Create an empty juggler.
The total life time of the juggler (in seconds).
The actual vector that contains all objects that are currently being animated.
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
Adds an object to the juggler.
@return Unique numeric identifier for the animation. This identifier may be used
to remove the object via removeByID()
.
Advances all objects by a certain time (in seconds).
Determines if an object has been added to the juggler.
Figures out if the juggler contains one or more delayed calls with a certain callback.
Figures out if the juggler contains one or more tweens with a certain target.
Delays the execution of a until delay
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 removeByID()
.
Removes all objects at once.
Removes an object from the juggler.
@return The (now meaningless) unique numeric identifier for the animation, or zero if the object was not found.
Removes an object from the juggler, identified by the unique numeric identifier you received when adding it.
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 remove
method,
you might accidentally remove an object that has changed its context. By using
removeByID
instead, you can be sure to avoid that, since the objectID
will always be unique.
@return if successful, the passed objectID; if the object was not found, zero.
Removes all delayed and repeated calls with a certain callback.
Removes all tweens with a certain target.
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 removeByID()
.
Utilizes a tween to animate the target object over time
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.
Fill 'properties' with key-value pairs that describe both the tween and the animation target. Here is an example:
juggler.tween(object, 2.0, { transition: Transitions.EASE_IN_OUT, delay: 20, // -> tween.delay = 20 x: 50 // -> tween.animate("x", 50) });
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.
Note that some property types may be animated in a special way:
color
or Color
,
it will be treated as an unsigned integer with a color value
(e.g. 0xff0000
for red). Each color channel will be animated
individually.#rgb
to the name.#rad
, the property is treated as an angle in radians,
making sure it always uses the shortest possible arc for the rotation.#deg
does the same for angles in degrees.Generated using TypeDoc
The Juggler takes objects that implement IAnimatable (like Tweens) and executes them.
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.
There is a default juggler available at the Starling class:
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.
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.
@see Tween @see DelayedCall