Class: Tween

.tween~ Tween

Tween class

new Tween(target, manager, config)

Name Type Description
target *

Target object to tween

manager PIXI.tween.TweenManager optional

Tween manager to handle this tween

config PIXI.tween.Tween#tweenConfig optional

object to configure the tween

Members

readonlyactiveboolean

True if the tween is running

delaynumber

Set a delay time in milliseconds before the tween starts

Either an easing function from PIXI.tween.Easing or a custom easing

readonlyelapsedTimenumber

How much time has passed on an active tween

readonlyisEndedboolean

True if a tween has ended running

readonlyisStartedboolean

True if the tween has started running

loopboolean

Set true if you want to loop this tween forever

Set an instance of TweenPath to animate an object along the path

pathReverseboolean

Set true to reverse the direction along the path

pingPongboolean

Set true to repeat the tween from the end point back to the start point

readonlyprogressnumber

0-1 decimal value representing proportion of completion

repeatnumber

Times to repeat this tween

speednumber

The speed that the tween will play at. 0 effectively pauses it, 1 is normal speed

timenumber

How long to animate this tween over

Methods

Chain another tween to play after this tween has ended

Name Type Description
tween PIXI.tween.Tween

Tween to chain

Returns:
Type Description
PIXI.tween.Tween
  • This tween instance

Clears all class data, meaning that the tween will now do nothing if start is called

Returns:
Type Description
PIXI.tween.Tween
  • This tween instance

Configures the tween via a config object

Name Type Description
config PIXI.tween.Tween#tweenConfig

object to configure the tween

Returns:
Type Description
PIXI.tween.Tween
  • This tween instance

Set the start point data for the tween.
If nothing is set, data is reset so that starting the tween will use the objects current state as the start point

Name Type Description
data Object optional

Object containing start point data for the tween

Returns:
Type Description
PIXI.tween.Tween
  • This tween instance
Example
tween.from({ x:50, y:50 });

Remove the tween from the manager if it has one

Returns:
Type Description
PIXI.tween.Tween
  • This tween instance

Resets the tween to it's default state, but keeping any to and from data, so start can be called to replay the tween

Returns:
Type Description
PIXI.tween.Tween
  • This tween instance

Starts the tween

Name Type Description
resolve Promise

Promise to resolve when the tween has ended

Returns:
Type Description
PIXI.tween.Tween
  • This tween instance

startPromise(){Promise}

Starts the tween, whilst returning a new promise

Returns:
Type Description
Promise
  • Promsie that will resolve when the tween has finished

Stop the tweens progress

Name Type Default Description
end boolean false optional

Force end to be called

Fires:
Returns:
Type Description
PIXI.tween.Tween
  • This tween instance

Set the end data for the tween

Name Type Description
data Object

Object containing end point data for the tween

Returns:
Type Description
PIXI.tween.Tween
  • This tween instance
Example
tween.to({ x:100, y:100 });

update(deltaMS)

Updating of the tween; usually automatically called by its manager

Name Type Description
deltaMS number

Time elapsed in milliseconds from last update to this update.

Fires:

Type Definitions

tweenConfigObject

Quickly configure a tween via an object / json

Properties:
Name Type Argument Description
from Object <optional>
to Object <optional>
delay number <optional>
easing function | string <optional>
loop boolean <optional>
path Object <optional>
pathReverse boolean <optional>
pingPong boolean <optional>
repeat number <optional>
time number <optional>
speed number <optional>
on Object <optional>
Properties
Name Type Argument Description
end function <optional>
pingpong function <optional>
repeat function <optional>
start function <optional>
stop function <optional>
update function <optional>

Events

Fired when the tween is over. If the .loop option it's true, this event never will be fired.
If the tween has an .repeat number, this event will be fired just when all the repeats are done.

pingpong

If the pingPong option it's true, this events will be fired when the tweens returns back.

repeat

Fired at every repeat cycle, if your tween has .repeat=5 this events will be fired 5 times.

Name Type Description
repeat number

Number of times this tween has repeated

start

Fired when the tween starts. If the tween has a delay, this event fires when the delay time is ended.

Fired only when it's used the .stop() method. It's useful to know when a timer is cancelled.

update

Fired at each frame

Name Type Description
progress number

0-1 decimal value representing proportion of completion.

elapsedTime number

How much time in ms that has passed since the tween started.