TweenData#delay

delay : number The amount to delay by until the Tween starts (in ms). Only applies to the start, use repeatDelay to handle repeats. Source code: tween/TweenData.js (Line 113)

Tween#yoyoDelay()

yoyoDelay(duration, index) → {Phaser.Tween} Sets the delay in milliseconds before this tween will run a yoyo (only applies if yoyo is enabled).The repeatDelay is invoked as soon as you call Tween.start. If the tween is already running this method doesn't do anything for the current active tween.If you have not yet called Tween.to or Tween.from at least once then this method will do nothing, as there are no tweens to set repeatDelay on.If you have child tweens and pass -1 as the index value it

Tween#yoyo()

yoyo(enable, yoyoDelay, index) → {Phaser.Tween} A Tween that has yoyo set to true will run through from its starting values to its end values and then play back in reverse from end to start.Used in combination with repeat you can create endless loops.If you have not yet called Tween.to or Tween.from at least once then this method will do nothing, as there are no tweens to yoyo.If you have child tweens and pass -1 as the index value it sets the yoyo property across all of them.If you wish to y

Tween#updateTweenData()

updateTweenData(property, value, index) → {Phaser.Tween} Updates either a single TweenData or all TweenData objects properties to the given value.Used internally by methods like Tween.delay, Tween.yoyo, etc. but can also be called directly if you know which property you want to tweak.The property is not checked, so if you pass an invalid one you'll generate a run-time error. Parameters Name Type Argument Default Description property string The property to update. value number | functi

Tween#update()

update(time) → {boolean} Core tween update function called by the TweenManager. Does not need to be invoked directly. Parameters Name Type Description time number A timestamp passed in by the TweenManager. Returns boolean - false if the tween and all child tweens have completed and should be deleted from the manager, otherwise true (still active). Source code: tween/Tween.js (Line 717)

Tween#Tween

new Tween(target, game, manager) A Tween allows you to alter one or more properties of a target object over a defined period of time.This can be used for things such as alpha fading Sprites, scaling them or motion.Use Tween.to or Tween.from to set-up the tween values. You can create multiple tweens on the same objectby calling Tween.to multiple times on the same Tween. Additional tweens specified in this way become "child" tweens andare played through in sequence. You can use Tween.timeScale

Tween#totalDuration

totalDuration : Phaser.TweenData Gets the total duration of this Tween, including all child tweens, in milliseconds. Source code: tween/Tween.js (Line 893)

Tween#to()

to(properties, duration, ease, autoStart, delay, repeat, yoyo) → {Phaser.Tween} Sets this tween to be a to tween on the properties given. A to tween starts at the current value and tweens to the destination value given.For example a Sprite with an x coordinate of 100 could be tweened to x 200 by giving a properties object of { x: 200 }.The ease function allows you define the rate of change. You can pass either a function such as Phaser.Easing.Circular.Out or a string such as "Circ".".easeIn",

Tween#timeScale

timeScale : number The speed at which the tweens will run. A value of 1 means it will match the game frame rate. 0.5 will run at half the frame rate. 2 at double the frame rate, etc.If a tweens duration is 1 second but timeScale is 0.5 then it will take 2 seconds to complete. Default Value 1 Source code: tween/Tween.js (Line 58)

Tween#timeline

timeline : Array An Array of TweenData objects that comprise the different parts of this Tween. Source code: tween/Tween.js (Line 40)