starling-framework
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A fast, productive library for 2D cross-platform development.
165 lines • 6.94 kB
TypeScript
import IAnimatable from "./IAnimatable";
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>
* * var 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 function 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.
*/
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>.
*
*/
add(object: IAnimatable): number;
addWithID(object: IAnimatable, objectID: number): number;
/**
* Determines if an object has been added to the juggler.
*/
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.
*
*/
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.
*
*/
removeByID(objectID: number): number;
/**
* Removes all tweens with a certain target.
*/
removeTweens(target: any): void;
/**
* Removes all delayed and repeated calls with a certain callback.
*/
removeDelayedCalls(callback: Function): void;
/**
* Figures out if the juggler contains one or more tweens with a certain target.
*/
containsTweens(target: any): boolean;
/**
* Figures out if the juggler contains one or more delayed calls with a certain callback.
*/
containsDelayedCalls(callback: Function): boolean;
/**
* Removes all objects at once.
*/
purge(): void;
/**
* Delays the execution of a function 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>.
*
*/
delayCall(call: Function, delay: number, args?: Array<any>): number;
/**
* Runs a function 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>.
*
*/
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 ID to 'Juggler.removeByID()'.</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>
*
*/
tween(target: any, time: number, properties: any): number;
/**
* Advances all objects by a certain time (in seconds).
*/
advanceTime(time: number): void;
/**
* The total life time of the juggler (in seconds).
*/
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
*/
get timeScale(): number;
set timeScale(value: number)
}
}
export default starling.animation.Juggler;