📄 gtween.as
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/** GDS:- reversed tweens don't reinit after delay (because they've already shifted to their end position)- reversed needs to be set after all properties, because it immediately sets position to avoid flickering.- rewrite ticker logic to make it more publicly accessible?- add clone back in?- finish prep for player 10.**//*** GTween by Grant Skinner. Aug 15, 2008* Visit www.gskinner.com/blog for documentation, updates and more free code.*** Copyright (c) 2008 Grant Skinner* * Permission is hereby granted, free of charge, to any person* obtaining a copy of this software and associated documentation* files (the "Software"), to deal in the Software without* restriction, including without limitation the rights to use,* copy, modify, merge, publish, distribute, sublicense, and/or sell* copies of the Software, and to permit persons to whom the* Software is furnished to do so, subject to the following* conditions:* * The above copyright notice and this permission notice shall be* included in all copies or substantial portions of the Software.* * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR* OTHER DEALINGS IN THE SOFTWARE.**/package com.gskinner.motion { import flash.events.Event; import flash.events.EventDispatcher; import flash.events.IEventDispatcher; import flash.utils.Dictionary; /** * This event is dispatched each time the tween updates properties on its target. * It will be dispatched each "tick" during the TWEEN. * * @eventType flash.events.Event **/ [Event(name="change", type="flash.events.Event")] /** * Dispatched when a tween copies its initial properties and starts tweening. In tweens with a delay of 0, this event will * fire immediately when it starts playing. In tweens with a delay set, this will fire when the delay state is ended, and the tween state is entered. * * @eventType flash.events.Event **/ [Event(name="init", type="flash.events.Event")] /** * Dispatched when a tween ends (its position equals its duration). * * @eventType flash.events.Event **/ [Event(name="complete", type="flash.events.Event")] /** * <b>GTween ©2008 Grant Skinner, gskinner.com. Visit www.gskinner.com/libraries/gtween/ for documentation, updates and more free code. Licensed under the MIT license - see the source file header for more information.</b> * <hr> * GTween is a light-weight instance oriented tween engine. This means that you instantiate tweens for specific purposes, and then reuse, update or discard them. * This is different than centralized tween engines where you "register" tweens with a global object. This provides a more familiar and useful interface * for object oriented programmers. * <br/><br/> * In addition to a more traditional setProperty/setProperties tweening interface, GTween also provides a unique proxy interface to tween and access properties of target objects * in a more dynamic fashion. This allows you to work with properties directly, and mostly ignore the details of the tween. The proxy "stands in" * for your object when working with tweened properties. For example, you can modify end values (the value you are tweening to), in the middle of a tween. * You can also access them dynamically, like so: * <br/><br/> * <code>mySpriteTween.proxy.rotation += 50;</code> * <br/><br/> * Assuming no end value has been set for rotation previously, the above example will get the current rotation from the target, add 50 to it, set it as the end * value for rotation, and start the tween. If the tween has already started, it will adjust for the new values. This is a hugely powerful feature that * requires a bit of exploring to completely understand. See the documentation for the "proxy" property for more information. * <br/><br/> * For a light-weight engine (<4.5kb), GTween boasts a number of advanced features:<UL> * <LI> three timing modes: frame based, time based, and hybrid * <LI> works with any numeric properties on any object (not just display objects) * <LI> sequenced tweens using .nextTween * <LI> pause and resume individual tweens or all tweens * <LI> jump directly to the end or beginning of a tween with .end() or .beginning() * <LI> jump to any arbitrary point in the tween with .position * <LI> auto hide for alpha tweens, sets visible to false when alpha is 0 or less with .autoVisible set to true * <LI> smart tweening for rotation (rotates in the shortest direction) with .autoRotation and .rotationProperties * <LI> property snapping (rounding) with .snapping and .snappingProperties * <LI> complete, init, and change events * <LI> smart garbage collector interactions (prevents collection while active, allows collection if target is collected) * <LI> uses any standard ActionScript tween functions * <LI> support for tweening objects like colorTransform and matrix that need to be reassigned to a property * <LI> easy to set up in a single line of code * <LI> can repeat or reflect a tween specified number of times * <LI> .reverse() method will reverse a linear tween seamlessly, respecting repeat and reflect * <LI> deterministic, so setting a position on a tween will (almost) always result in predictable results * <LI> very powerful sequencing capabilities in conjunction with GTweenTimeline. * </UL> * Also see GTweenFilter and GTweenTimeline for more advanced functionality, or GTweensy for a more lightweight engine. * * <hr/> * <b>Beta 5 updates (Feb 1, 2009):</b><br/> * Beta 5 constitutes a major rewrite of GTween. Much of the API has been changed, and it is recommended that you read the API documents * to familiarize yourself with the new capabilities. The following list might not be exhaustive. * <ul> * <li> low level rewrite of positioning logic, to make position handling fully deterministic * <li> removed .clone(); * <li> removed .useSetSize and related functionality * <li> removed activate event * <li> removed .addProgressPoint functionality (use GTweenTimeline with .addCallback instead) * <li> removed .addChild and related functionality (use GTweenTimeline with .addTween instead) * <li> removed .assignmentTarget and .assignmentProperty in favour of .setAssignment() * <li> removed .autoReverse property, use repeat and reflect instead * <li> renamed BEGINNING, DELAY_PHASE, and TWEEN_PHASE to START, DELAY, and TWEEN respectively * <li> renamed .useSmartRotation to .autoRotation * <li> renamed .autoHide to .autoVisible * <li> renamed .useSnapping to .snapping * <li> added .repeat property, which lets you specify the number of times the tween should repeat * <li> added .reflect, which causes the tween to play backwards when it repeats * <li> added .reversed property, which causes the tween to play backwards * <li> added .getProperties(), which returns a hash table of end values * <li> added .setStartProperties(), allows you to manually specify the start values * <li> added .getStartProperties(), which returns the start values * <li> added .lockStartProperties, which prevents start values from re-initing * <li> added .tweenPosition, which provides a calculate position between 0 and duration * <li> added .setPosition, which allows you to specify whether to suppress events when manually setting position * <li> the .state property is now calculated on demand * <li> reduced size to under 4.5kb for GTween * </ul> **/ public class GTween extends EventDispatcher { // static interface: /** @private **/ protected static var _timingMode:String; /** @private **/ protected static var _timeInterval:uint = 40; /** @private **/ protected static var _activeTicker:ITicker; /** @private **/ protected static var activeTweens:Dictionary = new Dictionary(); // keeps active tweens in memory /** Constant for the TIME timingMode. **/ public static const TIME:String = "time"; /** Constant for the FRAME timingMode. **/ public static const FRAME:String = "frame"; /** Constant for the HYBRID timingMode. **/ public static const HYBRID:String = "hybrid"; /** Constant for the START state. **/ public static const START:String = "start"; /** Constant for the DELAY state. **/ public static const DELAY:String = "delay"; /** Constant for the TWEEN state. **/ public static const TWEEN:String = "tween"; /** Constant for the END state. **/ public static const END:String = "end"; /** Setting this to true pauses all tween instances. This does not affect individual tweens' .paused property. **/ public static var pauseAll:Boolean=false; /** Specifies the default easing function to use with new tweens. If null, GTween.linearEase will be used. **/ public static var defaultEase:Function; /** A hash table specifying properties that should be affected by autoRotation. **/ public static var rotationProperties:Object = {rotation:true,rotationX:true,rotationY:true,rotationZ:true}; /** A hash table specifying properties that should have their value rounded (snapped) before being applied. This can be toggled for each tween instance basis with the .snapping property. **/ public static var snappingProperties:Object = {x:true,y:true}; /** * Indicates how GTween should deal with timing. This can be set to GTween.TIME, GTween.FRAME, or GTween.HYBRID. * <br/><br/> * In frame mode, GTween will update once every frame, and all positional values are specified in frames (duration, position, delay, etc). * <br/><br/> * In time mode, updates will occur at an interval specified by the timeInterval property, independent of the frame rate, and all positional values are * specified in seconds. * <br/><br/> * In hybrid mode, all updates occur on a frame, but all positional values are specified in seconds. Each frame the tween will calculate it's position based on the elapsed time. * This offers lower CPU usage, and a more familiar time-based interface, but can result in choppy animations in high CPU situations. * <br/><br/> * The hybrid mode generally provides the smoothest results. The frame mode makes it easy to synch tweens with timeline animations. * You can change modes at any time, but existing tweens will continue to use the mode that was active when they were created. **/ public static function get timingMode():String { return _timingMode; } public static function set timingMode(value:String):void { value = (value == FRAME || value == TIME) ? value : HYBRID; if (value == _timingMode) { return; } _timingMode = value; if (_timingMode == TIME) { _activeTicker = new TimeTicker(); (_activeTicker as TimeTicker).interval = _timeInterval/1000; } else if (_timingMode == FRAME) { _activeTicker = new FrameTicker(); } else { _activeTicker = new HybridTicker(); } } /** * Sets the time in milliseconds between updates when timingMode is set to GTween.TIME ("time"). Setting this to a lower number * will generally result in smoother animations but higher CPU usage. Defaults to 40ms (~25 updates per second). **/ public static function get timeInterval():uint { return _timeInterval; } public static function set timeInterval(value:uint):void { _timeInterval = value; if (_activeTicker is TimeTicker) { (_activeTicker as TimeTicker).interval = _timeInterval/1000; } } /** The currently active Ticker object. **/ public static function get activeTicker():ITicker { if (_timingMode == null) { timingMode = HYBRID; } return _activeTicker; } /** The default easing function used by GTween. **/ public static function linearEase(t:Number, b:Number, c:Number, d:Number):Number { return t; } // END static interface. // public properties: /** * Indicates whether the tween should automatically play when an end value is changed. **/ public var autoPlay:Boolean = true; /** * When true, the tween will always rotate in the shortest direction to reach an end rotation value. * For example, rotating from 355 degress to 5 degrees will rotate 10 degrees clockwise with .autoRotation set to true. * It would rotate 350 degrees counter-clockwise with .autoRotation set to false. This affects all properties specified * in the static .rotationProperties hash table. **/ public var autoRotation:Boolean = false; /** * Indicates whether the target's visible property should automatically be set to false when its alpha value is tweened to 0 or less. * Only affects objects with a visible property. **/ public var autoVisible:Boolean = true; /** * Allows you to associate arbitrary data with your tween. For example, you might use this to reference specific data when handling events from tweens. **/ public var data:*; /** * The length of the tween in frames or seconds (depending on the timingMode). Setting this will also update any child transitions * that have synchDuration set to true. **/ public var duration:Number=1; /** * The easing function to use for calculating the tween. This can be any standard tween function, such as the tween functions in fl.motion.easing.* that come with Flash CS3. * New tweens will have this set to the defaultTween. Setting this to null will cause GTween to throw null reference errors. **/ public var ease:Function=linearEase; /** * Specifies another GTween instance that will have paused=false called on it when this tween completes. **/ public var nextTween:GTween; /** * Indicates whether the tween should use the reflect mode when repeating. If reflect is set to true, then the tween will play backwards on every other repeat. * This has similar effects to reversed, but the properties are exclusive of one another. * For instance, with reversed set to false, reflected set to true, and a repeat of 1, the tween will play from start to end, then repeat and reflect to play from end to start. * If in the previous example reversed was instead set to true, the tween would play from end to start, then repeat and reflect to play from start to end. * Finally, with reversed set to false, reflected set to false, and a repeat of 1, the tween will play from start to end, then repeat from start to end **/ public var reflect:Boolean=false; /** * The number of times this tween will repeat. If 0, the tween will only run once. If 1 or more, the tween will repeat that many times. If -1, the tween will repeat forever. **/ public var repeat:int=0; /** * If set to true, tweened values specified by snappingProperties will be rounded (snapped) before they are assigned to the target. **/ public var snapping:Boolean = false; // private properties: /** @private **/ protected var startValues:Object; /** @private **/ protected var endValues:Object; /** @private **/ protected var inited:Boolean; /** @private **/ protected var inTick:Boolean; /** @private **/ protected var ticker:ITicker; /** @private **/ protected var positionOffset:Number; /** @private **/ protected var assignmentTarget:Object; /** @private **/ protected var assignmentProperty:String; /** @private **/ protected var _position:Number=0;
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