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/*!
* 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:<OL>
* <LI> capture phase: starting from the top parent to the target</LI>
* <LI> at target phase: currently being dispatched from the target</LI>
* <LI> bubbling phase: from the target to the top parent</LI>
* </OL>
* @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;
/**
* <strong>REMOVED</strong>. 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.
*
* <h4>Example</h4>
* 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");
* }
*
* <b>Maintaining proper scope</b><br />
* 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.
*
* <b>Browser support</b>
* 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;
/**
* <strong>REMOVED</strong>. 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.
*
* <h4>Example</h4>
*
* 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`).
*
* <b>IMPORTANT:</b> 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.
*
* <h4>Example</h4>
*
* 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.
*
* <b>Important Note:</b> 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.
*
* <h4>Example</h4>
*
* 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; i<l; i++) {
if (arr[i] == listener) {
if (l==1) { delete(listeners[type]); } // allows for faster checks.
else { arr.splice(i,1); }
break;
}
}
};
/**
* A shortcut to the removeEventListener method, with the same parameters and return value. This is a companion to the
* .on method.
*
* <b>IMPORTANT:</b> 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.
*
* <h4>Example</h4>
*
* // 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.
*
* <h4>Example</h4>
*
* // 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; i<l && !eventObj.propagationStopped; i++) {
list[i]._dispatchEvent(eventObj, 3);
}
}
return !eventObj.defaultPrevented;
};
/**
* Indicates whether there is at least one listener for the specified event type.
* @method hasEventListener
* @param {String} type The string type of the event.
* @return {Boolean} Returns true if there is at least one listener for the specified event.
**/
p.hasEventListener = function(type) {
var listeners = this._listeners, captureListeners = this._captureListeners;
return !!((listeners && listeners[type]) || (captureListeners && captureListeners[type]));
};
/**
* Indicates whether there is at least one listener for the specified event type on this object or any of its
* ancestors (parent, parent's parent, etc). A return value of true indicates that if a bubbling event of the
* specified type is dispatched from this object, it will trigger at least one listener.
*
* This is similar to {{#crossLink "EventDispatcher/hasEventListener"}}{{/crossLink}}, but it searches the entire
* event flow for a listener, not just this object.
* @method willTrigger
* @param {String} type The string type of the event.
* @return {Boolean} Returns `true` if there is at least one listener for the specified event.
**/
p.willTrigger = function(type) {
var o = this;
while (o) {
if (o.hasEventListener(type)) { return true; }
o = o.parent;
}
return false;
};
/**
* @method toString
* @return {String} a string representation of the instance.
**/
p.toString = function() {
return "[EventDispatcher]";
};
// private methods:
/**
* @method _dispatchEvent
* @param {Object | String | Event} eventObj
* @param {Object} eventPhase
* @protected
**/
p._dispatchEvent = function(eventObj, eventPhase) {
var l, listeners = (eventPhase==1) ? this._captureListeners : this._listeners;
if (eventObj && listeners) {
var arr = listeners[eventObj.type];
if (!arr||!(l=arr.length)) { return; }
try { eventObj.currentTarget = this; } catch (e) {}
try { eventObj.eventPhase = eventPhase; } catch (e) {}
eventObj.removed = false;
arr = arr.slice(); // to avoid issues with items being removed or added during the dispatch
for (var i=0; i<l && !eventObj.immediatePropagationStopped; i++) {
var o = arr[i];
if (o.handleEvent) { o.handleEvent(eventObj); }
else { o(eventObj); }
if (eventObj.removed) {
this.off(eventObj.type, o, eventPhase==1);
eventObj.removed = false;
}
}
}
};
createjs.EventDispatcher = EventDispatcher;
}());
//##############################################################################
// Ticker.js
//##############################################################################
this.createjs = this.createjs||{};
(function() {
"use strict";
// constructor:
/**
* The Ticker provides a centralized tick or heartbeat broadcast at a set interval. Listeners can subscribe to the tick
* event to be notified when a set time interval has elapsed.
*
* Note that the interval that the tick event is called is a target interval, and may be broadcast at a slower interval
* when under high CPU load. The Ticker class uses a static interface (ex. `Ticker.framerate = 30;`) and
* can not be instantiated.
*
* <h4>Example</h4>
*
* 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}}.
*
* <h4>Example</h4>
*
* 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 <code>paused</code> 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.
*
* <h4>Example</h4>
*
* 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<ticks; i++) { ttl += times[i]; }
return ttl/ticks;
};
/**
* Returns the actual frames / ticks per second.
* @method getMeasuredFPS
* @static
* @param {Number} [ticks] The number of previous ticks over which to measure the actual frames / ticks per second.
* Defaults to the number of ticks per second.
* @return {Number} The actual frames / ticks per second. Depending on performance, this may differ
* from the target frames per second.
**/
Ticker.getMeasuredFPS = function(ticks) {
var times = Ticker._times;
if (!times || times.length < 2) { return -1; }
// by default, calculate fps for the past ~1 second:
ticks = Math.min(times.length-1, ticks||(Ticker.getFPS()|0));
return 1000/((times[0]-times[ticks])/ticks);
};
/**
* Use the {{#crossLink "Ticker/paused:property"}}{{/crossLink}} property instead.
* @method setPaused
* @static
* @param {Boolean} value
* @deprecated
**/
Ticker.setPaused = function(value) {
// TODO: deprecated.
Ticker.paused = value;
};
/**
* Use the {{#crossLink "Ticker/paused:property"}}{{/crossLink}} property instead.
* @method getPaused
* @static
* @return {Boolean}
* @deprecated
**/
Ticker.getPaused = function() {
// TODO: deprecated.
return Ticker.paused;
};
/**
* Returns the number of milliseconds that have elapsed since Ticker was initialized via {{#crossLink "Ticker/init"}}.
* Returns -1 if Ticker has not been initialized. For example, you could use
* this in a time synchronized animation to determine the exact amount of time that has elapsed.
* @method getTime
* @static
* @param {Boolean} [runTime=false] If true only time elapsed while Ticker was not paused will be returned.
* If false, the value returned will be total time elapsed since the first tick event listener was added.
* @return {Number} Number of milliseconds that have elapsed since Ticker was initialized or -1.
**/
Ticker.getTime = function(runTime) {
return Ticker._startTime ? Ticker._getTime() - (runTime ? Ticker._pausedTime : 0) : -1;
};
/**
* Similar to the {{#crossLink "Ticker/getTime"}}{{/crossLink}} method, but returns the time on the most recent {{#crossLink "Ticker/tick:event"}}{{/crossLink}}
* event object.
* @method getEventTime
* @static
* @param runTime {Boolean} [runTime=false] If true, the runTime property will be returned instead of time.
* @returns {number} The time or runTime property from the most recent tick event or -1.
*/
Ticker.getEventTime = function(runTime) {
return Ticker._startTime ? (Ticker._lastTime || Ticker._startTime) - (runTime ? Ticker._pausedTime : 0) : -1;
};
/**
* Returns the number of ticks that have been broadcast by Ticker.
* @method getTicks
* @static
* @param {Boolean} pauseable Indicates whether to include ticks that would have been broadcast
* while Ticker was paused. If true only tick events broadcast while Ticker is not paused will be returned.
* If false, tick events that would have been broadcast while Ticker was paused will be included in the return
* value. The default value is false.
* @return {Number} of ticks that have been broadcast.
**/
Ticker.getTicks = function(pauseable) {
return Ticker._ticks - (pauseable ? Ticker._pausedTicks : 0);
};
// private static methods:
/**
* @method _handleSynch
* @static
* @protected
**/
Ticker._handleSynch = function() {
Ticker._timerId = null;
Ticker._setupTick();
// run if enough time has elapsed, with a little bit of flexibility to be early:
if (Ticker._getTime() - Ticker._lastTime >= (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:
*
* <h4>Example</h4>
*
* 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:<UL>
* <LI> loop: sets the loop property on this tween.</LI>
* <LI> useTicks: uses ticks for all durations instead of milliseconds.</LI>
* <LI> ignoreGlobalPause: sets the {{#crossLink "Tween/ignoreGlobalPause:property"}}{{/crossLink}} property on this tween.</LI>
* <LI> override: if true, `Tween.removeTweens(target)` will be called to remove any other tweens with the same target.
* <LI> paused: indicates whether to start the tween paused.</LI>
* <LI> position: indicates the initial position for this tween.</LI>
* <LI> onChange: specifies a listener for the "change" event.</LI>
* </UL>
* @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 <code>Ticker.setPaused(true)</code>
* 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;
* <br/>
* Also, most plugins support a property to enable or disable them. This is typically the plugin class name followed by "_enabled".<br/>
* @example
* myTween.pluginData.PluginClassName_enabled = false;<br/>
* <br/>
* 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.
* <h4>Example</h4>
*
* 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:
* <UL>
* <LI> loop: sets the loop property on this tween.</LI>
* <LI> useTicks: uses ticks for all durations instead of milliseconds.</LI>
* <LI> ignoreGlobalPause: sets the {{#crossLink "Tween/ignoreGlobalPause:property"}}{{/crossLink}} property on
* this tween.</LI>
* <LI> override: if true, `createjs.Tween.removeTweens(target)` will be called to remove any other tweens with
* the same target.
* <LI> paused: indicates whether to start the tween paused.</LI>
* <LI> position: indicates the initial position for this tween.</LI>
* <LI> onChange: specifies a listener for the {{#crossLink "Tween/change:event"}}{{/crossLink}} event.</LI>
* </UL>
* @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; i<l; i++) {
var tween = tweens[i];
tween._paused = true;
tween.target&&(tween.target.tweenjs_count = 0);
}
tweens.length = 0;
};
/**
* Indicates whether there are any active tweens (and how many) on the target object (if specified) or in general.
* @method hasActiveTweens
* @param {Object} [target] The target to check for active tweens. If not specified, the return value will indicate
* if there are any active tweens on any target.
* @return {Boolean} If there are active tweens.
* @static
*/
Tween.hasActiveTweens = function(target) {
if (target) { return target.tweenjs_count != null && !!target.tweenjs_count; }
return Tween._tweens && !!Tween._tweens.length;
};
/**
* Installs a plugin, which can modify how certain properties are handled when tweened. See the {{#crossLink "CSSPlugin"}}{{/crossLink}}
* for an example of how to write TweenJS plugins.
* @method installPlugin
* @static
* @param {Object} plugin The plugin class to install
* @param {Array} properties An array of properties that the plugin will handle.
*/
Tween.installPlugin = function(plugin, properties) {
var priority = plugin.priority;
if (priority == null) { plugin.priority = priority = 0; }
for (var i=0,l=properties.length,p=Tween._plugins;i<l;i++) {
var n = properties[i];
if (!p[n]) { p[n] = [plugin]; }
else {
var arr = p[n];
for (var j=0,jl=arr.length;j<jl;j++) {
if (priority < arr[j].priority) { break; }
}
p[n].splice(j,0,plugin);
}
}
};
/**
* Registers or unregisters a tween with the ticking system.
* @method _register
* @param {Tween} tween The tween instance to register or unregister.
* @param {Boolean} value If `true`, the tween is registered. If `false` the tween is unregistered.
* @static
* @protected
*/
Tween._register = function(tween, value) {
var target = tween._target;
var tweens = Tween._tweens;
if (value && !tween._registered) {
// TODO: this approach might fail if a dev is using sealed objects in ES5
if (target) { target.tweenjs_count = target.tweenjs_count ? target.tweenjs_count+1 : 1; }
tweens.push(tween);
if (!Tween._inited && createjs.Ticker) { createjs.Ticker.addEventListener("tick", Tween); Tween._inited = true; }
} else if (!value && tween._registered) {
if (target) { target.tweenjs_count--; }
var i = tweens.length;
while (i--) {
if (tweens[i] == tween) {
tweens.splice(i, 1);
break;
}
}
}
tween._registered = value;
};
// events:
/**
* Called whenever the tween's position changes.
* @event change
* @since 0.4.0
**/
// public methods:
/**
* Queues a wait (essentially an empty tween).
* <h4>Example</h4>
*
* //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.
* <h4>Example</h4>
*
* 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.
* <h4>Example</h4>
*
* //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.
* <h4>Example</h4>
*
* 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.
* <h4>Example</h4>
*
* 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):
* <ul>
* <li>{{#crossLink "Tween/NONE:property"}}{{/crossLink}} (0) - run no actions.</li>
* <li>{{#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.</li>
* <li>{{#crossLink "Tween/REVERSE:property"}}{{/crossLink}} (2) - if new position is less than old, run all
* actions between them in reverse.</li>
* </ul>
* @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<l; i++) {
if (this._steps[i].t > 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<prevPos) {
if (prevPos != this.duration) { this._runActions(prevPos, this.duration); }
this._runActions(0, t, true);
} else {
this._runActions(prevPos, t);
}
}
if (end) { this.setPaused(true); }
this.dispatchEvent("change");
return end;
};
/**
* Advances this tween by the specified amount of time in milliseconds (or ticks if`useTicks` is `true`).
* This is normally called automatically by the Tween engine (via {{#crossLink "Tween/tick"}}{{/crossLink}}), 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) {
if (this._paused) { return; }
this.setPosition(this._prevPosition+delta);
};
/**
* Pauses or plays this tween.
* @method setPaused
* @param {Boolean} [value=true] Indicates whether the tween should be paused (`true`) or played (`false`).
* @return {Tween} This tween instance (for chaining calls)
*/
p.setPaused = function(value) {
if (this._paused === !!value) { return this; }
this._paused = !!value;
Tween._register(this, !value);
return this;
};
// tiny api (primarily for tool output):
p.w = p.wait;
p.t = p.to;
p.c = p.call;
p.s = p.set;
/**
* Returns a string representation of this object.
* @method toString
* @return {String} a string representation of the instance.
*/
p.toString = function() {
return "[Tween]";
};
/**
* @method clone
* @protected
*/
p.clone = function() {
throw("Tween can not be cloned.")
};
// private methods:
/**
* @method _updateTargetProps
* @param {Object} step
* @param {Number} ratio
* @protected
*/
p._updateTargetProps = function(step, ratio) {
var p0,p1,v,v0,v1,arr;
if (!step && ratio == 1) {
// GDS: when does this run? Just at the very end? Shouldn't.
this.passive = false;
p0 = p1 = this._curQueueProps;
} else {
this.passive = !!step.v;
if (this.passive) { return; } // don't update props.
// apply ease to ratio.
if (step.e) { ratio = step.e(ratio,0,1,1); }
p0 = step.p0;
p1 = step.p1;
}
for (var n in this._initQueueProps) {
if ((v0 = p0[n]) == null) { p0[n] = v0 = this._initQueueProps[n]; }
if ((v1 = p1[n]) == null) { p1[n] = v1 = v0; }
if (v0 == v1 || ratio == 0 || ratio == 1 || (typeof(v0) != "number")) {
// no interpolation - either at start, end, values don't change, or the value is non-numeric.
v = ratio == 1 ? v1 : v0;
} else {
v = v0+(v1-v0)*ratio;
}
var ignore = false;
if (arr = Tween._plugins[n]) {
for (var i=0,l=arr.length;i<l;i++) {
var v2 = arr[i].tween(this, n, v, p0, p1, ratio, !!step&&p0==p1, !step);
if (v2 == Tween.IGNORE) { ignore = true; }
else { v = v2; }
}
}
if (!ignore) { this._target[n] = v; }
}
};
/**
* @method _runActions
* @param {Number} startPos
* @param {Number} endPos
* @param {Boolean} includeStart
* @protected
*/
p._runActions = function(startPos, endPos, includeStart) {
var sPos = startPos;
var ePos = endPos;
var i = -1;
var j = this._actions.length;
var k = 1;
if (startPos > 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<l;i++) {
oldValue = arr[i].init(this, n, oldValue);
}
}
this._initQueueProps[n] = this._curQueueProps[n] = (oldValue===undefined) ? null : oldValue;
} else {
oldValue = this._curQueueProps[n];
}
}
for (var n in o) {
oldValue = this._curQueueProps[n];
if (arr = Tween._plugins[n]) {
injectProps = injectProps||{};
for (i=0, l=arr.length;i<l;i++) {
// TODO: remove the check for .step in the next version. It's here for backwards compatibility.
if (arr[i].step) { arr[i].step(this, n, oldValue, o[n], injectProps); }
}
}
this._curQueueProps[n] = o[n];
}
if (injectProps) { this._appendQueueProps(injectProps); }
return this._curQueueProps;
};
/**
* @method _cloneProps
* @param {Object} props
* @protected
*/
p._cloneProps = function(props) {
var o = {};
for (var n in props) {
o[n] = props[n];
}
return o;
};
/**
* @method _addStep
* @param {Object} o
* @protected
*/
p._addStep = function(o) {
if (o.d > 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:<UL>
* <LI> loop: sets the loop property on this tween.</LI>
* <LI> useTicks: uses ticks for all durations instead of milliseconds.</LI>
* <LI> ignoreGlobalPause: sets the ignoreGlobalPause property on this tween.</LI>
* <LI> paused: indicates whether to start the tween paused.</LI>
* <LI> position: indicates the initial position for this timeline.</LI>
* <LI> onChange: specifies a listener to add for the {{#crossLink "Timeline/change:event"}}{{/crossLink}} event.</LI>
* </UL>
* @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<l; i++) { this.addTween(arguments[i]); }
return arguments[0];
} else if (l == 0) { return null; }
this.removeTween(tween);
this._tweens.push(tween);
tween.setPaused(true);
tween._paused = false;
tween._useTicks = this._useTicks;
if (tween.duration > 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<l; i++) { good = good && this.removeTween(arguments[i]); }
return good;
} else if (l == 0) { return false; }
var tweens = this._tweens;
var i = tweens.length;
while (i--) {
if (tweens[i] == tween) {
tweens.splice(i, 1);
if (tween.duration >= 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<l; i++) { if (position < list[i].position) { break; } }
list.splice(i, 0, {label:label, position:position});
}
};
/**
* Defines labels for use with gotoAndPlay/Stop. Overwrites any previously set labels.
* @method setLabels
* @param {Object} o An object defining labels for using {{#crossLink "Timeline/gotoAndPlay"}}{{/crossLink}}/{{#crossLink "Timeline/gotoAndStop"}}{{/crossLink}}
* in the form `{labelName:time}` where time is in milliseconds (or ticks if `useTicks` is `true`).
**/
p.setLabels = function(o) {
this._labels = o ? o : {};
};
/**
* Returns a sorted list of the labels defined on this timeline.
* @method getLabels
* @return {Array[Object]} A sorted array of objects with label and position properties.
**/
p.getLabels = function() {
var list = this._labelList;
if (!list) {
list = this._labelList = [];
var labels = this._labels;
for (var n in labels) {
list.push({label:n, position:labels[n]});
}
list.sort(function (a,b) { return a.position- b.position; });
}
return list;
};
/**
* Returns the name of the label on or immediately before the current position. For example, given a timeline with
* two labels, "first" on frame index 4, and "second" on frame 8, getCurrentLabel would return:
* <UL>
* <LI>null if the current position is 2.</LI>
* <LI>"first" if the current position is 4.</LI>
* <LI>"first" if the current position is 7.</LI>
* <LI>"second" if the current position is 15.</LI>
* </UL>
* @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<l; i++) { if (pos < labels[i].position) { break; } }
return (i==0) ? null : labels[i-1].label;
}
return null;
};
/**
* Unpauses this timeline and jumps to the specified position or label.
* @method gotoAndPlay
* @param {String|Number} positionOrLabel The position in milliseconds (or ticks if `useTicks` is `true`)
* or label to jump to.
**/
p.gotoAndPlay = function(positionOrLabel) {
this.setPaused(false);
this._goto(positionOrLabel);
};
/**
* Pauses this timeline and jumps to the specified position or label.
* @method gotoAndStop
* @param {String|Number} positionOrLabel The position in milliseconds (or ticks if `useTicks` is `true`) or label
* to jump to.
**/
p.gotoAndStop = function(positionOrLabel) {
this.setPaused(true);
this._goto(positionOrLabel);
};
/**
* Advances the timeline to the specified position.
* @method setPosition
* @param {Number} value The position to seek to in milliseconds (or ticks if `useTicks` is `true`).
* @param {Number} [actionsMode] parameter specifying how actions are handled. See the Tween {{#crossLink "Tween/setPosition"}}{{/crossLink}}
* method for more details.
* @return {Boolean} Returns `true` if the timeline is complete (ie. the full timeline has run & {{#crossLink "Timeline/loop:property"}}{{/crossLink}}
* is `false`).
**/
p.setPosition = function(value, actionsMode) {
var t = this._calcPosition(value);
var end = !this.loop && value >= 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<l; i++) {
this._tweens[i].setPosition(t, actionsMode);
if (t != this._prevPos) { return false; } // an action changed this timeline's position.
}
if (end) { this.setPaused(true); }
this.dispatchEvent("change");
return end;
};
/**
* Pauses or plays this timeline.
* @method setPaused
* @param {Boolean} value Indicates whether the tween should be paused (`true`) or played (`false`).
**/
p.setPaused = function(value) {
this._paused = !!value;
createjs.Tween._register(this, !value);
};
/**
* Recalculates the duration of the timeline. The duration is automatically updated when tweens are added or removed,
* but this method is useful if you modify a tween after it was added to the timeline.
* @method updateDuration
**/
p.updateDuration = function() {
this.duration = 0;
for (var i=0,l=this._tweens.length; i<l; i++) {
var tween = this._tweens[i];
if (tween.duration > 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 <a href="http://www.createjs.com/Demos/TweenJS/Tween_SparkTable">spark table demo</a> for an
* overview of the different ease types on <a href="http://tweenjs.com">TweenJS.com</a>.
*
* <em>Equations derived from work by Robert Penner.</em>
* @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();
*
* <h4>Example</h4>
*
* // 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:<UL>
* <LI> path: Required, Array : The x/y points used to draw the path with a moveTo and 1 to n curveTo calls.</LI>
* <LI> start: Optional, 0-1 : Initial position, default 0 except for when continuing along the same path.</LI>
* <LI> end: Optional, 0-1 : Final position, default 1 if not specified.</LI>
* <LI> orient: Optional, string : "fixed"/"auto"/"cw"/"ccw"<UL>
* <LI>"fixed" forces the object to face down the path all movement (relative to start rotation),</LI>
* <LI>"auto" rotates the object along the path relative to the line.</LI>
* <LI>"cw"/"ccw" force clockwise or counter clockwise rotations including flash like behaviour</LI>
* </UL></LI>
* </UL>
* 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<l; i+=4){
var sx = path[i-2], sy = path[i-1];
var cx = path[i+0], cy = path[i+1];
var ex = path[i+2], ey = path[i+3];
var oldX = sx, oldY = sy;
var tempX, tempY, total = 0;
var sublines = [];
for(var j=1; j<=accuracy; j++){
var t = j/accuracy;
var inv = 1 - t;
tempX = inv*inv * sx + 2 * inv * t * cx + t*t * ex;
tempY = inv*inv * sy + 2 * inv * t * cy + t*t * ey;
total += sublines[sublines.push(Math.sqrt((temp=tempX-oldX)*temp + (temp=tempY-oldY)*temp))-1];
oldX = tempX;
oldY = tempY;
}
data._segments.push(total);
data._segments.push(sublines);
data._length += total;
}
} else {
throw("invalid 'path' data, please see documentation for valid paths");
}
// Setup x/y tweens
temp = data.orient;
data.orient = true;
var o = {};
MotionGuidePlugin.calc(data, data.start, o);
tween.__rotPathS = Number(o.rotation.toFixed(5));
MotionGuidePlugin.calc(data, data.end, o);
tween.__rotPathE = Number(o.rotation.toFixed(5));
data.orient = false; //here and now we don't know if we need to
MotionGuidePlugin.calc(data, data.end, injectProps);
data.orient = temp;
// Setup rotation properties
if(!data.orient){ return endValue; }
tween.__guideData = data;
MotionGuidePlugin.testRotData(tween, injectProps);
return endValue;
};
/**
* @method testRotData
* @protected
* @static
**/
MotionGuidePlugin.testRotData = function(tween, injectProps){
// no rotation informat? if we need it come back, if we don't use 0 & ensure we have guide data
if(tween.__rotGlobalS === undefined || tween.__rotGlobalE === undefined){
if(tween.__needsRot){ return; }
if(tween._curQueueProps.rotation !== undefined){
tween.__rotGlobalS = tween.__rotGlobalE = tween._curQueueProps.rotation;
} else {
tween.__rotGlobalS = tween.__rotGlobalE = injectProps.rotation = tween.target.rotation || 0;
}
}
if(tween.__guideData === undefined){ return; }
// Process rotation properties
var data = tween.__guideData;
var rotGlobalD = tween.__rotGlobalE - tween.__rotGlobalS;
var rotPathD = tween.__rotPathE - tween.__rotPathS;
var rot = rotGlobalD - rotPathD;
if(data.orient == "auto"){
if(rot > 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
})();