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231 lines (175 loc) · 4.45 KB
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var Class = require('../utils/Class');
var EventDispatcher = require('../events/EventDispatcher');
var TweenBuilder = require('./TweenBuilder');
var TweenManager = new Class({
initialize:
function TweenManager (state)
{
// The State the Tween Manager belongs to (tweens are State specific, not Game global)
this.state = state;
/**
* @property {EventDispatcher} events - Global / Global Game System Events
*/
this.events = new EventDispatcher(); // should use State event dispatcher?
// TODO:
// Add _pool array and make the queue re-use objects within it.
// Add a pool max size.
this._add = [];
this._pending = [];
this._active = [];
this._destroy = [];
this._toProcess = 0;
},
boot: function ()
{
// State is starting up
},
add: function (config)
{
var tween = TweenBuilder(this, config);
this._add.push(tween);
this._toProcess++;
return tween;
},
timeline: function ()
{
// return new Timeline(this);
},
// Add a 'to' GSAP equivalent?
exists: function (tween)
{
},
get: function (target)
{
},
begin: function ()
{
if (this._toProcess === 0)
{
// Quick bail
return;
}
var list = this._destroy;
var active = this._active;
var i;
var tween;
// Clear the 'destroy' list
for (i = 0; i < list.length; i++)
{
tween = list[i];
// Remove from the 'active' array
var idx = active.indexOf(tween);
if (idx !== -1)
{
active.splice(idx, 1);
}
}
list.length = 0;
// Process the addition list
// This stops callbacks and out of sync events from populating the active array mid-way during the update
list = this._add;
for (i = 0; i < list.length; i++)
{
tween = list[i];
// Return true if the Tween should be started right away, otherwise false
if (tween.init())
{
tween.play();
this._active.push(tween);
}
else
{
this._pending.push(tween);
}
}
list.length = 0;
this._toProcess = 0;
},
update: function (timestamp, delta)
{
// Process active tweens
var list = this._active;
var tween;
for (var i = 0; i < list.length; i++)
{
tween = list[i];
// If Tween.update returns 'true' then it means it has completed,
// so move it to the destroy list
if (tween.update(timestamp, delta))
{
this._destroy.push(tween);
this._toProcess++;
}
}
},
makeActive: function (tween)
{
var idx = this._pending.indexOf(tween);
if (idx !== -1)
{
this._pending.splice(idx, 1);
}
this._add.push(tween);
this._toProcess++;
},
globalTimeScale: function ()
{
},
getAllTweens: function ()
{
},
getTweensOf: function (target)
{
},
isTweening: function (target)
{
},
kill: function (vars, target)
{
},
killAll: function ()
{
},
killTweensOf: function (target)
{
},
pauseAll: function ()
{
},
resumeAll: function ()
{
},
delayedCall: function ()
{
},
/**
* Passes all Tweens to the given callback.
*
* @method each
* @param {function} callback - The function to call.
* @param {object} [thisArg] - Value to use as `this` when executing callback.
* @param {...*} [arguments] - Additional arguments that will be passed to the callback, after the child.
*/
each: function (callback, thisArg)
{
var args = [ null ];
for (var i = 1; i < arguments.length; i++)
{
args.push(arguments[i]);
}
for (var texture in this.list)
{
args[0] = this.list[texture];
callback.apply(thisArg, args);
}
},
// State that owns this manager is shutting down
shutdown: function ()
{
},
// Game level nuke
destroy: function ()
{
}
});
module.exports = TweenManager;