Tween#from()

from(properties, duration, ease, autoStart, delay, repeat, yoyo) → {Phaser.Tween} Sets this tween to be a from tween on the properties given. A from tween sets the target to the destination value and tweens to its current value.For example a Sprite with an x coordinate of 100 tweened from x 500 would be set to x 500 and then tweened to x 100 by giving a properties object of { x: 500 }.The ease function allows you define the rate of change. You can pass either a function such as Phaser.Easing.

Tween#game

game : Phaser.Game A reference to the currently running Game. Source code: tween/Tween.js (Line 25)

Tween#generateData()

generateData(frameRate, data) → {array} This will generate an array populated with the tweened object values from start to end.It works by running the tween simulation at the given frame rate based on the values set-up in Tween.to and Tween.from.It ignores delay and repeat counts and any chained tweens, but does include child tweens.Just one play through of the tween data is returned, including yoyo if set. Parameters Name Type Argument Default Description frameRate number <optional>

Tween#interpolation()

interpolation(interpolation, context, index) → {Phaser.Tween} Sets the interpolation function the tween will use. By default it uses Phaser.Math.linearInterpolation.Also available: Phaser.Math.bezierInterpolation and Phaser.Math.catmullRomInterpolation.The interpolation function is only used if the target properties is an array.If you have child tweens and pass -1 as the index value and it will set the interpolation function across all of them. Parameters Name Type Argument Default Descripti

Tween#isPaused

isPaused : boolean Is this Tween paused or not? Source code: tween/Tween.js (Line 136)

Tween#isRunning

isRunning : boolean If the tween is running this is set to true, otherwise false. Tweens that are in a delayed state or waiting to start are considered as being running. Source code: tween/Tween.js (Line 113)

Tween#loop()

loop(value) → {Phaser.Tween} Enables the looping of this tween. The tween will loop forever, and onComplete will never fire. If value is true then this is the same as setting Tween.repeatAll(-1).If value is false it is the same as setting Tween.repeatAll(0) and will reset the repeatCounter to zero. Usage:game.add.tween(p).to({ x: 700 }, 1000, Phaser.Easing.Linear.None, true).to({ y: 300 }, 1000, Phaser.Easing.Linear.None).to({ x: 0 }, 1000, Phaser.Easing.Linear.None).to({ y: 0 }, 1000, Phaser

Tween#manager

manager : Phaser.TweenManager Reference to the TweenManager responsible for updating this Tween. Source code: tween/Tween.js (Line 35)

Tween#onChildComplete

onChildComplete : Phaser.Signal The onChildComplete event is fired when the Tween or any of its children completes.Fires every time a child completes unless a child is set to repeat forever.It will be sent 2 parameters: the target object and this tween. Source code: tween/Tween.js (Line 100)

Tween#onComplete

onComplete : Phaser.Signal The onComplete event is fired when the Tween and all of its children completes. Does not fire if the Tween is set to loop or repeatAll(-1).It will be sent 2 parameters: the target object and this tween. Source code: tween/Tween.js (Line 107)