/*! * TweenJS * Visit http://createjs.com/ for documentation, updates and examples. * * Copyright (c) 2010 gskinner.com, inc. * * 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. */ //############################################################################## // extend.js //############################################################################## this.createjs = this.createjs||{}; /** * @class Utility Methods */ /** * Sets up the prototype chain and constructor property for a new class. * * This should be called right after creating the class constructor. * * function MySubClass() {} * createjs.extend(MySubClass, MySuperClass); * MySubClass.prototype.doSomething = function() { } * * var foo = new MySubClass(); * console.log(foo instanceof MySuperClass); // true * console.log(foo.prototype.constructor === MySubClass); // true * * @method extend * @param {Function} subclass The subclass. * @param {Function} superclass The superclass to extend. * @return {Function} Returns the subclass's new prototype. */ createjs.extend = function(subclass, superclass) { "use strict"; function o() { this.constructor = subclass; } o.prototype = superclass.prototype; return (subclass.prototype = new o()); }; //############################################################################## // promote.js //############################################################################## this.createjs = this.createjs||{}; /** * @class Utility Methods */ /** * Promotes any methods on the super class that were overridden, by creating an alias in the format `prefix_methodName`. * It is recommended to use the super class's name as the prefix. * An alias to the super class's constructor is always added in the format `prefix_constructor`. * This allows the subclass to call super class methods without using `function.call`, providing better performance. * * For example, if `MySubClass` extends `MySuperClass`, and both define a `draw` method, then calling `promote(MySubClass, "MySuperClass")` * would add a `MySuperClass_constructor` method to MySubClass and promote the `draw` method on `MySuperClass` to the * prototype of `MySubClass` as `MySuperClass_draw`. * * This should be called after the class's prototype is fully defined. * * function ClassA(name) { * this.name = name; * } * ClassA.prototype.greet = function() { * return "Hello "+this.name; * } * * function ClassB(name, punctuation) { * this.ClassA_constructor(name); * this.punctuation = punctuation; * } * createjs.extend(ClassB, ClassA); * ClassB.prototype.greet = function() { * return this.ClassA_greet()+this.punctuation; * } * createjs.promote(ClassB, "ClassA"); * * var foo = new ClassB("World", "!?!"); * console.log(foo.greet()); // Hello World!?! * * @method promote * @param {Function} subclass The class to promote super class methods on. * @param {String} prefix The prefix to add to the promoted method names. Usually the name of the superclass. * @return {Function} Returns the subclass. */ createjs.promote = function(subclass, prefix) { "use strict"; var subP = subclass.prototype, supP = (Object.getPrototypeOf&&Object.getPrototypeOf(subP))||subP.__proto__; if (supP) { subP[(prefix+="_") + "constructor"] = supP.constructor; // constructor is not always innumerable for (var n in supP) { if (subP.hasOwnProperty(n) && (typeof supP[n] == "function")) { subP[prefix + n] = supP[n]; } } } return subclass; }; //############################################################################## // Event.js //############################################################################## this.createjs = this.createjs||{}; (function() { "use strict"; // constructor: /** * Contains properties and methods shared by all events for use with * {{#crossLink "EventDispatcher"}}{{/crossLink}}. * * Note that Event objects are often reused, so you should never * rely on an event object's state outside of the call stack it was received in. * @class Event * @param {String} type The event type. * @param {Boolean} bubbles Indicates whether the event will bubble through the display list. * @param {Boolean} cancelable Indicates whether the default behaviour of this event can be cancelled. * @constructor **/ function Event(type, bubbles, cancelable) { // public properties: /** * The type of event. * @property type * @type String **/ this.type = type; /** * The object that generated an event. * @property target * @type Object * @default null * @readonly */ this.target = null; /** * The current target that a bubbling event is being dispatched from. For non-bubbling events, this will * always be the same as target. For example, if childObj.parent = parentObj, and a bubbling event * is generated from childObj, then a listener on parentObj would receive the event with * target=childObj (the original target) and currentTarget=parentObj (where the listener was added). * @property currentTarget * @type Object * @default null * @readonly */ this.currentTarget = null; /** * For bubbling events, this indicates the current event phase:
    *
  1. capture phase: starting from the top parent to the target
  2. *
  3. at target phase: currently being dispatched from the target
  4. *
  5. bubbling phase: from the target to the top parent
  6. *
* @property eventPhase * @type Number * @default 0 * @readonly */ this.eventPhase = 0; /** * Indicates whether the event will bubble through the display list. * @property bubbles * @type Boolean * @default false * @readonly */ this.bubbles = !!bubbles; /** * Indicates whether the default behaviour of this event can be cancelled via * {{#crossLink "Event/preventDefault"}}{{/crossLink}}. This is set via the Event constructor. * @property cancelable * @type Boolean * @default false * @readonly */ this.cancelable = !!cancelable; /** * The epoch time at which this event was created. * @property timeStamp * @type Number * @default 0 * @readonly */ this.timeStamp = (new Date()).getTime(); /** * Indicates if {{#crossLink "Event/preventDefault"}}{{/crossLink}} has been called * on this event. * @property defaultPrevented * @type Boolean * @default false * @readonly */ this.defaultPrevented = false; /** * Indicates if {{#crossLink "Event/stopPropagation"}}{{/crossLink}} or * {{#crossLink "Event/stopImmediatePropagation"}}{{/crossLink}} has been called on this event. * @property propagationStopped * @type Boolean * @default false * @readonly */ this.propagationStopped = false; /** * Indicates if {{#crossLink "Event/stopImmediatePropagation"}}{{/crossLink}} has been called * on this event. * @property immediatePropagationStopped * @type Boolean * @default false * @readonly */ this.immediatePropagationStopped = false; /** * Indicates if {{#crossLink "Event/remove"}}{{/crossLink}} has been called on this event. * @property removed * @type Boolean * @default false * @readonly */ this.removed = false; } var p = Event.prototype; /** * REMOVED. Removed in favor of using `MySuperClass_constructor`. * See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}} * for details. * * There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance. * * @method initialize * @protected * @deprecated */ // p.initialize = function() {}; // searchable for devs wondering where it is. // public methods: /** * Sets {{#crossLink "Event/defaultPrevented"}}{{/crossLink}} to true if the event is cancelable. * Mirrors the DOM level 2 event standard. In general, cancelable events that have `preventDefault()` called will * cancel the default behaviour associated with the event. * @method preventDefault **/ p.preventDefault = function() { this.defaultPrevented = this.cancelable&&true; }; /** * Sets {{#crossLink "Event/propagationStopped"}}{{/crossLink}} to true. * Mirrors the DOM event standard. * @method stopPropagation **/ p.stopPropagation = function() { this.propagationStopped = true; }; /** * Sets {{#crossLink "Event/propagationStopped"}}{{/crossLink}} and * {{#crossLink "Event/immediatePropagationStopped"}}{{/crossLink}} to true. * Mirrors the DOM event standard. * @method stopImmediatePropagation **/ p.stopImmediatePropagation = function() { this.immediatePropagationStopped = this.propagationStopped = true; }; /** * Causes the active listener to be removed via removeEventListener(); * * myBtn.addEventListener("click", function(evt) { * // do stuff... * evt.remove(); // removes this listener. * }); * * @method remove **/ p.remove = function() { this.removed = true; }; /** * Returns a clone of the Event instance. * @method clone * @return {Event} a clone of the Event instance. **/ p.clone = function() { return new Event(this.type, this.bubbles, this.cancelable); }; /** * Provides a chainable shortcut method for setting a number of properties on the instance. * * @method set * @param {Object} props A generic object containing properties to copy to the instance. * @return {Event} Returns the instance the method is called on (useful for chaining calls.) * @chainable */ p.set = function(props) { for (var n in props) { this[n] = props[n]; } return this; }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Event (type="+this.type+")]"; }; createjs.Event = Event; }()); //############################################################################## // EventDispatcher.js //############################################################################## this.createjs = this.createjs||{}; (function() { "use strict"; // constructor: /** * EventDispatcher provides methods for managing queues of event listeners and dispatching events. * * You can either extend EventDispatcher or mix its methods into an existing prototype or instance by using the * EventDispatcher {{#crossLink "EventDispatcher/initialize"}}{{/crossLink}} method. * * Together with the CreateJS Event class, EventDispatcher provides an extended event model that is based on the * DOM Level 2 event model, including addEventListener, removeEventListener, and dispatchEvent. It supports * bubbling / capture, preventDefault, stopPropagation, stopImmediatePropagation, and handleEvent. * * EventDispatcher also exposes a {{#crossLink "EventDispatcher/on"}}{{/crossLink}} method, which makes it easier * to create scoped listeners, listeners that only run once, and listeners with associated arbitrary data. The * {{#crossLink "EventDispatcher/off"}}{{/crossLink}} method is merely an alias to * {{#crossLink "EventDispatcher/removeEventListener"}}{{/crossLink}}. * * Another addition to the DOM Level 2 model is the {{#crossLink "EventDispatcher/removeAllEventListeners"}}{{/crossLink}} * method, which can be used to listeners for all events, or listeners for a specific event. The Event object also * includes a {{#crossLink "Event/remove"}}{{/crossLink}} method which removes the active listener. * *

Example

* Add EventDispatcher capabilities to the "MyClass" class. * * EventDispatcher.initialize(MyClass.prototype); * * Add an event (see {{#crossLink "EventDispatcher/addEventListener"}}{{/crossLink}}). * * instance.addEventListener("eventName", handlerMethod); * function handlerMethod(event) { * console.log(event.target + " Was Clicked"); * } * * Maintaining proper scope
* Scope (ie. "this") can be be a challenge with events. Using the {{#crossLink "EventDispatcher/on"}}{{/crossLink}} * method to subscribe to events simplifies this. * * instance.addEventListener("click", function(event) { * console.log(instance == this); // false, scope is ambiguous. * }); * * instance.on("click", function(event) { * console.log(instance == this); // true, "on" uses dispatcher scope by default. * }); * * If you want to use addEventListener instead, you may want to use function.bind() or a similar proxy to manage * scope. * * Browser support * The event model in CreateJS can be used separately from the suite in any project, however the inheritance model * requires modern browsers (IE9+). * * * @class EventDispatcher * @constructor **/ function EventDispatcher() { // private properties: /** * @protected * @property _listeners * @type Object **/ this._listeners = null; /** * @protected * @property _captureListeners * @type Object **/ this._captureListeners = null; } var p = EventDispatcher.prototype; /** * REMOVED. Removed in favor of using `MySuperClass_constructor`. * See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}} * for details. * * There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance. * * @method initialize * @protected * @deprecated */ // p.initialize = function() {}; // searchable for devs wondering where it is. // static public methods: /** * Static initializer to mix EventDispatcher methods into a target object or prototype. * * EventDispatcher.initialize(MyClass.prototype); // add to the prototype of the class * EventDispatcher.initialize(myObject); // add to a specific instance * * @method initialize * @static * @param {Object} target The target object to inject EventDispatcher methods into. This can be an instance or a * prototype. **/ EventDispatcher.initialize = function(target) { target.addEventListener = p.addEventListener; target.on = p.on; target.removeEventListener = target.off = p.removeEventListener; target.removeAllEventListeners = p.removeAllEventListeners; target.hasEventListener = p.hasEventListener; target.dispatchEvent = p.dispatchEvent; target._dispatchEvent = p._dispatchEvent; target.willTrigger = p.willTrigger; }; // public methods: /** * Adds the specified event listener. Note that adding multiple listeners to the same function will result in * multiple callbacks getting fired. * *

Example

* * displayObject.addEventListener("click", handleClick); * function handleClick(event) { * // Click happened. * } * * @method addEventListener * @param {String} type The string type of the event. * @param {Function | Object} listener An object with a handleEvent method, or a function that will be called when * the event is dispatched. * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase. * @return {Function | Object} Returns the listener for chaining or assignment. **/ p.addEventListener = function(type, listener, useCapture) { var listeners; if (useCapture) { listeners = this._captureListeners = this._captureListeners||{}; } else { listeners = this._listeners = this._listeners||{}; } var arr = listeners[type]; if (arr) { this.removeEventListener(type, listener, useCapture); } arr = listeners[type]; // remove may have deleted the array if (!arr) { listeners[type] = [listener]; } else { arr.push(listener); } return listener; }; /** * A shortcut method for using addEventListener that makes it easier to specify an execution scope, have a listener * only run once, associate arbitrary data with the listener, and remove the listener. * * This method works by creating an anonymous wrapper function and subscribing it with addEventListener. * The wrapper function is returned for use with `removeEventListener` (or `off`). * * IMPORTANT: To remove a listener added with `on`, you must pass in the returned wrapper function as the listener, or use * {{#crossLink "Event/remove"}}{{/crossLink}}. Likewise, each time you call `on` a NEW wrapper function is subscribed, so multiple calls * to `on` with the same params will create multiple listeners. * *

Example

* * var listener = myBtn.on("click", handleClick, null, false, {count:3}); * function handleClick(evt, data) { * data.count -= 1; * console.log(this == myBtn); // true - scope defaults to the dispatcher * if (data.count == 0) { * alert("clicked 3 times!"); * myBtn.off("click", listener); * // alternately: evt.remove(); * } * } * * @method on * @param {String} type The string type of the event. * @param {Function | Object} listener An object with a handleEvent method, or a function that will be called when * the event is dispatched. * @param {Object} [scope] The scope to execute the listener in. Defaults to the dispatcher/currentTarget for function listeners, and to the listener itself for object listeners (ie. using handleEvent). * @param {Boolean} [once=false] If true, the listener will remove itself after the first time it is triggered. * @param {*} [data] Arbitrary data that will be included as the second parameter when the listener is called. * @param {Boolean} [useCapture=false] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase. * @return {Function} Returns the anonymous function that was created and assigned as the listener. This is needed to remove the listener later using .removeEventListener. **/ p.on = function(type, listener, scope, once, data, useCapture) { if (listener.handleEvent) { scope = scope||listener; listener = listener.handleEvent; } scope = scope||this; return this.addEventListener(type, function(evt) { listener.call(scope, evt, data); once&&evt.remove(); }, useCapture); }; /** * Removes the specified event listener. * * Important Note: that you must pass the exact function reference used when the event was added. If a proxy * function, or function closure is used as the callback, the proxy/closure reference must be used - a new proxy or * closure will not work. * *

Example

* * displayObject.removeEventListener("click", handleClick); * * @method removeEventListener * @param {String} type The string type of the event. * @param {Function | Object} listener The listener function or object. * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase. **/ p.removeEventListener = function(type, listener, useCapture) { var listeners = useCapture ? this._captureListeners : this._listeners; if (!listeners) { return; } var arr = listeners[type]; if (!arr) { return; } for (var i=0,l=arr.length; iIMPORTANT: To remove a listener added with `on`, you must pass in the returned wrapper function as the listener. See * {{#crossLink "EventDispatcher/on"}}{{/crossLink}} for an example. * * @method off * @param {String} type The string type of the event. * @param {Function | Object} listener The listener function or object. * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase. **/ p.off = p.removeEventListener; /** * Removes all listeners for the specified type, or all listeners of all types. * *

Example

* * // Remove all listeners * displayObject.removeAllEventListeners(); * * // Remove all click listeners * displayObject.removeAllEventListeners("click"); * * @method removeAllEventListeners * @param {String} [type] The string type of the event. If omitted, all listeners for all types will be removed. **/ p.removeAllEventListeners = function(type) { if (!type) { this._listeners = this._captureListeners = null; } else { if (this._listeners) { delete(this._listeners[type]); } if (this._captureListeners) { delete(this._captureListeners[type]); } } }; /** * Dispatches the specified event to all listeners. * *

Example

* * // Use a string event * this.dispatchEvent("complete"); * * // Use an Event instance * var event = new createjs.Event("progress"); * this.dispatchEvent(event); * * @method dispatchEvent * @param {Object | String | Event} eventObj An object with a "type" property, or a string type. * While a generic object will work, it is recommended to use a CreateJS Event instance. If a string is used, * dispatchEvent will construct an Event instance if necessary with the specified type. This latter approach can * be used to avoid event object instantiation for non-bubbling events that may not have any listeners. * @param {Boolean} [bubbles] Specifies the `bubbles` value when a string was passed to eventObj. * @param {Boolean} [cancelable] Specifies the `cancelable` value when a string was passed to eventObj. * @return {Boolean} Returns false if `preventDefault()` was called on a cancelable event, true otherwise. **/ p.dispatchEvent = function(eventObj, bubbles, cancelable) { if (typeof eventObj == "string") { // skip everything if there's no listeners and it doesn't bubble: var listeners = this._listeners; if (!bubbles && (!listeners || !listeners[eventObj])) { return true; } eventObj = new createjs.Event(eventObj, bubbles, cancelable); } else if (eventObj.target && eventObj.clone) { // redispatching an active event object, so clone it: eventObj = eventObj.clone(); } // TODO: it would be nice to eliminate this. Maybe in favour of evtObj instanceof Event? Or !!evtObj.createEvent try { eventObj.target = this; } catch (e) {} // try/catch allows redispatching of native events if (!eventObj.bubbles || !this.parent) { this._dispatchEvent(eventObj, 2); } else { var top=this, list=[top]; while (top.parent) { list.push(top = top.parent); } var i, l=list.length; // capture & atTarget for (i=l-1; i>=0 && !eventObj.propagationStopped; i--) { list[i]._dispatchEvent(eventObj, 1+(i==0)); } // bubbling for (i=1; iExample * * createjs.Ticker.addEventListener("tick", handleTick); * function handleTick(event) { * // Actions carried out each tick (aka frame) * if (!event.paused) { * // Actions carried out when the Ticker is not paused. * } * } * * @class Ticker * @uses EventDispatcher * @static **/ function Ticker() { throw "Ticker cannot be instantiated."; } // constants: /** * In this mode, Ticker uses the requestAnimationFrame API, but attempts to synch the ticks to target framerate. It * uses a simple heuristic that compares the time of the RAF return to the target time for the current frame and * dispatches the tick when the time is within a certain threshold. * * This mode has a higher variance for time between frames than {{#crossLink "Ticker/TIMEOUT:property"}}{{/crossLink}}, * but does not require that content be time based as with {{#crossLink "Ticker/RAF:property"}}{{/crossLink}} while * gaining the benefits of that API (screen synch, background throttling). * * Variance is usually lowest for framerates that are a divisor of the RAF frequency. This is usually 60, so * framerates of 10, 12, 15, 20, and 30 work well. * * Falls back to {{#crossLink "Ticker/TIMEOUT:property"}}{{/crossLink}} if the requestAnimationFrame API is not * supported. * @property RAF_SYNCHED * @static * @type {String} * @default "synched" * @readonly **/ Ticker.RAF_SYNCHED = "synched"; /** * In this mode, Ticker passes through the requestAnimationFrame heartbeat, ignoring the target framerate completely. * Because requestAnimationFrame frequency is not deterministic, any content using this mode should be time based. * You can leverage {{#crossLink "Ticker/getTime"}}{{/crossLink}} and the {{#crossLink "Ticker/tick:event"}}{{/crossLink}} * event object's "delta" properties to make this easier. * * Falls back on {{#crossLink "Ticker/TIMEOUT:property"}}{{/crossLink}} if the requestAnimationFrame API is not * supported. * @property RAF * @static * @type {String} * @default "raf" * @readonly **/ Ticker.RAF = "raf"; /** * In this mode, Ticker uses the setTimeout API. This provides predictable, adaptive frame timing, but does not * provide the benefits of requestAnimationFrame (screen synch, background throttling). * @property TIMEOUT * @static * @type {String} * @default "timeout" * @readonly **/ Ticker.TIMEOUT = "timeout"; // static events: /** * Dispatched each tick. The event will be dispatched to each listener even when the Ticker has been paused using * {{#crossLink "Ticker/setPaused"}}{{/crossLink}}. * *

Example

* * createjs.Ticker.addEventListener("tick", handleTick); * function handleTick(event) { * console.log("Paused:", event.paused, event.delta); * } * * @event tick * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @param {Boolean} paused Indicates whether the ticker is currently paused. * @param {Number} delta The time elapsed in ms since the last tick. * @param {Number} time The total time in ms since Ticker was initialized. * @param {Number} runTime The total time in ms that Ticker was not paused since it was initialized. For example, * you could determine the amount of time that the Ticker has been paused since initialization with `time-runTime`. * @since 0.6.0 */ // public static properties: /** * Deprecated in favour of {{#crossLink "Ticker/timingMode"}}{{/crossLink}}, and will be removed in a future version. If true, timingMode will * use {{#crossLink "Ticker/RAF_SYNCHED"}}{{/crossLink}} by default. * @deprecated Deprecated in favour of {{#crossLink "Ticker/timingMode"}}{{/crossLink}}. * @property useRAF * @static * @type {Boolean} * @default false **/ Ticker.useRAF = false; /** * Specifies the timing api (setTimeout or requestAnimationFrame) and mode to use. See * {{#crossLink "Ticker/TIMEOUT"}}{{/crossLink}}, {{#crossLink "Ticker/RAF"}}{{/crossLink}}, and * {{#crossLink "Ticker/RAF_SYNCHED"}}{{/crossLink}} for mode details. * @property timingMode * @static * @type {String} * @default Ticker.TIMEOUT **/ Ticker.timingMode = null; /** * Specifies a maximum value for the delta property in the tick event object. This is useful when building time * based animations and systems to prevent issues caused by large time gaps caused by background tabs, system sleep, * alert dialogs, or other blocking routines. Double the expected frame duration is often an effective value * (ex. maxDelta=50 when running at 40fps). * * This does not impact any other values (ex. time, runTime, etc), so you may experience issues if you enable maxDelta * when using both delta and other values. * * If 0, there is no maximum. * @property maxDelta * @static * @type {number} * @default 0 */ Ticker.maxDelta = 0; /** * When the ticker is paused, all listeners will still receive a tick event, but the paused property * of the event will be `true`. Also, while paused the `runTime` will not increase. See {{#crossLink "Ticker/tick:event"}}{{/crossLink}}, * {{#crossLink "Ticker/getTime"}}{{/crossLink}}, and {{#crossLink "Ticker/getEventTime"}}{{/crossLink}} for more * info. * *

Example

* * createjs.Ticker.addEventListener("tick", handleTick); * createjs.Ticker.paused = true; * function handleTick(event) { * console.log(event.paused, * createjs.Ticker.getTime(false), * createjs.Ticker.getTime(true)); * } * * @property paused * @static * @type {Boolean} * @default false **/ Ticker.paused = false; // mix-ins: // EventDispatcher methods: Ticker.removeEventListener = null; Ticker.removeAllEventListeners = null; Ticker.dispatchEvent = null; Ticker.hasEventListener = null; Ticker._listeners = null; createjs.EventDispatcher.initialize(Ticker); // inject EventDispatcher methods. Ticker._addEventListener = Ticker.addEventListener; Ticker.addEventListener = function() { !Ticker._inited&&Ticker.init(); return Ticker._addEventListener.apply(Ticker, arguments); }; // private static properties: /** * @property _inited * @static * @type {Boolean} * @protected **/ Ticker._inited = false; /** * @property _startTime * @static * @type {Number} * @protected **/ Ticker._startTime = 0; /** * @property _pausedTime * @static * @type {Number} * @protected **/ Ticker._pausedTime=0; /** * The number of ticks that have passed * @property _ticks * @static * @type {Number} * @protected **/ Ticker._ticks = 0; /** * The number of ticks that have passed while Ticker has been paused * @property _pausedTicks * @static * @type {Number} * @protected **/ Ticker._pausedTicks = 0; /** * @property _interval * @static * @type {Number} * @protected **/ Ticker._interval = 50; /** * @property _lastTime * @static * @type {Number} * @protected **/ Ticker._lastTime = 0; /** * @property _times * @static * @type {Array} * @protected **/ Ticker._times = null; /** * @property _tickTimes * @static * @type {Array} * @protected **/ Ticker._tickTimes = null; /** * Stores the timeout or requestAnimationFrame id. * @property _timerId * @static * @type {Number} * @protected **/ Ticker._timerId = null; /** * True if currently using requestAnimationFrame, false if using setTimeout. This may be different than timingMode * if that property changed and a tick hasn't fired. * @property _raf * @static * @type {Boolean} * @protected **/ Ticker._raf = true; // static getter / setters: /** * Use the {{#crossLink "Ticker/interval:property"}}{{/crossLink}} property instead. * @method setInterval * @static * @param {Number} interval * @deprecated **/ Ticker.setInterval = function(interval) { Ticker._interval = interval; if (!Ticker._inited) { return; } Ticker._setupTick(); }; /** * Use the {{#crossLink "Ticker/interval:property"}}{{/crossLink}} property instead. * @method getInterval * @static * @return {Number} * @deprecated **/ Ticker.getInterval = function() { return Ticker._interval; }; /** * Use the {{#crossLink "Ticker/framerate:property"}}{{/crossLink}} property instead. * @method setFPS * @static * @param {Number} value * @deprecated **/ Ticker.setFPS = function(value) { Ticker.setInterval(1000/value); }; /** * Use the {{#crossLink "Ticker/framerate:property"}}{{/crossLink}} property instead. * @method getFPS * @static * @return {Number} * @deprecated **/ Ticker.getFPS = function() { return 1000/Ticker._interval; }; /** * Indicates the target time (in milliseconds) between ticks. Default is 50 (20 FPS). * Note that actual time between ticks may be more than specified depending on CPU load. * This property is ignored if the ticker is using the `RAF` timing mode. * @property interval * @static * @type {Number} **/ /** * Indicates the target frame rate in frames per second (FPS). Effectively just a shortcut to `interval`, where * `framerate == 1000/interval`. * @property framerate * @static * @type {Number} **/ try { Object.defineProperties(Ticker, { interval: { get: Ticker.getInterval, set: Ticker.setInterval }, framerate: { get: Ticker.getFPS, set: Ticker.setFPS } }); } catch (e) { console.log(e); } // public static methods: /** * Starts the tick. This is called automatically when the first listener is added. * @method init * @static **/ Ticker.init = function() { if (Ticker._inited) { return; } Ticker._inited = true; Ticker._times = []; Ticker._tickTimes = []; Ticker._startTime = Ticker._getTime(); Ticker._times.push(Ticker._lastTime = 0); Ticker.interval = Ticker._interval; }; /** * Stops the Ticker and removes all listeners. Use init() to restart the Ticker. * @method reset * @static **/ Ticker.reset = function() { if (Ticker._raf) { var f = window.cancelAnimationFrame || window.webkitCancelAnimationFrame || window.mozCancelAnimationFrame || window.oCancelAnimationFrame || window.msCancelAnimationFrame; f&&f(Ticker._timerId); } else { clearTimeout(Ticker._timerId); } Ticker.removeAllEventListeners("tick"); Ticker._timerId = Ticker._times = Ticker._tickTimes = null; Ticker._startTime = Ticker._lastTime = Ticker._ticks = 0; Ticker._inited = false; }; /** * Returns the average time spent within a tick. This can vary significantly from the value provided by getMeasuredFPS * because it only measures the time spent within the tick execution stack. * * Example 1: With a target FPS of 20, getMeasuredFPS() returns 20fps, which indicates an average of 50ms between * the end of one tick and the end of the next. However, getMeasuredTickTime() returns 15ms. This indicates that * there may be up to 35ms of "idle" time between the end of one tick and the start of the next. * * Example 2: With a target FPS of 30, getFPS() returns 10fps, which indicates an average of 100ms between the end of * one tick and the end of the next. However, getMeasuredTickTime() returns 20ms. This would indicate that something * other than the tick is using ~80ms (another script, DOM rendering, etc). * @method getMeasuredTickTime * @static * @param {Number} [ticks] The number of previous ticks over which to measure the average time spent in a tick. * Defaults to the number of ticks per second. To get only the last tick's time, pass in 1. * @return {Number} The average time spent in a tick in milliseconds. **/ Ticker.getMeasuredTickTime = function(ticks) { var ttl=0, times=Ticker._tickTimes; if (!times || times.length < 1) { return -1; } // by default, calculate average for the past ~1 second: ticks = Math.min(times.length, ticks||(Ticker.getFPS()|0)); for (var i=0; i= (Ticker._interval-1)*0.97) { Ticker._tick(); } }; /** * @method _handleRAF * @static * @protected **/ Ticker._handleRAF = function() { Ticker._timerId = null; Ticker._setupTick(); Ticker._tick(); }; /** * @method _handleTimeout * @static * @protected **/ Ticker._handleTimeout = function() { Ticker._timerId = null; Ticker._setupTick(); Ticker._tick(); }; /** * @method _setupTick * @static * @protected **/ Ticker._setupTick = function() { if (Ticker._timerId != null) { return; } // avoid duplicates var mode = Ticker.timingMode||(Ticker.useRAF&&Ticker.RAF_SYNCHED); if (mode == Ticker.RAF_SYNCHED || mode == Ticker.RAF) { var f = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame; if (f) { Ticker._timerId = f(mode == Ticker.RAF ? Ticker._handleRAF : Ticker._handleSynch); Ticker._raf = true; return; } } Ticker._raf = false; Ticker._timerId = setTimeout(Ticker._handleTimeout, Ticker._interval); }; /** * @method _tick * @static * @protected **/ Ticker._tick = function() { var paused = Ticker.paused; var time = Ticker._getTime(); var elapsedTime = time-Ticker._lastTime; Ticker._lastTime = time; Ticker._ticks++; if (paused) { Ticker._pausedTicks++; Ticker._pausedTime += elapsedTime; } if (Ticker.hasEventListener("tick")) { var event = new createjs.Event("tick"); var maxDelta = Ticker.maxDelta; event.delta = (maxDelta && elapsedTime > maxDelta) ? maxDelta : elapsedTime; event.paused = paused; event.time = time; event.runTime = time-Ticker._pausedTime; Ticker.dispatchEvent(event); } Ticker._tickTimes.unshift(Ticker._getTime()-time); while (Ticker._tickTimes.length > 100) { Ticker._tickTimes.pop(); } Ticker._times.unshift(time); while (Ticker._times.length > 100) { Ticker._times.pop(); } }; /** * @method _getTime * @static * @protected **/ var now = window.performance && (performance.now || performance.mozNow || performance.msNow || performance.oNow || performance.webkitNow); Ticker._getTime = function() { return ((now&&now.call(performance))||(new Date().getTime())) - Ticker._startTime; }; createjs.Ticker = Ticker; }()); //############################################################################## // Tween.js //############################################################################## // TODO: possibly add a END actionsMode (only runs actions that == position)? // TODO: evaluate a way to decouple paused from tick registration. this.createjs = this.createjs||{}; (function() { "use strict"; // constructor /** * A Tween instance tweens properties for a single target. Instance methods can be chained for easy construction and sequencing: * *

Example

* * target.alpha = 1; * createjs.Tween.get(target) * .wait(500) * .to({alpha:0, visible:false}, 1000) * .call(handleComplete); * function handleComplete() { * //Tween complete * } * * Multiple tweens can point to the same instance, however if they affect the same properties there could be unexpected * behaviour. To stop all tweens on an object, use {{#crossLink "Tween/removeTweens"}}{{/crossLink}} or pass `override:true` * in the props argument. * * createjs.Tween.get(target, {override:true}).to({x:100}); * * Subscribe to the {{#crossLink "Tween/change:event"}}{{/crossLink}} event to get notified when a property of the * target is changed. * * createjs.Tween.get(target, {override:true}).to({x:100}).addEventListener("change", handleChange); * function handleChange(event) { * // The tween changed. * } * * See the Tween {{#crossLink "Tween/get"}}{{/crossLink}} method for additional param documentation. * @class Tween * @param {Object} target The target object that will have its properties tweened. * @param {Object} [props] The configuration properties to apply to this tween instance (ex. `{loop:true, paused:true}`. * All properties default to false. Supported props are:
    *
  • loop: sets the loop property on this tween.
  • *
  • useTicks: uses ticks for all durations instead of milliseconds.
  • *
  • ignoreGlobalPause: sets the {{#crossLink "Tween/ignoreGlobalPause:property"}}{{/crossLink}} property on this tween.
  • *
  • override: if true, `Tween.removeTweens(target)` will be called to remove any other tweens with the same target. *
  • paused: indicates whether to start the tween paused.
  • *
  • position: indicates the initial position for this tween.
  • *
  • onChange: specifies a listener for the "change" event.
  • *
* @param {Object} [pluginData] An object containing data for use by installed plugins. See individual * plugins' documentation for details. * @extends EventDispatcher * @constructor */ function Tween(target, props, pluginData) { // public properties: /** * Causes this tween to continue playing when a global pause is active. For example, if TweenJS is using {{#crossLink "Ticker"}}{{/crossLink}}, * then setting this to true (the default) will cause this tween to be paused when Ticker.setPaused(true) * is called. See the Tween {{#crossLink "Tween/tick"}}{{/crossLink}} method for more info. Can be set via the props * parameter. * @property ignoreGlobalPause * @type Boolean * @default false */ this.ignoreGlobalPause = false; /** * If true, the tween will loop when it reaches the end. Can be set via the props param. * @property loop * @type {Boolean} * @default false */ this.loop = false; /** * Specifies the total duration of this tween in milliseconds (or ticks if useTicks is true). * This value is automatically updated as you modify the tween. Changing it directly could result in unexpected * behaviour. * @property duration * @type {Number} * @default 0 * @readonly */ this.duration = 0; /** * Allows you to specify data that will be used by installed plugins. Each plugin uses this differently, but in general * you specify data by setting it to a property of pluginData with the same name as the plugin class. * @example * myTween.pluginData.PluginClassName = data; *
* Also, most plugins support a property to enable or disable them. This is typically the plugin class name followed by "_enabled".
* @example * myTween.pluginData.PluginClassName_enabled = false;
*
* Some plugins also store instance data in this object, usually in a property named _PluginClassName. * See the documentation for individual plugins for more details. * @property pluginData * @type {Object} */ this.pluginData = pluginData || {}; /** * The target of this tween. This is the object on which the tweened properties will be changed. Changing * this property after the tween is created will not have any effect. * @property target * @type {Object} * @readonly */ this.target = target; /** * The current normalized position of the tween. This will always be a value between 0 and duration. * Changing this property directly will have no effect. * @property position * @type {Object} * @readonly */ this.position = null; /** * Indicates the tween's current position is within a passive wait. * @property passive * @type {Boolean} * @default false * @readonly **/ this.passive = false; // private properties: /** * @property _paused * @type {Boolean} * @default false * @protected */ this._paused = false; /** * @property _curQueueProps * @type {Object} * @protected */ this._curQueueProps = {}; /** * @property _initQueueProps * @type {Object} * @protected */ this._initQueueProps = {}; /** * @property _steps * @type {Array} * @protected */ this._steps = []; /** * @property _actions * @type {Array} * @protected */ this._actions = []; /** * Raw position. * @property _prevPosition * @type {Number} * @default 0 * @protected */ this._prevPosition = 0; /** * The position within the current step. * @property _stepPosition * @type {Number} * @default 0 * @protected */ this._stepPosition = 0; // this is needed by MovieClip. /** * Normalized position. * @property _prevPos * @type {Number} * @default -1 * @protected */ this._prevPos = -1; /** * @property _target * @type {Object} * @protected */ this._target = target; /** * @property _useTicks * @type {Boolean} * @default false * @protected */ this._useTicks = false; /** * @property _inited * @type {boolean} * @default false * @protected */ this._inited = false; /** * Indicates whether the tween is currently registered with Tween. * @property _registered * @type {boolean} * @default false * @protected */ this._registered = false; if (props) { this._useTicks = props.useTicks; this.ignoreGlobalPause = props.ignoreGlobalPause; this.loop = props.loop; props.onChange && this.addEventListener("change", props.onChange); if (props.override) { Tween.removeTweens(target); } } if (props&&props.paused) { this._paused=true; } else { createjs.Tween._register(this,true); } if (props&&props.position!=null) { this.setPosition(props.position, Tween.NONE); } }; var p = createjs.extend(Tween, createjs.EventDispatcher); // TODO: deprecated // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details. // static properties /** * Constant defining the none actionsMode for use with setPosition. * @property NONE * @type Number * @default 0 * @static */ Tween.NONE = 0; /** * Constant defining the loop actionsMode for use with setPosition. * @property LOOP * @type Number * @default 1 * @static */ Tween.LOOP = 1; /** * Constant defining the reverse actionsMode for use with setPosition. * @property REVERSE * @type Number * @default 2 * @static */ Tween.REVERSE = 2; /** * Constant returned by plugins to tell the tween not to use default assignment. * @property IGNORE * @type Object * @static */ Tween.IGNORE = {}; /** * @property _listeners * @type Array[Tween] * @static * @protected */ Tween._tweens = []; /** * @property _plugins * @type Object * @static * @protected */ Tween._plugins = {}; // static methods /** * Returns a new tween instance. This is functionally identical to using "new Tween(...)", but looks cleaner * with the chained syntax of TweenJS. *

Example

* * var tween = createjs.Tween.get(target); * * @method get * @param {Object} target The target object that will have its properties tweened. * @param {Object} [props] The configuration properties to apply to this tween instance (ex. `{loop:true, paused:true}`). * All properties default to `false`. Supported props are: *
    *
  • loop: sets the loop property on this tween.
  • *
  • useTicks: uses ticks for all durations instead of milliseconds.
  • *
  • ignoreGlobalPause: sets the {{#crossLink "Tween/ignoreGlobalPause:property"}}{{/crossLink}} property on * this tween.
  • *
  • override: if true, `createjs.Tween.removeTweens(target)` will be called to remove any other tweens with * the same target. *
  • paused: indicates whether to start the tween paused.
  • *
  • position: indicates the initial position for this tween.
  • *
  • onChange: specifies a listener for the {{#crossLink "Tween/change:event"}}{{/crossLink}} event.
  • *
* @param {Object} [pluginData] An object containing data for use by installed plugins. See individual plugins' * documentation for details. * @param {Boolean} [override=false] If true, any previous tweens on the same target will be removed. This is the * same as calling `Tween.removeTweens(target)`. * @return {Tween} A reference to the created tween. Additional chained tweens, method calls, or callbacks can be * applied to the returned tween instance. * @static */ Tween.get = function(target, props, pluginData, override) { if (override) { Tween.removeTweens(target); } return new Tween(target, props, pluginData); }; /** * Advances all tweens. This typically uses the {{#crossLink "Ticker"}}{{/crossLink}} class, but you can call it * manually if you prefer to use your own "heartbeat" implementation. * @method tick * @param {Number} delta The change in time in milliseconds since the last tick. Required unless all tweens have * `useTicks` set to true. * @param {Boolean} paused Indicates whether a global pause is in effect. Tweens with {{#crossLink "Tween/ignoreGlobalPause:property"}}{{/crossLink}} * will ignore this, but all others will pause if this is `true`. * @static */ Tween.tick = function(delta, paused) { var tweens = Tween._tweens.slice(); // to avoid race conditions. for (var i=tweens.length-1; i>=0; i--) { var tween = tweens[i]; if ((paused && !tween.ignoreGlobalPause) || tween._paused) { continue; } tween.tick(tween._useTicks?1:delta); } }; /** * Handle events that result from Tween being used as an event handler. This is included to allow Tween to handle * {{#crossLink "Ticker/tick:event"}}{{/crossLink}} events from the createjs {{#crossLink "Ticker"}}{{/crossLink}}. * No other events are handled in Tween. * @method handleEvent * @param {Object} event An event object passed in by the {{#crossLink "EventDispatcher"}}{{/crossLink}}. Will * usually be of type "tick". * @private * @static * @since 0.4.2 */ Tween.handleEvent = function(event) { if (event.type == "tick") { this.tick(event.delta, event.paused); } }; /** * Removes all existing tweens for a target. This is called automatically by new tweens if the `override` * property is `true`. * @method removeTweens * @param {Object} target The target object to remove existing tweens from. * @static */ Tween.removeTweens = function(target) { if (!target.tweenjs_count) { return; } var tweens = Tween._tweens; for (var i=tweens.length-1; i>=0; i--) { var tween = tweens[i]; if (tween._target == target) { tween._paused = true; tweens.splice(i, 1); } } target.tweenjs_count = 0; }; /** * Stop and remove all existing tweens. * @method removeAllTweens * @static * @since 0.4.1 */ Tween.removeAllTweens = function() { var tweens = Tween._tweens; for (var i= 0, l=tweens.length; iExample * * //This tween will wait 1s before alpha is faded to 0. * createjs.Tween.get(target).wait(1000).to({alpha:0}, 1000); * * @method wait * @param {Number} duration The duration of the wait in milliseconds (or in ticks if `useTicks` is true). * @param {Boolean} [passive] Tween properties will not be updated during a passive wait. This * is mostly useful for use with {{#crossLink "Timeline"}}{{/crossLink}} instances that contain multiple tweens * affecting the same target at different times. * @return {Tween} This tween instance (for chaining calls). **/ p.wait = function(duration, passive) { if (duration == null || duration <= 0) { return this; } var o = this._cloneProps(this._curQueueProps); return this._addStep({d:duration, p0:o, e:this._linearEase, p1:o, v:passive}); }; /** * Queues a tween from the current values to the target properties. Set duration to 0 to jump to these value. * Numeric properties will be tweened from their current value in the tween to the target value. Non-numeric * properties will be set at the end of the specified duration. *

Example

* * createjs.Tween.get(target).to({alpha:0}, 1000); * * @method to * @param {Object} props An object specifying property target values for this tween (Ex. `{x:300}` would tween the x * property of the target to 300). * @param {Number} [duration=0] The duration of the wait in milliseconds (or in ticks if `useTicks` is true). * @param {Function} [ease="linear"] The easing function to use for this tween. See the {{#crossLink "Ease"}}{{/crossLink}} * class for a list of built-in ease functions. * @return {Tween} This tween instance (for chaining calls). */ p.to = function(props, duration, ease) { if (isNaN(duration) || duration < 0) { duration = 0; } return this._addStep({d:duration||0, p0:this._cloneProps(this._curQueueProps), e:ease, p1:this._cloneProps(this._appendQueueProps(props))}); }; /** * Queues an action to call the specified function. *

Example

* * //would call myFunction() after 1 second. * myTween.wait(1000).call(myFunction); * * @method call * @param {Function} callback The function to call. * @param {Array} [params]. The parameters to call the function with. If this is omitted, then the function * will be called with a single param pointing to this tween. * @param {Object} [scope]. The scope to call the function in. If omitted, it will be called in the target's * scope. * @return {Tween} This tween instance (for chaining calls). */ p.call = function(callback, params, scope) { return this._addAction({f:callback, p:params ? params : [this], o:scope ? scope : this._target}); }; // TODO: add clarification between this and a 0 duration .to: /** * Queues an action to set the specified props on the specified target. If target is null, it will use this tween's * target. *

Example

* * myTween.wait(1000).set({visible:false},foo); * * @method set * @param {Object} props The properties to set (ex. `{visible:false}`). * @param {Object} [target] The target to set the properties on. If omitted, they will be set on the tween's target. * @return {Tween} This tween instance (for chaining calls). */ p.set = function(props, target) { return this._addAction({f:this._set, o:this, p:[props, target ? target : this._target]}); }; /** * Queues an action to play (unpause) the specified tween. This enables you to sequence multiple tweens. *

Example

* * myTween.to({x:100},500).play(otherTween); * * @method play * @param {Tween} tween The tween to play. * @return {Tween} This tween instance (for chaining calls). */ p.play = function(tween) { if (!tween) { tween = this; } return this.call(tween.setPaused, [false], tween); }; /** * Queues an action to pause the specified tween. * @method pause * @param {Tween} tween The tween to pause. If null, it pauses this tween. * @return {Tween} This tween instance (for chaining calls) */ p.pause = function(tween) { if (!tween) { tween = this; } return this.call(tween.setPaused, [true], tween); }; /** * Advances the tween to a specified position. * @method setPosition * @param {Number} value The position to seek to in milliseconds (or ticks if useTicks is true). * @param {Number} [actionsMode=1] Specifies how actions are handled (ie. call, set, play, pause): *
    *
  • {{#crossLink "Tween/NONE:property"}}{{/crossLink}} (0) - run no actions.
  • *
  • {{#crossLink "Tween/LOOP:property"}}{{/crossLink}} (1) - if new position is less than old, then run all * actions between old and duration, then all actions between 0 and new.
  • *
  • {{#crossLink "Tween/REVERSE:property"}}{{/crossLink}} (2) - if new position is less than old, run all * actions between them in reverse.
  • *
* @return {Boolean} Returns `true` if the tween is complete (ie. the full tween has run & {{#crossLink "Tween/loop:property"}}{{/crossLink}} * is `false`). */ p.setPosition = function(value, actionsMode) { if (value < 0) { value = 0; } if (actionsMode == null) { actionsMode = 1; } // normalize position: var t = value; var end = false; if (t >= this.duration) { if (this.loop) { t = t%this.duration; } else { t = this.duration; end = true; } } if (t == this._prevPos) { return end; } var prevPos = this._prevPos; this.position = this._prevPos = t; // set this in advance in case an action modifies position. this._prevPosition = value; // handle tweens: if (this._target) { if (end) { // addresses problems with an ending zero length step. this._updateTargetProps(null,1); } else if (this._steps.length > 0) { // find our new tween index: for (var i=0, l=this._steps.length; i t) { break; } } var step = this._steps[i-1]; this._updateTargetProps(step,(this._stepPosition = t-step.t)/step.d); } } // run actions: if (actionsMode != 0 && this._actions.length > 0) { if (this._useTicks) { // only run the actions we landed on. this._runActions(t,t); } else if (actionsMode == 1 && t endPos) { // running backwards, flip everything: sPos = endPos; ePos = startPos; i = j; j = k = -1; } while ((i+=k) != j) { var action = this._actions[i]; var pos = action.t; if (pos == ePos || (pos > sPos && pos < ePos) || (includeStart && pos == startPos) ) { action.f.apply(action.o, action.p); } } }; /** * @method _appendQueueProps * @param {Object} o * @protected */ p._appendQueueProps = function(o) { var arr,oldValue,i, l, injectProps; for (var n in o) { if (this._initQueueProps[n] === undefined) { oldValue = this._target[n]; // init plugins: if (arr = Tween._plugins[n]) { for (i=0,l=arr.length;i 0) { this._steps.push(o); o.t = this.duration; this.duration += o.d; } return this; }; /** * @method _addAction * @param {Object} o * @protected */ p._addAction = function(o) { o.t = this.duration; this._actions.push(o); return this; }; /** * @method _set * @param {Object} props * @param {Object} o * @protected */ p._set = function(props, o) { for (var n in props) { o[n] = props[n]; } }; createjs.Tween = createjs.promote(Tween, "EventDispatcher"); }()); //############################################################################## // Timeline.js //############################################################################## this.createjs = this.createjs||{}; (function() { "use strict"; // constructor /** * The Timeline class synchronizes multiple tweens and allows them to be controlled as a group. Please note that if a * timeline is looping, the tweens on it may appear to loop even if the "loop" property of the tween is false. * @class Timeline * @param {Array} tweens An array of Tweens to add to this timeline. See {{#crossLink "Timeline/addTween"}}{{/crossLink}} * for more info. * @param {Object} labels An object defining labels for using {{#crossLink "Timeline/gotoAndPlay"}}{{/crossLink}}/{{#crossLink "Timeline/gotoAndStop"}}{{/crossLink}}. * See {{#crossLink "Timeline/setLabels"}}{{/crossLink}} * for details. * @param {Object} props The configuration properties to apply to this tween instance (ex. `{loop:true}`). All properties * default to false. Supported props are:
    *
  • loop: sets the loop property on this tween.
  • *
  • useTicks: uses ticks for all durations instead of milliseconds.
  • *
  • ignoreGlobalPause: sets the ignoreGlobalPause property on this tween.
  • *
  • paused: indicates whether to start the tween paused.
  • *
  • position: indicates the initial position for this timeline.
  • *
  • onChange: specifies a listener to add for the {{#crossLink "Timeline/change:event"}}{{/crossLink}} event.
  • *
* @extends EventDispatcher * @constructor **/ function Timeline(tweens, labels, props) { this.EventDispatcher_constructor(); // public properties: /** * Causes this timeline to continue playing when a global pause is active. * @property ignoreGlobalPause * @type Boolean **/ this.ignoreGlobalPause = false; /** * The total duration of this timeline in milliseconds (or ticks if `useTicks `is `true`). This value is usually * automatically updated as you modify the timeline. See {{#crossLink "Timeline/updateDuration"}}{{/crossLink}} * for more information. * @property duration * @type Number * @default 0 * @readonly **/ this.duration = 0; /** * If true, the timeline will loop when it reaches the end. Can be set via the props param. * @property loop * @type Boolean **/ this.loop = false; /** * The current normalized position of the timeline. This will always be a value between 0 and * {{#crossLink "Timeline/duration:property"}}{{/crossLink}}. * Changing this property directly will have no effect. * @property position * @type Object * @readonly **/ this.position = null; // private properties: /** * @property _paused * @type Boolean * @protected **/ this._paused = false; /** * @property _tweens * @type Array[Tween] * @protected **/ this._tweens = []; /** * @property _labels * @type Object * @protected **/ this._labels = null; /** * @property _labelList * @type Array[Object] * @protected **/ this._labelList = null; /** * @property _prevPosition * @type Number * @default 0 * @protected **/ this._prevPosition = 0; /** * @property _prevPos * @type Number * @default -1 * @protected **/ this._prevPos = -1; /** * @property _useTicks * @type Boolean * @default false * @protected **/ this._useTicks = false; /** * Indicates whether the timeline is currently registered with Tween. * @property _registered * @type {boolean} * @default false * @protected */ this._registered = false; if (props) { this._useTicks = props.useTicks; this.loop = props.loop; this.ignoreGlobalPause = props.ignoreGlobalPause; props.onChange&&this.addEventListener("change", props.onChange); } if (tweens) { this.addTween.apply(this, tweens); } this.setLabels(labels); if (props&&props.paused) { this._paused=true; } else { createjs.Tween._register(this,true); } if (props&&props.position!=null) { this.setPosition(props.position, createjs.Tween.NONE); } }; var p = createjs.extend(Timeline, createjs.EventDispatcher); // TODO: deprecated // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details. // events: /** * Called whenever the timeline's position changes. * @event change * @since 0.5.0 **/ // public methods: /** * Adds one or more tweens (or timelines) to this timeline. The tweens will be paused (to remove them from the * normal ticking system) and managed by this timeline. Adding a tween to multiple timelines will result in * unexpected behaviour. * @method addTween * @param {Tween} ...tween The tween(s) to add. Accepts multiple arguments. * @return {Tween} The first tween that was passed in. **/ p.addTween = function(tween) { var l = arguments.length; if (l > 1) { for (var i=0; i this.duration) { this.duration = tween.duration; } if (this._prevPos >= 0) { tween.setPosition(this._prevPos, createjs.Tween.NONE); } return tween; }; /** * Removes one or more tweens from this timeline. * @method removeTween * @param {Tween} ...tween The tween(s) to remove. Accepts multiple arguments. * @return Boolean Returns `true` if all of the tweens were successfully removed. **/ p.removeTween = function(tween) { var l = arguments.length; if (l > 1) { var good = true; for (var i=0; i= this.duration) { this.updateDuration(); } return true; } } return false; }; /** * Adds a label that can be used with {{#crossLink "Timeline/gotoAndPlay"}}{{/crossLink}}/{{#crossLink "Timeline/gotoAndStop"}}{{/crossLink}}. * @method addLabel * @param {String} label The label name. * @param {Number} position The position this label represents. **/ p.addLabel = function(label, position) { this._labels[label] = position; var list = this._labelList; if (list) { for (var i= 0,l=list.length; i *
  • null if the current position is 2.
  • *
  • "first" if the current position is 4.
  • *
  • "first" if the current position is 7.
  • *
  • "second" if the current position is 15.
  • * * @method getCurrentLabel * @return {String} The name of the current label or null if there is no label **/ p.getCurrentLabel = function() { var labels = this.getLabels(); var pos = this.position; var l = labels.length; if (l) { for (var i = 0; i= this.duration; if (t == this._prevPos) { return end; } this._prevPosition = value; this.position = this._prevPos = t; // in case an action changes the current frame. for (var i=0, l=this._tweens.length; i this.duration) { this.duration = tween.duration; } } }; /** * Advances this timeline by the specified amount of time in milliseconds (or ticks if `useTicks` is `true`). * This is normally called automatically by the Tween engine (via the {{#crossLink "Tween/tick:event"}}{{/crossLink}} * event), but is exposed for advanced uses. * @method tick * @param {Number} delta The time to advance in milliseconds (or ticks if useTicks is true). **/ p.tick = function(delta) { this.setPosition(this._prevPosition+delta); }; /** * If a numeric position is passed, it is returned unchanged. If a string is passed, the position of the * corresponding frame label will be returned, or `null` if a matching label is not defined. * @method resolve * @param {String|Number} positionOrLabel A numeric position value or label string. **/ p.resolve = function(positionOrLabel) { var pos = Number(positionOrLabel); if (isNaN(pos)) { pos = this._labels[positionOrLabel]; } return pos; }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Timeline]"; }; /** * @method clone * @protected **/ p.clone = function() { throw("Timeline can not be cloned.") }; // private methods: /** * @method _goto * @param {String | Number} positionOrLabel * @protected **/ p._goto = function(positionOrLabel) { var pos = this.resolve(positionOrLabel); if (pos != null) { this.setPosition(pos); } }; /** * @method _calcPosition * @param {Number} value * @return {Number} * @protected **/ p._calcPosition = function(value) { if (value < 0) { return 0; } if (value < this.duration) { return value; } return this.loop ? value%this.duration : this.duration; }; createjs.Timeline = createjs.promote(Timeline, "EventDispatcher"); }()); //############################################################################## // Ease.js //############################################################################## this.createjs = this.createjs||{}; (function() { "use strict"; /** * The Ease class provides a collection of easing functions for use with TweenJS. It does not use the standard 4 param * easing signature. Instead it uses a single param which indicates the current linear ratio (0 to 1) of the tween. * * Most methods on Ease can be passed directly as easing functions: * * Tween.get(target).to({x:100}, 500, Ease.linear); * * However, methods beginning with "get" will return an easing function based on parameter values: * * Tween.get(target).to({y:200}, 500, Ease.getPowIn(2.2)); * * Please see the spark table demo for an * overview of the different ease types on TweenJS.com. * * Equations derived from work by Robert Penner. * @class Ease * @static **/ function Ease() { throw "Ease cannot be instantiated."; } // static methods and properties /** * @method linear * @param {Number} t * @static * @return {Number} **/ Ease.linear = function(t) { return t; }; /** * Identical to linear. * @method none * @param {Number} t * @static * @return {Number} **/ Ease.none = Ease.linear; /** * Mimics the simple -100 to 100 easing in Flash Pro. * @method get * @param {Number} amount A value from -1 (ease in) to 1 (ease out) indicating the strength and direction of the ease. * @static * @return {Function} **/ Ease.get = function(amount) { if (amount < -1) { amount = -1; } if (amount > 1) { amount = 1; } return function(t) { if (amount==0) { return t; } if (amount<0) { return t*(t*-amount+1+amount); } return t*((2-t)*amount+(1-amount)); }; }; /** * Configurable exponential ease. * @method getPowIn * @param {Number} pow The exponent to use (ex. 3 would return a cubic ease). * @static * @return {Function} **/ Ease.getPowIn = function(pow) { return function(t) { return Math.pow(t,pow); }; }; /** * Configurable exponential ease. * @method getPowOut * @param {Number} pow The exponent to use (ex. 3 would return a cubic ease). * @static * @return {Function} **/ Ease.getPowOut = function(pow) { return function(t) { return 1-Math.pow(1-t,pow); }; }; /** * Configurable exponential ease. * @method getPowInOut * @param {Number} pow The exponent to use (ex. 3 would return a cubic ease). * @static * @return {Function} **/ Ease.getPowInOut = function(pow) { return function(t) { if ((t*=2)<1) return 0.5*Math.pow(t,pow); return 1-0.5*Math.abs(Math.pow(2-t,pow)); }; }; /** * @method quadIn * @param {Number} t * @static * @return {Number} **/ Ease.quadIn = Ease.getPowIn(2); /** * @method quadOut * @param {Number} t * @static * @return {Number} **/ Ease.quadOut = Ease.getPowOut(2); /** * @method quadInOut * @param {Number} t * @static * @return {Number} **/ Ease.quadInOut = Ease.getPowInOut(2); /** * @method cubicIn * @param {Number} t * @static * @return {Number} **/ Ease.cubicIn = Ease.getPowIn(3); /** * @method cubicOut * @param {Number} t * @static * @return {Number} **/ Ease.cubicOut = Ease.getPowOut(3); /** * @method cubicInOut * @param {Number} t * @static * @return {Number} **/ Ease.cubicInOut = Ease.getPowInOut(3); /** * @method quartIn * @param {Number} t * @static * @return {Number} **/ Ease.quartIn = Ease.getPowIn(4); /** * @method quartOut * @param {Number} t * @static * @return {Number} **/ Ease.quartOut = Ease.getPowOut(4); /** * @method quartInOut * @param {Number} t * @static * @return {Number} **/ Ease.quartInOut = Ease.getPowInOut(4); /** * @method quintIn * @param {Number} t * @static * @return {Number} **/ Ease.quintIn = Ease.getPowIn(5); /** * @method quintOut * @param {Number} t * @static * @return {Number} **/ Ease.quintOut = Ease.getPowOut(5); /** * @method quintInOut * @param {Number} t * @static * @return {Number} **/ Ease.quintInOut = Ease.getPowInOut(5); /** * @method sineIn * @param {Number} t * @static * @return {Number} **/ Ease.sineIn = function(t) { return 1-Math.cos(t*Math.PI/2); }; /** * @method sineOut * @param {Number} t * @static * @return {Number} **/ Ease.sineOut = function(t) { return Math.sin(t*Math.PI/2); }; /** * @method sineInOut * @param {Number} t * @static * @return {Number} **/ Ease.sineInOut = function(t) { return -0.5*(Math.cos(Math.PI*t) - 1); }; /** * Configurable "back in" ease. * @method getBackIn * @param {Number} amount The strength of the ease. * @static * @return {Function} **/ Ease.getBackIn = function(amount) { return function(t) { return t*t*((amount+1)*t-amount); }; }; /** * @method backIn * @param {Number} t * @static * @return {Number} **/ Ease.backIn = Ease.getBackIn(1.7); /** * Configurable "back out" ease. * @method getBackOut * @param {Number} amount The strength of the ease. * @static * @return {Function} **/ Ease.getBackOut = function(amount) { return function(t) { return (--t*t*((amount+1)*t + amount) + 1); }; }; /** * @method backOut * @param {Number} t * @static * @return {Number} **/ Ease.backOut = Ease.getBackOut(1.7); /** * Configurable "back in out" ease. * @method getBackInOut * @param {Number} amount The strength of the ease. * @static * @return {Function} **/ Ease.getBackInOut = function(amount) { amount*=1.525; return function(t) { if ((t*=2)<1) return 0.5*(t*t*((amount+1)*t-amount)); return 0.5*((t-=2)*t*((amount+1)*t+amount)+2); }; }; /** * @method backInOut * @param {Number} t * @static * @return {Number} **/ Ease.backInOut = Ease.getBackInOut(1.7); /** * @method circIn * @param {Number} t * @static * @return {Number} **/ Ease.circIn = function(t) { return -(Math.sqrt(1-t*t)- 1); }; /** * @method circOut * @param {Number} t * @static * @return {Number} **/ Ease.circOut = function(t) { return Math.sqrt(1-(--t)*t); }; /** * @method circInOut * @param {Number} t * @static * @return {Number} **/ Ease.circInOut = function(t) { if ((t*=2) < 1) return -0.5*(Math.sqrt(1-t*t)-1); return 0.5*(Math.sqrt(1-(t-=2)*t)+1); }; /** * @method bounceIn * @param {Number} t * @static * @return {Number} **/ Ease.bounceIn = function(t) { return 1-Ease.bounceOut(1-t); }; /** * @method bounceOut * @param {Number} t * @static * @return {Number} **/ Ease.bounceOut = function(t) { if (t < 1/2.75) { return (7.5625*t*t); } else if (t < 2/2.75) { return (7.5625*(t-=1.5/2.75)*t+0.75); } else if (t < 2.5/2.75) { return (7.5625*(t-=2.25/2.75)*t+0.9375); } else { return (7.5625*(t-=2.625/2.75)*t +0.984375); } }; /** * @method bounceInOut * @param {Number} t * @static * @return {Number} **/ Ease.bounceInOut = function(t) { if (t<0.5) return Ease.bounceIn (t*2) * .5; return Ease.bounceOut(t*2-1)*0.5+0.5; }; /** * Configurable elastic ease. * @method getElasticIn * @param {Number} amplitude * @param {Number} period * @static * @return {Function} **/ Ease.getElasticIn = function(amplitude,period) { var pi2 = Math.PI*2; return function(t) { if (t==0 || t==1) return t; var s = period/pi2*Math.asin(1/amplitude); return -(amplitude*Math.pow(2,10*(t-=1))*Math.sin((t-s)*pi2/period)); }; }; /** * @method elasticIn * @param {Number} t * @static * @return {Number} **/ Ease.elasticIn = Ease.getElasticIn(1,0.3); /** * Configurable elastic ease. * @method getElasticOut * @param {Number} amplitude * @param {Number} period * @static * @return {Function} **/ Ease.getElasticOut = function(amplitude,period) { var pi2 = Math.PI*2; return function(t) { if (t==0 || t==1) return t; var s = period/pi2 * Math.asin(1/amplitude); return (amplitude*Math.pow(2,-10*t)*Math.sin((t-s)*pi2/period )+1); }; }; /** * @method elasticOut * @param {Number} t * @static * @return {Number} **/ Ease.elasticOut = Ease.getElasticOut(1,0.3); /** * Configurable elastic ease. * @method getElasticInOut * @param {Number} amplitude * @param {Number} period * @static * @return {Function} **/ Ease.getElasticInOut = function(amplitude,period) { var pi2 = Math.PI*2; return function(t) { var s = period/pi2 * Math.asin(1/amplitude); if ((t*=2)<1) return -0.5*(amplitude*Math.pow(2,10*(t-=1))*Math.sin( (t-s)*pi2/period )); return amplitude*Math.pow(2,-10*(t-=1))*Math.sin((t-s)*pi2/period)*0.5+1; }; }; /** * @method elasticInOut * @param {Number} t * @static * @return {Number} **/ Ease.elasticInOut = Ease.getElasticInOut(1,0.3*1.5); createjs.Ease = Ease; }()); //############################################################################## // MotionGuidePlugin.js //############################################################################## this.createjs = this.createjs||{}; (function() { "use strict"; /** * A TweenJS plugin for working with motion guides. * * To use, install the plugin after TweenJS has loaded. Next tween the 'guide' property with an object as detailed below. * * createjs.MotionGuidePlugin.install(); * *

    Example

    * * // Using a Motion Guide * createjs.Tween.get(target).to({guide:{ path:[0,0, 0,200,200,200, 200,0,0,0] }},7000); * // Visualizing the line * graphics.moveTo(0,0).curveTo(0,200,200,200).curveTo(200,0,0,0); * * Each path needs pre-computation to ensure there's fast performance. Because of the pre-computation there's no * built in support for path changes mid tween. These are the Guide Object's properties:
      *
    • path: Required, Array : The x/y points used to draw the path with a moveTo and 1 to n curveTo calls.
    • *
    • start: Optional, 0-1 : Initial position, default 0 except for when continuing along the same path.
    • *
    • end: Optional, 0-1 : Final position, default 1 if not specified.
    • *
    • orient: Optional, string : "fixed"/"auto"/"cw"/"ccw"
        *
      • "fixed" forces the object to face down the path all movement (relative to start rotation),
      • *
      • "auto" rotates the object along the path relative to the line.
      • *
      • "cw"/"ccw" force clockwise or counter clockwise rotations including flash like behaviour
      • *
    • *
    * Guide objects should not be shared between tweens even if all properties are identical, the library stores * information on these objects in the background and sharing them can cause unexpected behaviour. Values * outside 0-1 range of tweens will be a "best guess" from the appropriate part of the defined curve. * * @class MotionGuidePlugin * @constructor **/ function MotionGuidePlugin() { throw("MotionGuidePlugin cannot be instantiated.") }; // static properties: /** * @property priority * @protected * @static **/ MotionGuidePlugin.priority = 0; // high priority, should run sooner /** * @property temporary variable storage * @private * @static */ MotionGuidePlugin._rotOffS; /** * @property temporary variable storage * @private * @static */ MotionGuidePlugin._rotOffE; /** * @property temporary variable storage * @private * @static */ MotionGuidePlugin._rotNormS; /** * @property temporary variable storage * @private * @static */ MotionGuidePlugin._rotNormE; // static methods /** * Installs this plugin for use with TweenJS. Call this once after TweenJS is loaded to enable this plugin. * @method install * @static **/ MotionGuidePlugin.install = function() { createjs.Tween.installPlugin(MotionGuidePlugin, ["guide", "x", "y", "rotation"]); return createjs.Tween.IGNORE; }; /** * @method init * @protected * @static **/ MotionGuidePlugin.init = function(tween, prop, value) { var target = tween.target; if(!target.hasOwnProperty("x")){ target.x = 0; } if(!target.hasOwnProperty("y")){ target.y = 0; } if(!target.hasOwnProperty("rotation")){ target.rotation = 0; } if(prop=="rotation"){ tween.__needsRot = true; } return prop=="guide"?null:value; }; /** * @method step * @protected * @static **/ MotionGuidePlugin.step = function(tween, prop, startValue, endValue, injectProps) { // other props if(prop == "rotation"){ tween.__rotGlobalS = startValue; tween.__rotGlobalE = endValue; MotionGuidePlugin.testRotData(tween, injectProps); } if(prop != "guide"){ return endValue; } // guide only information - Start - var temp, data = endValue; if(!data.hasOwnProperty("path")){ data.path = []; } var path = data.path; if(!data.hasOwnProperty("end")){ data.end = 1; } if(!data.hasOwnProperty("start")){ data.start = (startValue&&startValue.hasOwnProperty("end")&&startValue.path===path)?startValue.end:0; } // Figure out subline information if(data.hasOwnProperty("_segments") && data._length){ return endValue; } var l = path.length; var accuracy = 10; // Adjust to improve line following precision but sacrifice performance (# of seg) if(l >= 6 && (l-2) % 4 == 0){ // Enough points && contains correct number per entry ignoring start data._segments = []; data._length = 0; for(var i=2; i 180){ rot -= 360; } else if(rot < -180){ rot += 360; } } else if(data.orient == "cw"){ while(rot < 0){ rot += 360; } if(rot == 0 && rotGlobalD > 0 && rotGlobalD != 180){ rot += 360; } } else if(data.orient == "ccw"){ rot = rotGlobalD - ((rotPathD > 180)?(360-rotPathD):(rotPathD)); // sign flipping on path while(rot > 0){ rot -= 360; } if(rot == 0 && rotGlobalD < 0 && rotGlobalD != -180){ rot -= 360; } } data.rotDelta = rot; data.rotOffS = tween.__rotGlobalS - tween.__rotPathS; // reset tween.__rotGlobalS = tween.__rotGlobalE = tween.__guideData = tween.__needsRot = undefined; }; /** * @method tween * @protected * @static **/ MotionGuidePlugin.tween = function(tween, prop, value, startValues, endValues, ratio, wait, end) { var data = endValues.guide; if(data == undefined || data === startValues.guide){ return value; } if(data.lastRatio != ratio){ // first time through so calculate what I need to var t = ((data.end-data.start)*(wait?data.end:ratio)+data.start); MotionGuidePlugin.calc(data, t, tween.target); switch(data.orient){ case "cw": // mix in the original rotation case "ccw": case "auto": tween.target.rotation += data.rotOffS + data.rotDelta*ratio; break; case "fixed": // follow fixed behaviour to solve potential issues default: tween.target.rotation += data.rotOffS; break; } data.lastRatio = ratio; } if(prop == "rotation" && ((!data.orient) || data.orient == "false")){ return value; } return tween.target[prop]; }; /** * Determine the appropriate x/y/rotation information about a path for a given ratio along the path. * Assumes a path object with all optional parameters specified. * @param data Data object you would pass to the "guide:" property in a Tween * @param ratio 0-1 Distance along path, values outside 0-1 are "best guess" * @param target Object to copy the results onto, will use a new object if not supplied. * @return {Object} The target object or a new object w/ the tweened properties * @static */ MotionGuidePlugin.calc = function(data, ratio, target) { if(data._segments == undefined){ throw("Missing critical pre-calculated information, please file a bug"); } if(target == undefined){ target = {x:0, y:0, rotation:0}; } var seg = data._segments; var path = data.path; // find segment var pos = data._length * ratio; var cap = seg.length - 2; var n = 0; while(pos > seg[n] && n < cap){ pos -= seg[n]; n+=2; } // find subline var sublines = seg[n+1]; var i = 0; cap = sublines.length-1; while(pos > sublines[i] && i < cap){ pos -= sublines[i]; i++; } var t = (i/++cap)+(pos/(cap*sublines[i])); // find x/y n = (n*2)+2; var inv = 1 - t; target.x = inv*inv * path[n-2] + 2 * inv * t * path[n+0] + t*t * path[n+2]; target.y = inv*inv * path[n-1] + 2 * inv * t * path[n+1] + t*t * path[n+3]; // orientation if(data.orient){ target.rotation = 57.2957795 * Math.atan2( (path[n+1]-path[n-1])*inv + (path[n+3]-path[n+1])*t, (path[n+0]-path[n-2])*inv + (path[n+2]-path[n+0])*t); } return target; }; createjs.MotionGuidePlugin = MotionGuidePlugin; }()); //############################################################################## // version.js //############################################################################## this.createjs = this.createjs || {}; (function() { "use strict"; /** * Static class holding library specific information such as the version and buildDate of * the library. * @class TweenJS **/ var s = createjs.TweenJS = createjs.TweenJS || {}; /** * The version string for this release. * @property version * @type String * @static **/ s.version = /*=version*/"0.6.2"; // injected by build process /** * The build date for this release in UTC format. * @property buildDate * @type String * @static **/ s.buildDate = /*=date*/"Thu, 26 Nov 2015 20:44:31 GMT"; // injected by build process })();