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After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. Debug.renderPhysicsBody updated to take camera location and body rotation into account. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
726 lines
16 KiB
HTML
726 lines
16 KiB
HTML
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<h1 class="page-title">Source: tween/TweenManager.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Phaser - TweenManager
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*
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* @class Phaser.TweenManager
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* @classdesc
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* Phaser.Game has a single instance of the TweenManager through which all Tween objects are created and updated.
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* Tweens are hooked into the game clock and pause system, adjusting based on the game state.
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*
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* TweenManager is based heavily on tween.js by http://soledadpenades.com.
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* The difference being that tweens belong to a games instance of TweenManager, rather than to a global TWEEN object.
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* It also has callbacks swapped for Signals and a few issues patched with regard to properties and completion errors.
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* Please see https://github.com/sole/tween.js for a full list of contributors.
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* @constructor
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*
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.TweenManager = function (game) {
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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/**
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* @property {array<Phaser.Tween>} _tweens - All of the currently running tweens.
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* @private
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*/
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this._tweens = [];
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/**
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* @property {array<Phaser.Tween>} _add - All of the tweens queued to be added in the next update.
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* @private
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*/
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this._add = [];
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this.game.onPause.add(this.pauseAll, this);
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this.game.onResume.add(this.resumeAll, this);
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};
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Phaser.TweenManager.prototype = {
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/**
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* Get all the tween objects in an array.
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* @method Phaser.TweenManager#getAll
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* @returns {Phaser.Tween[]} Array with all tween objects.
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*/
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getAll: function () {
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return this._tweens;
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},
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/**
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* Remove all tweens running and in the queue. Doesn't call any of the tween onComplete events.
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* @method Phaser.TweenManager#removeAll
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*/
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removeAll: function () {
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for (var i = 0; i < this._tweens.length; i++)
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{
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this._tweens[i].pendingDelete = true;
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}
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this._add = [];
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},
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/**
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* Add a new tween into the TweenManager.
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*
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* @method Phaser.TweenManager#add
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* @param {Phaser.Tween} tween - The tween object you want to add.
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* @returns {Phaser.Tween} The tween object you added to the manager.
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*/
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add: function (tween) {
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this._add.push(tween);
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},
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/**
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* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
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*
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* @method Phaser.TweenManager#create
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* @param {Object} object - Object the tween will be run on.
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* @returns {Phaser.Tween} The newly created tween object.
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*/
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create: function (object) {
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return new Phaser.Tween(object, this.game);
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},
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/**
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* Remove a tween from this manager.
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*
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* @method Phaser.TweenManager#remove
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* @param {Phaser.Tween} tween - The tween object you want to remove.
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*/
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remove: function (tween) {
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var i = this._tweens.indexOf(tween);
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if (i !== -1)
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{
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this._tweens[i].pendingDelete = true;
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}
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},
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/**
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* Update all the tween objects you added to this manager.
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*
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* @method Phaser.TweenManager#update
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* @returns {boolean} Return false if there's no tween to update, otherwise return true.
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*/
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update: function () {
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if (this._tweens.length === 0 && this._add.length === 0)
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{
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return false;
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}
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var i = 0;
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var numTweens = this._tweens.length;
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while (i < numTweens)
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{
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if (this._tweens[i].update(this.game.time.now))
|
|
{
|
|
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();
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.TweenManager.prototype.constructor = Phaser.TweenManager;
|
|
</pre>
|
|
</article>
|
|
</section>
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<footer>
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<span class="copyright">
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|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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