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public function set reversed(value:Boolean):void { if (value == _reversed) { return; } _reversed = value; // we force an init so that it jumps to the proper position immediately without flicker. if (!inited) { init(); } setPosition(_position,true); } /** * The length of the delay in frames or seconds (depending on the timingMode). The delay occurs before a tween reads initial values or starts playing. **/ public function get delay():Number { return _delay; } public function set delay(value:Number):void { _delay = value; if (_position == -_delay) { _position = -_delay; } } // public methods: /** * Shorthand method for making multiple setProperty calls quickly. This removes any existing target property values on the tween. * <br/><br/> * <b>Example:</b> set x and y end values:<br/> * <code>myGTween.setProperties({x:200, y:400});</code> * * @param properties An object containing end property values. **/ public function setProperties(properties:Object):void { endValues = {}; for (var n:String in properties) { setProperty(n, properties[n]); } } /** * Sets the numeric end value for a property on the target object that you would like to tween. * For example, if you wanted to tween to a new x position, you could use: myGTween.setProperty("x",400). Non-numeric values are ignored. * * @param name The name of the property to tween. * @param value The numeric end value (the value to tween to). **/ public function setProperty(name:String, value:Number):void { if (isNaN(value)) { return; } endValues[name] = value; invalidate(); } /** * Returns the destination value for the specified property if one exists. * * @param name The name of the property to return a destination value for. **/ public function getProperty(name:String):Number { return endValues[name]; } /** * Removes a end value from the tween. This prevents the GTween instance from tweening the property. * * @param name The name of the end property to delete. **/ public function deleteProperty(name:String):Boolean { return delete(endValues[name]); } /** * Shortcut method for setting multiple properties on the tween instance quickly. This does not set destination values (ie. the value to tween to). * This method also provides you with a quick method for adding listeners to specific events, using the special properties: * initListener, completeListener, changeListener. * <br/><br/> * <b>Example:</b> This will set the duration, reflect, and nextTween properties of a tween, and add a listener for the complete event:<br/> * <code>myTween.setTweenProperties({duration:4, reflect:true, nextTween:anotherTween, completeListener:completeHandlerFunction});</code> **/ public function setTweenProperties(properties:Object):void { if (!properties) { return; } var positionValue:Number; if ("position" in properties) { positionValue = properties.position; delete(properties.position); } if ("initListener" in properties) { addEventListener(Event.INIT,properties.initListener,false,0,true); delete(properties.initListener); } if ("completeListener" in properties) { addEventListener(Event.COMPLETE,properties.completeListener,false,0,true); delete(properties.completeListener); } if ("changeListener" in properties) { addEventListener(Event.CHANGE,properties.changeListener,false,0,true); delete(properties.changeListener); } for (var n:String in properties) { this[n] = properties[n]; } if (!isNaN(positionValue)) { position = positionValue; } } /** * Toggles the reversed property and inverts the current tween position. * This will cause a tween to reverse playing visually. * There is currently an issue with this functionality for tweens with a repeat of -1 * * @param suppressEvents Indicates whether to suppress any events or callbacks that are generated as a result of the position change. **/ public function reverse(suppressEvents:Boolean=true):void { var pos:Number = repeat == -1 ? duration-_position%duration : (repeat+1)*duration-_position; if (reflect) { _reversed = ((position/duration%2>=1) == (pos/duration%2>=1)) != _reversed; } else { _reversed = !_reversed; } setPosition(pos,suppressEvents); } /** * Invalidate forces the tween to repopulate all of the initial properties from the target object, and start playing if autoplay is set to true. * If the tween is currently playing, then it will also set the position to 0. For example, if you changed the x and y position of a the target * object while the tween was playing, you could call invalidate on it to force it to resume the tween with the new property values. **/ public function invalidate():void { inited = false; if (_position > 0) { _position = 0; updatePositionOffset(); } if (autoPlay) { paused = false; } } /** * Pauses the tween by stopping tick from being automatically called. This also releases the tween for garbage collection if * it is not referenced externally. **/ public function pause():void { paused = true; } /** * Plays a tween by incrementing the position property each frame. This also prevents the tween from being garbage collected while it is active. * This is achieved by way of two methods:<br/> * 1. If the target object is an IEventDispatcher, then the tween will subscribe to a dummy event using a hard reference. This allows * the tween to be garbage collected if its target is also collected, and there are no other external references to it.<br/> * 2. If the target object is not an IEventDispatcher, then the tween is placed in the activeTweens list, to prevent collection until it is paused or reaches the end of the transition). * Note that pausing all tweens via the GTween.pauseAll static property will not free the tweens for collection. **/ public function play():void { paused = false; } /** * Jumps the tween to its beginning. This is the same as setting <code>position=-delay</code>. **/ public function beginning():void { setPosition(-_delay); } /** * Jumps the tween to its end. This is the same as setting <code>position=(repeat+1)*duration</code>. **/ public function end():void { setPosition( (repeat == -1) ? duration : (repeat+1)*duration ); } /** * Sets the position of the tween. Using the position property will always suppress events and callbacks, whereas the * setPosition method allows you to manually set the position and specify whether to suppress events or not. * * @param value The position to jump to in seconds or frames (depending on the timingMode). * @param suppressEvents Indicates whether to suppress events and callbacks generated from the change in position. **/ public function setPosition(position:Number,suppressEvents:Boolean=true):void { _previousPosition = _position; _position = position; if (!inTick && !paused) { updatePositionOffset(); } var maxPos:Number = (repeat+1)*duration; var tp:Number; if (position < 0) { tp = _reversed ? duration : 0; } else if (repeat == -1 || position < maxPos) { tp = position%duration; if ((reflect && position/duration%2>=1) != _reversed) { tp = duration-tp; } } else { tp = ((reflect && repeat%2>=1) != _reversed) ? 0 : duration; } if (tp == _tweenPosition) { return; } _previousTweenPosition = _tweenPosition; _tweenPosition = tp; if (!suppressEvents && hasEventListener(Event.CHANGE)) { dispatchEvent(new Event(Event.CHANGE)); } if (!inited && _previousPosition <= 0 && _position >= 0) { init(); if (!suppressEvents && hasEventListener(Event.INIT)) { dispatchEvent(new Event(Event.INIT)); } } updateProperties(); if (repeat != -1 && _previousPosition < maxPos && position >= maxPos) { if (!suppressEvents && hasEventListener(Event.COMPLETE)) { dispatchEvent(new Event(Event.COMPLETE)); } paused = true; if (nextTween) { nextTween.paused = false; } } } // private methods // copies the initial target properties into the local startValues store. /** @private **/ protected function init():void { inited = true; startValues = {}; for (var n:String in endValues) { if (autoRotation && rotationProperties[n]) { var r:Number = endValues[n] = endValues[n] %360; var tr:Number = _target[n] %360; startValues[n] = tr + ((Math.abs(tr-r) < 180) ? 0 : (tr>r) ? -360 : 360); } else { startValues[n] = _target[n]; } } } // logic that runs each frame. Calculates eased position, updates properties, and reassigns the target if an assignmentTarget was set. /** @private **/ protected function updateProperties():void { var ratio:Number = ease(_tweenPosition/duration, 0, 1, 1); for (var n:String in endValues) { updateProperty(n,startValues[n],endValues[n],ratio); } if (autoVisible && "alpha" in endValues && "alpha" in _target && "visible" in _target) { _target.visible = _target.alpha > 0; } } // updates a single property. Mostly for overriding. /** @private **/ protected function updateProperty(property:String, startValue:Number, endValue:Number, tweenRatio:Number):void { var value:Number = startValue+(endValue-startValue)*tweenRatio; if (snapping && snappingProperties[property]) { value = Math.round(value); } if (property == "currentFrame") { _target.gotoAndStop(value<<0); } else { _target[property] = value; } } // locks or unlocks the tween in memory. /** @private **/ protected function setGCLock(value:Boolean):void { if (value) { if (_target is IEventDispatcher) { _target.addEventListener("GDS__NONEXISTENT_EVENT", nullListener,false,0,false); } else { activeTweens[this] = true; } } else { if (_target is IEventDispatcher) { _target.removeEventListener("GDS__NONEXISTENT_EVENT", nullListener); } delete(activeTweens[this]); } } // updates the current positionOffset based on the current ticker position. /** @private **/ protected function updatePositionOffset():void { positionOffset = ticker.position-_position; } // empty listener used by setGCLock. /** @private **/ protected function nullListener(evt:Event):void {}; // handles tick events while playing. /** @private **/ protected function handleTick(evt:Event):void { inTick = true; if (pauseAll) { updatePositionOffset(); } else { setPosition(ticker.position - positionOffset, false); } inTick = false; } } }import flash.events.EventDispatcher;import flash.events.Event;import flash.display.Shape;import flash.utils.getTimer;class HybridTicker extends EventDispatcher { protected var shape:Shape; public function HybridTicker():void { shape = new Shape(); shape.addEventListener(Event.ENTER_FRAME,tick); } public function get position():Number { return getTimer()/1000; } protected function tick(evt:Event):void { dispatchEvent(new Event("tick")); }}
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