starling-framework
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A fast, productive library for 2D cross-platform development.
159 lines (140 loc) • 6.77 kB
TypeScript
import IAnimatable from "./IAnimatable";
import Vector from "openfl/Vector";
declare namespace starling.animation
{
/** The Juggler takes objects that implement IAnimatable (like Tweens) and executes them.
*
* <p>A juggler is a simple object. It does no more than saving a list of objects implementing
* "IAnimatable" and advancing their time if it is told to do so (by calling its own
* "advanceTime"-method). When an animation is completed, it throws it away.</p>
*
* <p>There is a default juggler available at the Starling class:</p>
*
* <pre>
* juggler:Juggler = Starling.juggler;
* </pre>
*
* <p>You can create juggler objects yourself, just as well. That way, you can group
* your game into logical components that handle their animations independently. All you have
* to do is call the "advanceTime" method on your custom juggler once per frame.</p>
*
* <p>Another handy feature of the juggler is the "delayCall"-method. Use it to
* execute a at a later time. Different to conventional approaches, the method
* will only be called when the juggler is advanced, giving you perfect control over the
* call.</p>
*
* <pre>
* juggler.delayCall(object.removeFromParent, 1.0);
* juggler.delayCall(object.addChild, 2.0, theChild);
* juggler.delayCall(function():void { rotation += 0.1; }, 3.0);
* </pre>
*
* @see Tween
* @see DelayedCall
*/
export class Juggler implements IAnimatable
{
/** Create an empty juggler. */
public constructor();
/** Adds an object to the juggler.
*
* @return Unique numeric identifier for the animation. This identifier may be used
* to remove the object via <code>removeByID()</code>.
*/
public add(object:IAnimatable):number;
public addWithID(object:IAnimatable, objectID:number):number;
/** Determines if an object has been added to the juggler. */
public contains(object:IAnimatable):boolean;
/** Removes an object from the juggler.
*
* @return The (now meaningless) unique numeric identifier for the animation, or zero
* if the object was not found.
*/
public remove(object:IAnimatable):number;
/** Removes an object from the juggler, identified by the unique numeric identifier you
* received when adding it.
*
* <p>It's not uncommon that an animatable object is added to a juggler repeatedly,
* e.g. when using an object-pool. Thus, when using the <code>remove</code> method,
* you might accidentally remove an object that has changed its context. By using
* <code>removeByID</code> instead, you can be sure to avoid that, since the objectID
* will always be unique.</p>
*
* @return if successful, the passed objectID; if the object was not found, zero.
*/
public removeByID(objectID:number):number;
/** Removes all tweens with a certain target. */
public removeTweens(target:any):void;
/** Removes all delayed and repeated calls with a certain callback. */
public removeDelayedCalls(callback:Function):void;
/** Figures out if the juggler contains one or more tweens with a certain target. */
public containsTweens(target:any):boolean;
/** Figures out if the juggler contains one or more delayed calls with a certain callback. */
public containsDelayedCalls(callback:Function):boolean;
/** Removes all objects at once. */
public purge():void;
/** Delays the execution of a until <code>delay</code> seconds have passed.
* This method provides a convenient alternative for creating and adding a DelayedCall
* manually.
*
* @return Unique numeric identifier for the delayed call. This identifier may be used
* to remove the object via <code>removeByID()</code>.
*/
public delayCall(call:Function, delay:number, args?:Array<any>):number;
/** Runs a at a specified interval (in seconds). A 'repeatCount' of zero
* means that it runs indefinitely.
*
* @return Unique numeric identifier for the delayed call. This identifier may be used
* to remove the object via <code>removeByID()</code>.
*/
public repeatCall(call:Function, interval:number, repeatCount?:number, args?:Array<any>):number;
/** Utilizes a tween to animate the target object over <code>time</code> seconds. Internally,
* this method uses a tween instance (taken from an object pool) that is added to the
* juggler right away. This method provides a convenient alternative for creating
* and adding a tween manually.
*
* <p>Fill 'properties' with key-value pairs that describe both the
* tween and the animation target. Here is an example:</p>
*
* <pre>
* juggler.tween(object, 2.0, {
* transition: Transitions.EASE_IN_OUT,
* delay: 20, // -> tween.delay = 20
* x: 50 // -> tween.animate("x", 50)
* });
* </pre>
*
* <p>To cancel the tween, call 'Juggler.removeTweens' with the same target, or pass
* the returned 'IAnimatable' instance to 'Juggler.remove()'. Do not use the returned
* IAnimatable otherwise; it is taken from a pool and will be reused.</p>
*
* <p>Note that some property types may be animated in a special way:</p>
* <ul>
* <li>If the property contains the string <code>color</code> or <code>Color</code>,
* it will be treated as an unsigned integer with a color value
* (e.g. <code>0xff0000</code> for red). Each color channel will be animated
* individually.</li>
* <li>The same happens if you append the string <code>#rgb</code> to the name.</li>
* <li>If you append <code>#rad</code>, the property is treated as an angle in radians,
* making sure it always uses the shortest possible arc for the rotation.</li>
* <li>The string <code>#deg</code> does the same for angles in degrees.</li>
* </ul>
*/
public tween(target:any, time:number, properties:any):number;
/** Advances all objects by a certain time (in seconds). */
public advanceTime(time:number):void;
/** The total life time of the juggler (in seconds). */
public readonly elapsedTime:number;
protected get_elapsedTime():number;
/** The scale at which the time is passing. This can be used for slow motion or time laps
* effects. Values below '1' will make all animations run slower, values above '1' faster.
* @default 1.0 */
public timeScale:number;
protected get_timeScale():number;
protected set_timeScale(value:number):number;
/** The actual vector that contains all objects that are currently being animated. */
protected readonly objects:Vector<IAnimatable>;
protected get_objects():Vector<IAnimatable>;
}
}
export default starling.animation.Juggler;