/** * Copyright (c) 2007 Moses Gunesch * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ package org.goasap.items { import org.goasap.GoEngine; import org.goasap.PlayableBase; import org.goasap.interfaces.IUpdatable; /** * Abstract base animation class for other base classes like LinearGo and PhysicsGo. * *
This class extends PlayableBase to add features common to any animation item, * either linear or physics (LinearGo and PhysicsGo both extend this class). * Animation items add themselves to GoEngine to run on a pulse, so the IUpdatable * interface is implemented here, although update() needs to be subclassed.
* *Animation items should individually implement the standard useRounding
* and useRelative options. Three user-accessible class default settings
* are provided for those and pulseInterval, while play-state constants
* live in the superclass PlayableBase.
pulseInterval.
*
* GoEngine.ENTER_FRAME seems to run the smoothest in real-world contexts. * The open-source TweenBencher utility shows that timer-based framerates like * 33 milliseconds can perform best for thousands of simultaneous animations, * but in practical contexts timer-based animations tend to stutter.
* * @default GoEngine.ENTER_FRAME * @see #pulseInterval */ public static var defaultPulseInterval : Number = GoEngine.ENTER_FRAME; /** * Class default for the instance propertyuseRounding.
* @default false
* @see #useRounding
*/
public static var defaultUseRounding : Boolean = false;
/**
* Class default for the instance property useRelative.
* @default false
* @see #useRelative
*/
public static var defaultUseRelative : Boolean = false;
/**
* Alters the play speed for instances of any subclass that factors
* this value into its calculations, such as LinearGo.
*
* A setting of 2 should result in half-speed animations, while a setting * of .5 should double animation speed. Note that changing this property at * runtime does not usually affect already-playing items.
* *This property is a Go convention, and all subclasses of GoItem (on the * LinearGo base class level, but not on the item level extending LinearGo) * need to implement it individually.
* @default 1 */ public static var timeMultiplier : Number = 1; // -== Public Properties ==- /** * Required by IUpdatable: Defines the pulse on whichupdate is called.
*
*
* Can be a number of milliseconds for Timer-based updates or
* GoEngine.ENTER_FRAME (-1) for updates synced to the
* Flash Player's framerate. If not set manually, the class
* default defaultPulseInterval is adopted.
*
The correctValue method fixes NaN's as 0 and applies Math.round if useRounding is active.
* * @see correctValue() * @see LinearGo#onUpdate() */ public var useRounding : Boolean = defaultUseRounding; /** * CONVENTION ALERT: This property is considered a Go convention, and subclasses must implement * it individually. Indicates that values should be treated as relative instead of absolute. * *When true, user-set values should be calculated as
* relative to their existing value ("from" vs. "to"), when possible.
* See an example in the documentation for LinearGo.start.
*
* Items that handle more than one property at once, such as a bezier * curve, might want to implement a useRelative option for each property * instead of using this overall item property, which is included here * to define a convention for standard single-property items. *
* * @see #defaultUseRelative */ public var useRelative : Boolean = defaultUseRelative; // -== Protected Properties ==- /** * @private */ protected var _pulse : int = defaultPulseInterval; // -== Public Methods ==- /** * Constructor. */ public function GoItem() { super(); } /** * IMPORTANT: Subclasses need to implement this functionality * individually. When updating animation targets, always call *correctValue on results first. This corrects any
* NaN's to 0 and applies Math.round if useRounding
* is active.
*
* For example, a LinearGo onUpdate method might contain:
* target[ prop ] = correctValue(start + (change * _position)); ** * @see #useRounding * @see #defaultUseRounding */ public function correctValue(value:Number):Number { if (isNaN(value)) return 0; if (useRounding) // thanks John Grden return value = ((value%1==0) ? value : ((value%1>=.5) ? int(value)+1 : int(value))); return value; } /** * Required by IUpdatable: Perform updates on a pulse. * *
The currentTime parameter enables tight visual syncing of groups of items. * To ensure the tightest possible synchronization, do not set any internal start-time * vars in the item until the first update() call is received, then set to the currentTime * provided by GoEngine. This ensures that groups of items added in a for-loop all have the * exact same start times, which may otherwise differ by a few milliseconds.
* * @param currentTime A clock time that should be used instead of getTimer * to store any start-time vars on the first update call * and for performing update calculations. The value is usually * no more than a few milliseconds different than getTimer, * but using it tightly syncs item groups visually. */ public function update(currentTime : Number) : void { // override this method. } } }