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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.
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+24
-2
@@ -372,11 +372,11 @@ Phaser.Group.prototype.bringToTop = function (child) {
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/**
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* Sends the given child to the bottom of this Group so it renders below all other children.
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*
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* @method Phaser.Group#sendToBottom
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* @method Phaser.Group#sendToBack
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* @param {*} child - The child to send to the bottom of this Group.
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* @return {*} The child that was moved.
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*/
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Phaser.Group.prototype.sendToBottom = function (child) {
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Phaser.Group.prototype.sendToBack = function (child) {
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if (child.parent === this && this.getIndex(child) > 0)
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{
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@@ -436,6 +436,28 @@ Phaser.Group.prototype.moveDown = function (child) {
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}
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/**
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* Positions the child found at the given index within this Group to the given x and y coordinates.
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*
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* @method Phaser.Group#xy
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* @param {number} index - The index of the child in the Group to set the position of.
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* @param {number} x - The new x position of the child.
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* @param {number} y - The new y position of the child.
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*/
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Phaser.Group.prototype.xy = function (index, x, y) {
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if (index < 0 || index > this.children.length)
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{
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return -1;
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}
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else
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{
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this.getChildAt(index).x = x;
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this.getChildAt(index).y = y;
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}
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}
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/**
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* Get the index position of the given child in this Group.
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*
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@@ -66,11 +66,11 @@ Phaser.GameObjectCreator.prototype = {
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*
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* @method Phaser.GameObjectCreator#tween
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* @param {object} obj - Object the tween will be run on.
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* @return {Phaser.Tween} Description.
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* @return {Phaser.Tween} The Tween object.
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*/
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tween: function (obj) {
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return this.game.tweens.create(obj);
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return new Phaser.Tween(obj, this.game);
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},
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@@ -303,6 +303,106 @@ Phaser.Tween.prototype = {
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},
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/**
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* This will generate an array populated with the tweened object values from start to end.
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* It works by running the tween simulation at the given frame rate based on the values set-up in Tween.to and similar functions.
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* It ignores delay and repeat counts and any chained tweens. Just one play through of tween data is returned, including yoyo if set.
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*
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* @method Phaser.Tween#generateData
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* @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.
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* @return {array} An array of tweened values.
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*/
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generateData: function (frameRate) {
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if (this.game === null || this._object === null)
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{
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return null;
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}
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this._startTime = 0;
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for (var property in this._valuesEnd)
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{
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// Check if an Array was provided as property value
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if (Array.isArray(this._valuesEnd[property]))
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{
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if (this._valuesEnd[property].length === 0)
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{
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continue;
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}
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// create a local copy of the Array with the start value at the front
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this._valuesEnd[property] = [this._object[property]].concat(this._valuesEnd[property]);
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}
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this._valuesStart[property] = this._object[property];
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if (!Array.isArray(this._valuesStart[property]))
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{
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this._valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings
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}
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this._valuesStartRepeat[property] = this._valuesStart[property] || 0;
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}
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// Simulate the tween. We will run for frameRate * (this._duration / 1000) (ms)
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var time = 0;
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var total = frameRate * (this._duration / 1000);
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var tick = this._duration / total;
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var output = [];
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while (total--)
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{
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var property;
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var elapsed = (time - this._startTime) / this._duration;
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elapsed = elapsed > 1 ? 1 : elapsed;
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var value = this._easingFunction(elapsed);
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var blob = {};
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for (property in this._valuesEnd)
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{
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var start = this._valuesStart[property] || 0;
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var end = this._valuesEnd[property];
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if (end instanceof Array)
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{
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blob[property] = this._interpolationFunction(end, value);
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}
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else
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{
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// Parses relative end values with start as base (e.g.: +10, -3)
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if (typeof(end) === 'string')
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{
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end = start + parseFloat(end, 10);
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}
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// protect against non numeric properties.
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if (typeof(end) === 'number')
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{
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blob[property] = start + ( end - start ) * value;
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}
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}
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}
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output.push(blob);
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time += tick;
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}
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if (this._yoyo)
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{
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var reversed = output.slice();
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reversed.reverse();
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output = output.concat(reversed);
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}
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return output;
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},
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/**
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* Stops the tween if running and removes it from the TweenManager. If there are any onComplete callbacks or events they are not dispatched.
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*
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