFont', 'assets/fonts/retroFonts/gold_font.png'); game.load.image('bluePink', 'assets/fonts/retroFonts/bluepink_font.png'); + game.load.image('forgotten', 'assets/pics/forgotten_worlds.png'); } var font1; var font2; +var image1; +var image2; function create() { - font1 = game.add.bitmapFont(game.world.centerX, 96, 'goldFont', 16, 16, "! :() ,?." + Phaser.BitmapFont.TEXT_SET10, 20, 0, 0); + font1 = game.add.retroFont('goldFont', 16, 16, "! :() ,?." + Phaser.RetroFont.TEXT_SET10, 20, 0, 0); font1.text = "phaser brings you retro style bitmap fonts"; - font1.anchor.set(0.5); - font2 = game.add.bitmapFont(game.world.centerX, 300, 'bluePink', 32, 32, Phaser.BitmapFont.TEXT_SET2, 10); - font2.setText("phaser is\nrocking :)", true, 0, 8, Phaser.BitmapFont.ALIGN_CENTER); - font2.anchor.set(0.5); + image1 = game.add.image(game.world.centerX, 48, font1); + image1.anchor.set(0.5); - game.input.onDown.add(change, this); + font2 = game.add.retroFont('bluePink', 32, 32, Phaser.RetroFont.TEXT_SET2, 10); + font2.setText("phaser 2\nin the house", true, 0, 8, Phaser.RetroFont.ALIGN_CENTER); + + image2 = game.add.image(game.world.centerX, 220, font2); + image2.anchor.set(0.5); + + game.add.image(0, game.height - 274, 'forgotten'); + + game.time.events.loop(Phaser.Timer.SECOND * 2, change, this); } function change() { - font2.tint = Math.random() * 0xFFFFFF; + image2.tint = Math.random() * 0xFFFFFF; } function update() { - font2.rotation += 0.03; + image2.rotation += (2 * game.time.physicsElapsed); } diff --git a/examples/wip/bitmaptext3.js b/examples/wip/bitmaptext3.js index 19e0cf36..5f199adc 100644 --- a/examples/wip/bitmaptext3.js +++ b/examples/wip/bitmaptext3.js @@ -1,5 +1,4 @@ -// var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update }); var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); function preload() { @@ -9,11 +8,10 @@ function preload() { } var font; -var i; function create() { - font = game.add.bitmapFont('knightHawks', 31, 25, Phaser.BitmapFont.TEXT_SET6, 10, 1, 1); + font = game.add.retroFont('knightHawks', 31, 25, Phaser.RetroFont.TEXT_SET6, 10, 1, 1); font.text = 'phaser was here'; for (var c = 0; c < 19; c++) diff --git a/examples/wip/retro font effect.js b/examples/wip/retro font effect.js new file mode 100644 index 00000000..7e08b3a0 --- /dev/null +++ b/examples/wip/retro font effect.js @@ -0,0 +1,47 @@ + +var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); + +function preload() { + + game.load.image('knightHawks', 'assets/fonts/retroFonts/KNIGHT3.png'); + +} + +var font; + +function create() { + + font = game.add.retroFont('knightHawks', 31, 25, Phaser.RetroFont.TEXT_SET6, 10, 1, 1); + font.text = 'phaser v2'; + + var i; + var tween; + + for (var c = 0; c < 20; c++) + { + // var i = game.add.image(game.world.centerX, c * 32, font); + var i = game.add.image(game.world.centerX + (c * 10), 32, font); + // i.tint = Math.random() * 0xFFFFFF; + i.anchor.set(0.5, 1); + + game.world.sendToBack(i); + + // tween = game.add.tween(i).to( { y: 500 }, 2000, Phaser.Easing.Quadratic.InOut, true, i * 100, 1000, true); + + // to: function (properties, duration, ease, autoStart, delay, repeat, yoyo) { + + tween = game.add.tween(i).to( { y: 500 }, 2000, Phaser.Easing.Sinusoidal.InOut); + tween.delay(c * 10); + tween.yoyo(true); + tween.repeat(Number.MAX_SAFE_INTEGER); + tween.interpolation(game.math.bezierInterpolation); + tween.start(); + } + +} + +function update() { + + // font.text = "phaser x: " + game.input.x + " y: " + game.input.y; + +} diff --git a/examples/wip/tween generate 2.js b/examples/wip/tween generate 2.js new file mode 100644 index 00000000..8d5c010c --- /dev/null +++ b/examples/wip/tween generate 2.js @@ -0,0 +1,88 @@ + +var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); + +function preload() { + + game.load.image('wasp', 'assets/sprites/wasp.png'); + game.load.image('sky', 'assets/skies/cavern1.png'); + +} + +var bugs; +var index = 0; +var data; +var pos = []; + +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: 400 }, 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(); + + pos.push(new Phaser.Point(32, 0)); + pos.push(new Phaser.Point(300, 100)); + pos.push(new Phaser.Point(600, 70)); + + bugs.create(pos[0].x, pos[0].y, 'wasp'); + bugs.create(pos[1].x, pos[1].y, 'wasp'); + bugs.create(pos[2].x, pos[2].y, '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 + + // Because the tween data is pre-generated we can apply it however we want: + // Directly, by adding to the coordinates + bugs.getAt(0).x = pos[0].x + data[index].x; + bugs.getAt(0).y = pos[0].y + data[index].y; + + // Half one of the values + bugs.getAt(1).x = pos[1].x + (data[index].x / 2); + bugs.getAt(1).y = pos[1].y + data[index].y; + + // Inverse one of the values + bugs.getAt(2).x = pos[2].x - data[index].x; + bugs.getAt(2).y = pos[2].y + data[index].y; + + // You can do all kinds of effects by modifying the tween data, + // 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 + index++; + + if (index === data.length) + { + index = 0; + } + +} diff --git a/examples/wip/tween generate.js b/examples/wip/tween generate.js new file mode 100644 index 00000000..432a66b6 --- /dev/null +++ b/examples/wip/tween generate.js @@ -0,0 +1,77 @@ + +var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); + +function preload() { + + game.load.image('wasp', 'assets/sprites/wasp.png'); + game.load.image('sky', 'assets/skies/sky5.png'); + +} + +var bugs; +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; + } + +} diff --git a/src/core/Group.js b/src/core/Group.js index e21aa05b..06d2625c 100644 --- a/src/core/Group.js +++ b/src/core/Group.js @@ -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. * diff --git a/src/gameobjects/GameObjectCreator.js b/src/gameobjects/GameObjectCreator.js index b6969b4d..4a2b0bb7 100644 --- a/src/gameobjects/GameObjectCreator.js +++ b/src/gameobjects/GameObjectCreator.js @@ -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); }, diff --git a/src/tween/Tween.js b/src/tween/Tween.js index 04ec8eb8..ef7cd5ec 100644 --- a/src/tween/Tween.js +++ b/src/tween/Tween.js @@ -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. *