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Diff Revisions 1085 vs 1086 for /s2s/data/B37D8739K845BA40B2S8C10EB3F28C88E66B.json

Diff revisions: vs.
  @@ -6,10 +6,10 @@
6 6 "name": "Component_Animator",
7 7 "type": "game_script",
8 8 "order": 13,
9 - "content": "# ===================================================================\n#\n# Script: Component_Animator\n#\n# $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_Animator extends gs.Component\n ###*\n * An animator-component allows to execute different kind of animations \n * on a game object. The animations are using the game object's \n * dstRect & offset-property to execute.\n *\n * @module gs\n * @class Component_Animator\n * @extends gs.Component\n * @memberof gs\n * @constructor\n ###\n constructor: ->\n super\n \n @moveAnimation = new gs.Component_MoveAnimation()\n @pathAnimation = new gs.Component_PathAnimation()\n @zoomAnimation = new gs.Component_ZoomAnimation()\n @blendAnimation = new gs.Component_BlendAnimation()\n @blurAnimation = new gs.Component_BlurAnimation()\n @pixelateAnimation = new gs.Component_PixelateAnimation()\n @wobbleAnimation = new gs.Component_WobbleAnimation()\n @colorAnimation = new gs.Component_ColorAnimation()\n @imageAnimation = new gs.Component_ImageAnimation()\n @frameAnimation = new gs.Component_FrameAnimation()\n @fieldAnimation = new gs.Component_FieldAnimation()\n @shakeAnimation = new gs.Component_ShakeAnimation()\n @tintAnimation = new gs.Component_TintAnimation()\n @rotateAnimation = new gs.Component_RotateAnimation()\n @maskAnimation = new gs.Component_MaskAnimation()\n @l2dAnimation = new gs.Component_Live2DAnimation()\n \n ###*\n * Standard Callback Routine\n * @property callback\n * @type function\n * @private\n ###\n @callback = (object, animation) -> object.removeComponent(animation)\n \n @onBlendFinish = (object, animation, callback) -> \n object.removeComponent(animation)\n callback?(object)\n \n \n ###*\n * Updates the animator.\n *\n * @method update\n ###\n update: ->\n super\n \n if @object.mask?.source?.videoElement?\n @object.mask.source.update()\n \n ###*\n * Moves the game object with a specified speed.\n *\n * @method move\n * @param {number} speedX The speed on x-axis in pixels per frame.\n * @param {number} speedY The speed on y-axis in pixels per frame.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type used for the animation.\n ###\n move: (speedX, speedY, duration, easingType) ->\n @object.addComponent(@moveAnimation)\n @moveAnimation.move(speedX, speedY, duration, easingType, @callback)\n \n return @moveAnimation\n \n ###*\n * Moves the game object to a specified position.\n *\n * @method moveTo\n * @param {number} x The x-coordinate of the position.\n * @param {number} y The y-coordinate of the position.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n moveTo: (x, y, duration, easingType) ->\n @object.addComponent(@moveAnimation)\n @moveAnimation.moveTo(x, y, duration, easingType, @callback)\n \n return @moveAnimation\n \n ###*\n * Moves the game object along a path.\n *\n * @method movePath\n * @param {Object} path The path to follow.\n * @param {gs.AnimationLoopType} loopType The loop-Type.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {Object[]} effects Optional array of effects executed during the path-movement like playing a sound.\n ### \n movePath: (path, loopType, duration, easingType, effects) ->\n c = @object.findComponent(\"Component_PathAnimation\")\n \n if c?\n c.loopType = loopType\n else\n @object.addComponent(@pathAnimation)\n @pathAnimation.start(path, loopType, duration, easingType, effects, @callback)\n \n return @pathAnimation\n \n ###*\n * Scrolls the game object with a specified speed.\n *\n * @method scroll\n * @param {number} speedX The speed on x-axis in pixels per frame.\n * @param {number} speedY The speed on y-axis in pixels per frame.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type used for the animation.\n ###\n scroll: (speedX, speedY, duration, easingType) ->\n @object.addComponent(@moveAnimation)\n @moveAnimation.scroll(speedX, speedY, duration, easingType, @callback)\n \n return @moveAnimation\n \n ###*\n * Scrolls the game object to a specified position.\n *\n * @method scrollTo\n * @param {number} x The x-coordinate of the position.\n * @param {number} y The y-coordinate of the position.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n scrollTo: (x, y, duration, easingType) ->\n @object.addComponent(@moveAnimation)\n @moveAnimation.scrollTo(x, y, duration, easingType, @callback)\n \n return @moveAnimation\n \n ###*\n * Scrolls the game object along a path.\n *\n * @method scrollPath\n * @param {Object} path The path to follow.\n * @param {gs.AnimationLoopType} loopType The loop-Type.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n scrollPath: (path, loopType, duration, easingType) ->\n @object.addComponent(@pathAnimation)\n @pathAnimation.scroll(path, loopType, duration, easingType, @callback)\n \n return @pathAnimation\n \n \n ###*\n * Zooms a game object to specified size.\n *\n * @method zoomTo\n * @param {number} x The x-axis zoom-factor.\n * @param {number} y The y-axis zoom-factor.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n zoomTo: (x, y, duration, easingType) ->\n @object.addComponent(@zoomAnimation)\n @zoomAnimation.start(x, y, duration, easingType, @callback)\n \n return @zoomAnimation\n \n \n ###*\n * Blends a game object to specified opacity.\n *\n * @method blendTo\n * @param {number} opacity The target opacity.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback called if blending is finished. \n ### \n blendTo: (opacity, duration, easingType, callback) ->\n @object.addComponent(@blendAnimation)\n @blendAnimation.start(opacity, duration, easingType, gs.CallBack(\"onBlendFinish\", this, callback)) \n \n return @blendAnimation\n \n ###*\n * Animates a Live2D model parameter of a Live2D game object to a specified value.\n *\n * @method blendTo\n * @param {string} param The name of the parameter to animate.\n * @param {number} value The target value.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback called if blending is finished. \n ###\n l2dParameterTo: (param, value, duration, easingType, callback) ->\n @object.addComponent(@l2dAnimation)\n @l2dAnimation.start(param, value, duration, easingType, gs.CallBack(\"onBlendFinish\", this, callback)) \n \n return @l2dAnimation\n \n ###*\n * Blurs a game object to specified blur-power.\n *\n * @method blurTo\n * @param {number} power The target blur-power.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n blurTo: (power, duration, easingType) ->\n @object.addComponent(@blurAnimation)\n @blurAnimation.start(power, duration, easingType) \n \n return @blurAnimation\n \n ###*\n * Pixelates a game object to specified pixel-size/block-size\n *\n * @method pixelateTo\n * @param {number} width - The target block-width\n * @param {number} height - The target block-height\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n pixelateTo: (width, height, duration, easingType) ->\n @object.addComponent(@pixelateAnimation)\n @pixelateAnimation.start(width, height, duration, easingType) \n \n return @pixelateAnimation\n \n ###*\n * Wobbles a game object to specified wobble-power and wobble-speed.\n *\n * @method wobbleTo\n * @param {number} power The target wobble-power.\n * @param {number} speed The target wobble-speed.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n wobbleTo: (power, speed, duration, easingType) ->\n @object.addComponent(@wobbleAnimation)\n @wobbleAnimation.start(power, speed, duration, easingType) \n \n return @wobbleAnimation\n \n ###*\n * Colors a game object to a specified target color.\n *\n * @method colorTo\n * @param {Color} color The target color.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n colorTo: (color, duration, easingType) ->\n @object.addComponent(@colorAnimation)\n @colorAnimation.start(color, duration, easingType, @callback)\n \n return @colorAnimation\n \n ###*\n * An image animation runs from left to right using the game object's\n * image-property.\n *\n * @method changeImages\n * @param {Array} images An array of image names.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n changeImages: (images, duration, easingType) ->\n @object.addComponent(@imageAnimation)\n @imageAnimation.start(images, duration, easingType, @callback)\n \n return @imageAnimation\n \n ###*\n * A frame animation which modifies the game object's srcRect property\n * a play an animation.\n *\n * @method changeFrames\n * @param {gs.Rect[]} frames An array of source rectangles (frames).\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n #changeFrames: (frames, duration, easingType) ->\n # animation = new gs.Component_FrameAnimation()\n # @object.addComponent(animation)\n # animation.start(frames, duration, easingType, @callback)\n \n ###*\n * A frame animation which modifies the game object's srcRect property\n * a play an animation.\n *\n * @method playAnimation\n * @param {gs.Rect[]} frames An array of source rectangles (frames).\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n playAnimation: (animationRecord) ->\n @frameAnimation.refresh(animationRecord)\n @object.addComponent(@frameAnimation)\n @frameAnimation.start(@callback)\n \n return @frameAnimation\n \n ###*\n * Changes a field of the game object to a specified value.\n *\n * @method change\n * @param {number} Value The target value.\n * @param {string} field The name of the field/property.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n change: (value, field, duration, easingType) ->\n @object.addComponent(@fieldAnimation)\n @fieldAnimation.start(value, field, duration, easingType, @callback)\n \n return @fieldAnimation\n \n ###*\n * Shakes the game object horizontally using the game object's offset-property.\n *\n * @method shake\n * @param {gs.Range} range The horizontal shake-range.\n * @param {number} speed The shake speed.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n shake: (range, speed, duration, easing) ->\n @object.addComponent(@shakeAnimation)\n @shakeAnimation.start(range, speed, duration, easing, @callback)\n \n return @shakeAnimation\n \n ###*\n * Tints the game object to a specified tone.\n *\n * @method tintTo\n * @param {Tone} tone The target tone.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n tintTo: (tone, duration, easingType) ->\n @object.addComponent(@tintAnimation)\n @tintAnimation.start(tone, duration, easingType, @callback)\n \n return @tintAnimation\n \n ###*\n * Rotates the game object around its anchor-point.\n *\n * @method rotate\n * @param {gs.RotationDirection} direction The rotation-direction.\n * @param {number} speed The rotation speed in degrees per frame.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n rotate: (direction, speed, duration, easingType) ->\n @object.addComponent(@rotateAnimation)\n @rotateAnimation.rotate(direction, speed, duration, easingType, @callback)\n \n return @rotateAnimation\n \n ###*\n * Rotates the game object around its anchor-point to a specified angle.\n *\n * @method rotateTo\n * @param {number} angle The target angle.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n rotateTo: (angle, duration, easingType) ->\n @object.addComponent(@rotateAnimation)\n @rotateAnimation.rotateTo(angle, duration, easingType, @callback)\n \n return @rotateAnimation\n \n ###*\n * Lets a game object appear on screen using a masking-effect.\n *\n * @method maskIn\n * @param {gs.Mask} mask The mask used for the animation.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished. \n ### \n maskIn: (mask, duration, easing, callback) ->\n @object.addComponent(@maskAnimation)\n @maskAnimation.maskIn(mask, duration, easing, (object, animation) -> object.removeComponent(animation); callback?(object);)\n \n return @maskAnimation\n \n ###*\n * Description follows...\n *\n * @method maskTo\n * @param {gs.Mask} mask The mask used for the animation.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished. \n ### \n maskTo: (mask, duration, easing, callback) ->\n @object.addComponent(@maskAnimation)\n @maskAnimation.maskTo(mask, duration, easing, (object, animation) -> object.removeComponent(animation); callback?(object);)\n \n return @maskAnimation\n \n ###*\n * Lets a game object disappear from screen using a masking-effect.\n *\n * @method maskOut\n * @param {gs.Mask} mask The mask used for the animation.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished. \n ### \n maskOut: (mask, duration, easing, callback) ->\n @object.addComponent(@maskAnimation)\n @maskAnimation.maskOut(mask, duration, easing, (object, animation) -> object.removeComponent(animation); callback?(object);)\n \n return @maskAnimation\n\n ###*\n * Lets a game object appear on screen from left, top, right or bottom using \n * a move-animation\n *\n * @method moveIn\n * @param {number} x The x-coordinate of the target-position.\n * @param {number} y The y-coordinate of the target-position.\n * @param {number} type The movement-direction from where the game object should move-in.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished. \n ### \n moveIn: (x, y, type, duration, easing, callback) ->\n @object.addComponent(@moveAnimation)\n @moveAnimation.moveIn(x, y, type, duration, easing, (object, animation) -> \n object.removeComponent(animation)\n callback?(object))\n \n return @moveAnimation\n \n ###*\n * Lets a game object disappear from screen to the left, top, right or bottom using \n * a move-animation\n *\n * @method moveOut\n * @param {number} type The movement-direction in which the game object should move-out.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished. \n ### \n moveOut: (type, duration, easing, callback) ->\n @object.addComponent(@moveAnimation)\n @moveAnimation.moveOut(type, duration, easing, (object, animation) -> \n object.removeComponent(animation)\n callback?(object)\n )\n \n return @moveAnimation\n \n ###*\n * Lets a game object appear on screen using blending.\n *\n * @method show\n * @param {number} duration The duration in frames.\n * @param {Object} easing The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished. \n ### \n show: (duration, easing, callback) ->\n @object.opacity = 0\n @object.visual?.update()\n \n return @blendTo(255, duration, easing, callback)\n \n ###*\n * Lets a game object disappear from screen using blending.\n *\n * @method hide\n * @param {number} duration The duration in frames.\n * @param {Object} easing The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished. \n ### \n hide: (duration, easing, callback) ->\n return @blendTo(0, duration, easing, callback)\n \n ###*\n * Changes visible-property to true. This method is deprecated.\n * \n * @method open\n * @deprecated\n ### \n open: -> @object.visible = yes\n \n ###*\n * Changes visible-property to false. This method is deprecated.\n * \n * @method close\n * @deprecated\n ### \n close: -> @object.visible = no\n \n ###*\n * Flashes the game object.\n *\n * @method flash\n * @param {Color} color The flash-color.\n * @param {number} duration The duration in frames.\n ###\n flash: (color, duration) ->\n @object.color = color\n color = new Color(color)\n color.alpha = 0\n return @colorTo(color, duration, gs.Easings.EASE_LINEAR[gs.EasingTypes.EASE_IN])\n \n ###*\n * Lets a game object appear on screen using a specified animation.\n *\n * @method appear\n * @param {number} x The x-coordinate of the target-position.\n * @param {number} y The y-coordinate of the target-position.\n * @param {gs.AppearAnimationInfo} animation The animation info-object.\n * @param {Object} easing The easing-type.\n * @param {number} duration The duration in frames.\n * @param {function} [callback] An optional callback-function called when the animation is finished. \n ### \n appear: (x, y, animation, easing, duration, callback) ->\n easing = easing || gs.Easings.EASE_LINEAR[gs.EasingTypes.EASE_IN]\n @object.visible = yes\n\n if animation.type == gs.AnimationTypes.MOVEMENT\n @moveIn(x, y, animation.movement, duration, easing, callback)\n else if animation.type == gs.AnimationTypes.MASKING\n @maskIn(animation.mask, duration, easing, callback)\n else\n @show(duration, easing, callback)\n \n ###*\n * Lets a game object disappear from screen using a specified animation.\n *\n * @method disappear\n * @param {gs.AppearAnimationInfo} animation The animation info-object.\n * @param {Object} easing The easing-type.\n * @param {number} duration The duration in frames.\n * @param {function} [callback] An optional callback-function called when the animation is finished. \n ### \n disappear: (animation, easing, duration, callback) ->\n @object.visible = yes\n if animation.type == gs.AnimationTypes.MOVEMENT\n @moveOut(animation.movement, duration, easing, callback)\n else if animation.type == gs.AnimationTypes.MASKING\n @maskOut(animation.mask, duration, easing, callback)\n else\n @hide(duration, easing, callback)\n \n\ngs.Animator = Component_Animator\ngs.Component_Animator = Component_Animator",
9 + "content": "# ===================================================================\n#\n# Script: Component_Animator\n#\n# $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_Animator extends gs.Component\n ###*\n * An animator-component allows to execute different kind of animations \n * on a game object. The animations are using the game object's \n * dstRect & offset-property to execute.\n *\n * @module gs\n * @class Component_Animator\n * @extends gs.Component\n * @memberof gs\n * @constructor\n ###\n constructor: ->\n super\n \n @moveAnimation = new gs.Component_MoveAnimation()\n @pathAnimation = new gs.Component_PathAnimation()\n @zoomAnimation = new gs.Component_ZoomAnimation()\n @blendAnimation = new gs.Component_BlendAnimation()\n @blurAnimation = new gs.Component_BlurAnimation()\n @pixelateAnimation = new gs.Component_PixelateAnimation()\n @wobbleAnimation = new gs.Component_WobbleAnimation()\n @colorAnimation = new gs.Component_ColorAnimation()\n @imageAnimation = new gs.Component_ImageAnimation()\n @frameAnimation = new gs.Component_FrameAnimation()\n @fieldAnimation = new gs.Component_FieldAnimation()\n @shakeAnimation = new gs.Component_ShakeAnimation()\n @tintAnimation = new gs.Component_TintAnimation()\n @rotateAnimation = new gs.Component_RotateAnimation()\n @maskAnimation = new gs.Component_MaskAnimation()\n @l2dAnimation = new gs.Component_Live2DAnimation()\n \n ###*\n * Standard Callback Routine\n * @property callback\n * @type function\n * @private\n ###\n @callback = (object, animation) -> object.removeComponent(animation)\n \n @onBlendFinish = (object, animation, callback) -> \n object.removeComponent(animation)\n callback?(object)\n \n \n @accessors \"isAnimating\", get: -> @object\n ###*\n * Updates the animator.\n *\n * @method update\n ###\n update: ->\n super\n \n if @object.mask?.source?.videoElement?\n @object.mask.source.update()\n \n ###*\n * Moves the game object with a specified speed.\n *\n * @method move\n * @param {number} speedX The speed on x-axis in pixels per frame.\n * @param {number} speedY The speed on y-axis in pixels per frame.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type used for the animation.\n ###\n move: (speedX, speedY, duration, easingType) ->\n @object.addComponent(@moveAnimation)\n @moveAnimation.move(speedX, speedY, duration, easingType, @callback)\n \n return @moveAnimation\n \n ###*\n * Moves the game object to a specified position.\n *\n * @method moveTo\n * @param {number} x The x-coordinate of the position.\n * @param {number} y The y-coordinate of the position.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n moveTo: (x, y, duration, easingType) ->\n @object.addComponent(@moveAnimation)\n @moveAnimation.moveTo(x, y, duration, easingType, @callback)\n \n return @moveAnimation\n \n ###*\n * Moves the game object along a path.\n *\n * @method movePath\n * @param {Object} path The path to follow.\n * @param {gs.AnimationLoopType} loopType The loop-Type.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {Object[]} effects Optional array of effects executed during the path-movement like playing a sound.\n ### \n movePath: (path, loopType, duration, easingType, effects) ->\n c = @object.findComponent(\"Component_PathAnimation\")\n \n if c?\n c.loopType = loopType\n else\n @object.addComponent(@pathAnimation)\n @pathAnimation.start(path, loopType, duration, easingType, effects, @callback)\n \n return @pathAnimation\n \n ###*\n * Scrolls the game object with a specified speed.\n *\n * @method scroll\n * @param {number} speedX The speed on x-axis in pixels per frame.\n * @param {number} speedY The speed on y-axis in pixels per frame.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type used for the animation.\n ###\n scroll: (speedX, speedY, duration, easingType) ->\n @object.addComponent(@moveAnimation)\n @moveAnimation.scroll(speedX, speedY, duration, easingType, @callback)\n \n return @moveAnimation\n \n ###*\n * Scrolls the game object to a specified position.\n *\n * @method scrollTo\n * @param {number} x The x-coordinate of the position.\n * @param {number} y The y-coordinate of the position.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n scrollTo: (x, y, duration, easingType) ->\n @object.addComponent(@moveAnimation)\n @moveAnimation.scrollTo(x, y, duration, easingType, @callback)\n \n return @moveAnimation\n \n ###*\n * Scrolls the game object along a path.\n *\n * @method scrollPath\n * @param {Object} path The path to follow.\n * @param {gs.AnimationLoopType} loopType The loop-Type.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n scrollPath: (path, loopType, duration, easingType) ->\n @object.addComponent(@pathAnimation)\n @pathAnimation.scroll(path, loopType, duration, easingType, @callback)\n \n return @pathAnimation\n \n \n ###*\n * Zooms a game object to specified size.\n *\n * @method zoomTo\n * @param {number} x The x-axis zoom-factor.\n * @param {number} y The y-axis zoom-factor.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n zoomTo: (x, y, duration, easingType) ->\n @object.addComponent(@zoomAnimation)\n @zoomAnimation.start(x, y, duration, easingType, @callback)\n \n return @zoomAnimation\n \n \n ###*\n * Blends a game object to specified opacity.\n *\n * @method blendTo\n * @param {number} opacity The target opacity.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback called if blending is finished. \n ### \n blendTo: (opacity, duration, easingType, callback) ->\n @blendAnimation.stop()\n @object.addComponent(@blendAnimation)\n @blendAnimation.start(opacity, duration, easingType, gs.CallBack(\"onBlendFinish\", this, callback)) \n \n return @blendAnimation\n \n ###*\n * Animates a Live2D model parameter of a Live2D game object to a specified value.\n *\n * @method blendTo\n * @param {string} param The name of the parameter to animate.\n * @param {number} value The target value.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback called if blending is finished. \n ###\n l2dParameterTo: (param, value, duration, easingType, callback) ->\n @object.addComponent(@l2dAnimation)\n @l2dAnimation.start(param, value, duration, easingType, gs.CallBack(\"onBlendFinish\", this, callback)) \n \n return @l2dAnimation\n \n ###*\n * Blurs a game object to specified blur-power.\n *\n * @method blurTo\n * @param {number} power The target blur-power.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n blurTo: (power, duration, easingType) ->\n @object.addComponent(@blurAnimation)\n @blurAnimation.start(power, duration, easingType) \n \n return @blurAnimation\n \n ###*\n * Pixelates a game object to specified pixel-size/block-size\n *\n * @method pixelateTo\n * @param {number} width - The target block-width\n * @param {number} height - The target block-height\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n pixelateTo: (width, height, duration, easingType) ->\n @object.addComponent(@pixelateAnimation)\n @pixelateAnimation.start(width, height, duration, easingType) \n \n return @pixelateAnimation\n \n ###*\n * Wobbles a game object to specified wobble-power and wobble-speed.\n *\n * @method wobbleTo\n * @param {number} power The target wobble-power.\n * @param {number} speed The target wobble-speed.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n wobbleTo: (power, speed, duration, easingType) ->\n @object.addComponent(@wobbleAnimation)\n @wobbleAnimation.start(power, speed, duration, easingType) \n \n return @wobbleAnimation\n \n ###*\n * Colors a game object to a specified target color.\n *\n * @method colorTo\n * @param {Color} color The target color.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n colorTo: (color, duration, easingType) ->\n @object.addComponent(@colorAnimation)\n @colorAnimation.start(color, duration, easingType, @callback)\n \n return @colorAnimation\n \n ###*\n * An image animation runs from left to right using the game object's\n * image-property.\n *\n * @method changeImages\n * @param {Array} images An array of image names.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n changeImages: (images, duration, easingType) ->\n @object.addComponent(@imageAnimation)\n @imageAnimation.start(images, duration, easingType, @callback)\n \n return @imageAnimation\n \n ###*\n * A frame animation which modifies the game object's srcRect property\n * a play an animation.\n *\n * @method changeFrames\n * @param {gs.Rect[]} frames An array of source rectangles (frames).\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n #changeFrames: (frames, duration, easingType) ->\n # animation = new gs.Component_FrameAnimation()\n # @object.addComponent(animation)\n # animation.start(frames, duration, easingType, @callback)\n \n ###*\n * A frame animation which modifies the game object's srcRect property\n * a play an animation.\n *\n * @method playAnimation\n * @param {gs.Rect[]} frames An array of source rectangles (frames).\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n playAnimation: (animationRecord) ->\n @frameAnimation.refresh(animationRecord)\n @object.addComponent(@frameAnimation)\n @frameAnimation.start(@callback)\n \n return @frameAnimation\n \n ###*\n * Changes a field of the game object to a specified value.\n *\n * @method change\n * @param {number} Value The target value.\n * @param {string} field The name of the field/property.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n change: (value, field, duration, easingType) ->\n @object.addComponent(@fieldAnimation)\n @fieldAnimation.start(value, field, duration, easingType, @callback)\n \n return @fieldAnimation\n \n ###*\n * Shakes the game object horizontally using the game object's offset-property.\n *\n * @method shake\n * @param {gs.Range} range The horizontal shake-range.\n * @param {number} speed The shake speed.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n shake: (range, speed, duration, easing) ->\n @object.addComponent(@shakeAnimation)\n @shakeAnimation.start(range, speed, duration, easing, @callback)\n \n return @shakeAnimation\n \n ###*\n * Tints the game object to a specified tone.\n *\n * @method tintTo\n * @param {Tone} tone The target tone.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n tintTo: (tone, duration, easingType) ->\n @object.addComponent(@tintAnimation)\n @tintAnimation.start(tone, duration, easingType, @callback)\n \n return @tintAnimation\n \n ###*\n * Rotates the game object around its anchor-point.\n *\n * @method rotate\n * @param {gs.RotationDirection} direction The rotation-direction.\n * @param {number} speed The rotation speed in degrees per frame.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n rotate: (direction, speed, duration, easingType) ->\n @object.addComponent(@rotateAnimation)\n @rotateAnimation.rotate(direction, speed, duration, easingType, @callback)\n \n return @rotateAnimation\n \n ###*\n * Rotates the game object around its anchor-point to a specified angle.\n *\n * @method rotateTo\n * @param {number} angle The target angle.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n ### \n rotateTo: (angle, duration, easingType) ->\n @object.addComponent(@rotateAnimation)\n @rotateAnimation.rotateTo(angle, duration, easingType, @callback)\n \n return @rotateAnimation\n \n ###*\n * Lets a game object appear on screen using a masking-effect.\n *\n * @method maskIn\n * @param {gs.Mask} mask The mask used for the animation.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished. \n ### \n maskIn: (mask, duration, easing, callback) ->\n @object.addComponent(@maskAnimation)\n @maskAnimation.maskIn(mask, duration, easing, (object, animation) -> object.removeComponent(animation); callback?(object);)\n \n return @maskAnimation\n \n ###*\n * Description follows...\n *\n * @method maskTo\n * @param {gs.Mask} mask The mask used for the animation.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished. \n ### \n maskTo: (mask, duration, easing, callback) ->\n @object.addComponent(@maskAnimation)\n @maskAnimation.maskTo(mask, duration, easing, (object, animation) -> object.removeComponent(animation); callback?(object);)\n \n return @maskAnimation\n \n ###*\n * Lets a game object disappear from screen using a masking-effect.\n *\n * @method maskOut\n * @param {gs.Mask} mask The mask used for the animation.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished. \n ### \n maskOut: (mask, duration, easing, callback) ->\n @object.addComponent(@maskAnimation)\n @maskAnimation.maskOut(mask, duration, easing, (object, animation) -> object.removeComponent(animation); callback?(object);)\n \n return @maskAnimation\n\n ###*\n * Lets a game object appear on screen from left, top, right or bottom using \n * a move-animation\n *\n * @method moveIn\n * @param {number} x The x-coordinate of the target-position.\n * @param {number} y The y-coordinate of the target-position.\n * @param {number} type The movement-direction from where the game object should move-in.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished. \n ### \n moveIn: (x, y, type, duration, easing, callback) ->\n @object.addComponent(@moveAnimation)\n @moveAnimation.moveIn(x, y, type, duration, easing, (object, animation) -> \n object.removeComponent(animation)\n callback?(object))\n \n return @moveAnimation\n \n ###*\n * Lets a game object disappear from screen to the left, top, right or bottom using \n * a move-animation\n *\n * @method moveOut\n * @param {number} type The movement-direction in which the game object should move-out.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished. \n ### \n moveOut: (type, duration, easing, callback) ->\n @object.addComponent(@moveAnimation)\n @moveAnimation.moveOut(type, duration, easing, (object, animation) -> \n object.removeComponent(animation)\n callback?(object)\n )\n \n return @moveAnimation\n \n ###*\n * Lets a game object appear on screen using blending.\n *\n * @method show\n * @param {number} duration The duration in frames.\n * @param {Object} easing The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished. \n ### \n show: (duration, easing, callback) ->\n @object.opacity = 0\n @object.visual?.update()\n \n return @blendTo(255, duration, easing, callback)\n \n ###*\n * Lets a game object disappear from screen using blending.\n *\n * @method hide\n * @param {number} duration The duration in frames.\n * @param {Object} easing The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished. \n ### \n hide: (duration, easing, callback) ->\n return @blendTo(0, duration, easing, callback)\n \n ###*\n * Changes visible-property to true. This method is deprecated.\n * \n * @method open\n * @deprecated\n ### \n open: -> @object.visible = yes\n \n ###*\n * Changes visible-property to false. This method is deprecated.\n * \n * @method close\n * @deprecated\n ### \n close: -> @object.visible = no\n \n ###*\n * Flashes the game object.\n *\n * @method flash\n * @param {Color} color The flash-color.\n * @param {number} duration The duration in frames.\n ###\n flash: (color, duration) ->\n @object.color = color\n color = new Color(color)\n color.alpha = 0\n return @colorTo(color, duration, gs.Easings.EASE_LINEAR[gs.EasingTypes.EASE_IN])\n \n ###*\n * Lets a game object appear on screen using a specified animation.\n *\n * @method appear\n * @param {number} x The x-coordinate of the target-position.\n * @param {number} y The y-coordinate of the target-position.\n * @param {gs.AppearAnimationInfo} animation The animation info-object.\n * @param {Object} easing The easing-type.\n * @param {number} duration The duration in frames.\n * @param {function} [callback] An optional callback-function called when the animation is finished. \n ### \n appear: (x, y, animation, easing, duration, callback) ->\n easing = easing || gs.Easings.EASE_LINEAR[gs.EasingTypes.EASE_IN]\n @object.visible = yes\n\n if animation.type == gs.AnimationTypes.MOVEMENT\n @moveIn(x, y, animation.movement, duration, easing, callback)\n else if animation.type == gs.AnimationTypes.MASKING\n @maskIn(animation.mask, duration, easing, callback)\n else\n @show(duration, easing, callback)\n \n ###*\n * Lets a game object disappear from screen using a specified animation.\n *\n * @method disappear\n * @param {gs.AppearAnimationInfo} animation The animation info-object.\n * @param {Object} easing The easing-type.\n * @param {number} duration The duration in frames.\n * @param {function} [callback] An optional callback-function called when the animation is finished. \n ### \n disappear: (animation, easing, duration, callback) ->\n @object.visible = yes\n if animation.type == gs.AnimationTypes.MOVEMENT\n @moveOut(animation.movement, duration, easing, callback)\n else if animation.type == gs.AnimationTypes.MASKING\n @maskOut(animation.mask, duration, easing, callback)\n else\n @hide(duration, easing, callback)\n \n\ngs.Animator = Component_Animator\ngs.Component_Animator = Component_Animator",
10 10 "parentId": "D3325122KACDEA4515SB731E37A42B9D779F",
11 11 "folder": false,
12 - "compiledContent": "var Component_Animator,\n extend = function(child, parent) { for (var key in parent) { if (hasProp.call(parent, key)) child[key] = parent[key]; } function ctor() { this.constructor = child; } ctor.prototype = parent.prototype; child.prototype = new ctor(); child.__super__ = parent.prototype; return child; },\n hasProp = {}.hasOwnProperty;\n\nComponent_Animator = (function(superClass) {\n extend(Component_Animator, superClass);\n\n\n /**\n * An animator-component allows to execute different kind of animations \n * on a game object. The animations are using the game object's \n * dstRect & offset-property to execute.\n *\n * @module gs\n * @class Component_Animator\n * @extends gs.Component\n * @memberof gs\n * @constructor\n */\n\n function Component_Animator() {\n Component_Animator.__super__.constructor.apply(this, arguments);\n this.moveAnimation = new gs.Component_MoveAnimation();\n this.pathAnimation = new gs.Component_PathAnimation();\n this.zoomAnimation = new gs.Component_ZoomAnimation();\n this.blendAnimation = new gs.Component_BlendAnimation();\n this.blurAnimation = new gs.Component_BlurAnimation();\n this.pixelateAnimation = new gs.Component_PixelateAnimation();\n this.wobbleAnimation = new gs.Component_WobbleAnimation();\n this.colorAnimation = new gs.Component_ColorAnimation();\n this.imageAnimation = new gs.Component_ImageAnimation();\n this.frameAnimation = new gs.Component_FrameAnimation();\n this.fieldAnimation = new gs.Component_FieldAnimation();\n this.shakeAnimation = new gs.Component_ShakeAnimation();\n this.tintAnimation = new gs.Component_TintAnimation();\n this.rotateAnimation = new gs.Component_RotateAnimation();\n this.maskAnimation = new gs.Component_MaskAnimation();\n this.l2dAnimation = new gs.Component_Live2DAnimation();\n\n /**\n * Standard Callback Routine\n * @property callback\n * @type function\n * @private\n */\n this.callback = function(object, animation) {\n return object.removeComponent(animation);\n };\n this.onBlendFinish = function(object, animation, callback) {\n object.removeComponent(animation);\n return typeof callback === \"function\" ? callback(object) : void 0;\n };\n }\n\n\n /**\n * Updates the animator.\n *\n * @method update\n */\n\n Component_Animator.prototype.update = function() {\n var ref, ref1;\n Component_Animator.__super__.update.apply(this, arguments);\n if (((ref = this.object.mask) != null ? (ref1 = ref.source) != null ? ref1.videoElement : void 0 : void 0) != null) {\n return this.object.mask.source.update();\n }\n };\n\n\n /**\n * Moves the game object with a specified speed.\n *\n * @method move\n * @param {number} speedX The speed on x-axis in pixels per frame.\n * @param {number} speedY The speed on y-axis in pixels per frame.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type used for the animation.\n */\n\n Component_Animator.prototype.move = function(speedX, speedY, duration, easingType) {\n this.object.addComponent(this.moveAnimation);\n this.moveAnimation.move(speedX, speedY, duration, easingType, this.callback);\n return this.moveAnimation;\n };\n\n\n /**\n * Moves the game object to a specified position.\n *\n * @method moveTo\n * @param {number} x The x-coordinate of the position.\n * @param {number} y The y-coordinate of the position.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.moveTo = function(x, y, duration, easingType) {\n this.object.addComponent(this.moveAnimation);\n this.moveAnimation.moveTo(x, y, duration, easingType, this.callback);\n return this.moveAnimation;\n };\n\n\n /**\n * Moves the game object along a path.\n *\n * @method movePath\n * @param {Object} path The path to follow.\n * @param {gs.AnimationLoopType} loopType The loop-Type.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {Object[]} effects Optional array of effects executed during the path-movement like playing a sound.\n */\n\n Component_Animator.prototype.movePath = function(path, loopType, duration, easingType, effects) {\n var c;\n c = this.object.findComponent(\"Component_PathAnimation\");\n if (c != null) {\n c.loopType = loopType;\n } else {\n this.object.addComponent(this.pathAnimation);\n this.pathAnimation.start(path, loopType, duration, easingType, effects, this.callback);\n }\n return this.pathAnimation;\n };\n\n\n /**\n * Scrolls the game object with a specified speed.\n *\n * @method scroll\n * @param {number} speedX The speed on x-axis in pixels per frame.\n * @param {number} speedY The speed on y-axis in pixels per frame.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type used for the animation.\n */\n\n Component_Animator.prototype.scroll = function(speedX, speedY, duration, easingType) {\n this.object.addComponent(this.moveAnimation);\n this.moveAnimation.scroll(speedX, speedY, duration, easingType, this.callback);\n return this.moveAnimation;\n };\n\n\n /**\n * Scrolls the game object to a specified position.\n *\n * @method scrollTo\n * @param {number} x The x-coordinate of the position.\n * @param {number} y The y-coordinate of the position.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.scrollTo = function(x, y, duration, easingType) {\n this.object.addComponent(this.moveAnimation);\n this.moveAnimation.scrollTo(x, y, duration, easingType, this.callback);\n return this.moveAnimation;\n };\n\n\n /**\n * Scrolls the game object along a path.\n *\n * @method scrollPath\n * @param {Object} path The path to follow.\n * @param {gs.AnimationLoopType} loopType The loop-Type.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.scrollPath = function(path, loopType, duration, easingType) {\n this.object.addComponent(this.pathAnimation);\n this.pathAnimation.scroll(path, loopType, duration, easingType, this.callback);\n return this.pathAnimation;\n };\n\n\n /**\n * Zooms a game object to specified size.\n *\n * @method zoomTo\n * @param {number} x The x-axis zoom-factor.\n * @param {number} y The y-axis zoom-factor.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.zoomTo = function(x, y, duration, easingType) {\n this.object.addComponent(this.zoomAnimation);\n this.zoomAnimation.start(x, y, duration, easingType, this.callback);\n return this.zoomAnimation;\n };\n\n\n /**\n * Blends a game object to specified opacity.\n *\n * @method blendTo\n * @param {number} opacity The target opacity.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback called if blending is finished.\n */\n\n Component_Animator.prototype.blendTo = function(opacity, duration, easingType, callback) {\n this.object.addComponent(this.blendAnimation);\n this.blendAnimation.start(opacity, duration, easingType, gs.CallBack(\"onBlendFinish\", this, callback));\n return this.blendAnimation;\n };\n\n\n /**\n * Animates a Live2D model parameter of a Live2D game object to a specified value.\n *\n * @method blendTo\n * @param {string} param The name of the parameter to animate.\n * @param {number} value The target value.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback called if blending is finished.\n */\n\n Component_Animator.prototype.l2dParameterTo = function(param, value, duration, easingType, callback) {\n this.object.addComponent(this.l2dAnimation);\n this.l2dAnimation.start(param, value, duration, easingType, gs.CallBack(\"onBlendFinish\", this, callback));\n return this.l2dAnimation;\n };\n\n\n /**\n * Blurs a game object to specified blur-power.\n *\n * @method blurTo\n * @param {number} power The target blur-power.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.blurTo = function(power, duration, easingType) {\n this.object.addComponent(this.blurAnimation);\n this.blurAnimation.start(power, duration, easingType);\n return this.blurAnimation;\n };\n\n\n /**\n * Pixelates a game object to specified pixel-size/block-size\n *\n * @method pixelateTo\n * @param {number} width - The target block-width\n * @param {number} height - The target block-height\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.pixelateTo = function(width, height, duration, easingType) {\n this.object.addComponent(this.pixelateAnimation);\n this.pixelateAnimation.start(width, height, duration, easingType);\n return this.pixelateAnimation;\n };\n\n\n /**\n * Wobbles a game object to specified wobble-power and wobble-speed.\n *\n * @method wobbleTo\n * @param {number} power The target wobble-power.\n * @param {number} speed The target wobble-speed.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.wobbleTo = function(power, speed, duration, easingType) {\n this.object.addComponent(this.wobbleAnimation);\n this.wobbleAnimation.start(power, speed, duration, easingType);\n return this.wobbleAnimation;\n };\n\n\n /**\n * Colors a game object to a specified target color.\n *\n * @method colorTo\n * @param {Color} color The target color.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.colorTo = function(color, duration, easingType) {\n this.object.addComponent(this.colorAnimation);\n this.colorAnimation.start(color, duration, easingType, this.callback);\n return this.colorAnimation;\n };\n\n\n /**\n * An image animation runs from left to right using the game object's\n * image-property.\n *\n * @method changeImages\n * @param {Array} images An array of image names.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.changeImages = function(images, duration, easingType) {\n this.object.addComponent(this.imageAnimation);\n this.imageAnimation.start(images, duration, easingType, this.callback);\n return this.imageAnimation;\n };\n\n\n /**\n * A frame animation which modifies the game object's srcRect property\n * a play an animation.\n *\n * @method changeFrames\n * @param {gs.Rect[]} frames An array of source rectangles (frames).\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n\n /**\n * A frame animation which modifies the game object's srcRect property\n * a play an animation.\n *\n * @method playAnimation\n * @param {gs.Rect[]} frames An array of source rectangles (frames).\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.playAnimation = function(animationRecord) {\n this.frameAnimation.refresh(animationRecord);\n this.object.addComponent(this.frameAnimation);\n this.frameAnimation.start(this.callback);\n return this.frameAnimation;\n };\n\n\n /**\n * Changes a field of the game object to a specified value.\n *\n * @method change\n * @param {number} Value The target value.\n * @param {string} field The name of the field/property.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.change = function(value, field, duration, easingType) {\n this.object.addComponent(this.fieldAnimation);\n this.fieldAnimation.start(value, field, duration, easingType, this.callback);\n return this.fieldAnimation;\n };\n\n\n /**\n * Shakes the game object horizontally using the game object's offset-property.\n *\n * @method shake\n * @param {gs.Range} range The horizontal shake-range.\n * @param {number} speed The shake speed.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.shake = function(range, speed, duration, easing) {\n this.object.addComponent(this.shakeAnimation);\n this.shakeAnimation.start(range, speed, duration, easing, this.callback);\n return this.shakeAnimation;\n };\n\n\n /**\n * Tints the game object to a specified tone.\n *\n * @method tintTo\n * @param {Tone} tone The target tone.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.tintTo = function(tone, duration, easingType) {\n this.object.addComponent(this.tintAnimation);\n this.tintAnimation.start(tone, duration, easingType, this.callback);\n return this.tintAnimation;\n };\n\n\n /**\n * Rotates the game object around its anchor-point.\n *\n * @method rotate\n * @param {gs.RotationDirection} direction The rotation-direction.\n * @param {number} speed The rotation speed in degrees per frame.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.rotate = function(direction, speed, duration, easingType) {\n this.object.addComponent(this.rotateAnimation);\n this.rotateAnimation.rotate(direction, speed, duration, easingType, this.callback);\n return this.rotateAnimation;\n };\n\n\n /**\n * Rotates the game object around its anchor-point to a specified angle.\n *\n * @method rotateTo\n * @param {number} angle The target angle.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.rotateTo = function(angle, duration, easingType) {\n this.object.addComponent(this.rotateAnimation);\n this.rotateAnimation.rotateTo(angle, duration, easingType, this.callback);\n return this.rotateAnimation;\n };\n\n\n /**\n * Lets a game object appear on screen using a masking-effect.\n *\n * @method maskIn\n * @param {gs.Mask} mask The mask used for the animation.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished.\n */\n\n Component_Animator.prototype.maskIn = function(mask, duration, easing, callback) {\n this.object.addComponent(this.maskAnimation);\n this.maskAnimation.maskIn(mask, duration, easing, function(object, animation) {\n object.removeComponent(animation);\n return typeof callback === \"function\" ? callback(object) : void 0;\n });\n return this.maskAnimation;\n };\n\n\n /**\n * Description follows...\n *\n * @method maskTo\n * @param {gs.Mask} mask The mask used for the animation.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished.\n */\n\n Component_Animator.prototype.maskTo = function(mask, duration, easing, callback) {\n this.object.addComponent(this.maskAnimation);\n this.maskAnimation.maskTo(mask, duration, easing, function(object, animation) {\n object.removeComponent(animation);\n return typeof callback === \"function\" ? callback(object) : void 0;\n });\n return this.maskAnimation;\n };\n\n\n /**\n * Lets a game object disappear from screen using a masking-effect.\n *\n * @method maskOut\n * @param {gs.Mask} mask The mask used for the animation.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished.\n */\n\n Component_Animator.prototype.maskOut = function(mask, duration, easing, callback) {\n this.object.addComponent(this.maskAnimation);\n this.maskAnimation.maskOut(mask, duration, easing, function(object, animation) {\n object.removeComponent(animation);\n return typeof callback === \"function\" ? callback(object) : void 0;\n });\n return this.maskAnimation;\n };\n\n\n /**\n * Lets a game object appear on screen from left, top, right or bottom using \n * a move-animation\n *\n * @method moveIn\n * @param {number} x The x-coordinate of the target-position.\n * @param {number} y The y-coordinate of the target-position.\n * @param {number} type The movement-direction from where the game object should move-in.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished.\n */\n\n Component_Animator.prototype.moveIn = function(x, y, type, duration, easing, callback) {\n this.object.addComponent(this.moveAnimation);\n this.moveAnimation.moveIn(x, y, type, duration, easing, function(object, animation) {\n object.removeComponent(animation);\n return typeof callback === \"function\" ? callback(object) : void 0;\n });\n return this.moveAnimation;\n };\n\n\n /**\n * Lets a game object disappear from screen to the left, top, right or bottom using \n * a move-animation\n *\n * @method moveOut\n * @param {number} type The movement-direction in which the game object should move-out.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished.\n */\n\n Component_Animator.prototype.moveOut = function(type, duration, easing, callback) {\n this.object.addComponent(this.moveAnimation);\n this.moveAnimation.moveOut(type, duration, easing, function(object, animation) {\n object.removeComponent(animation);\n return typeof callback === \"function\" ? callback(object) : void 0;\n });\n return this.moveAnimation;\n };\n\n\n /**\n * Lets a game object appear on screen using blending.\n *\n * @method show\n * @param {number} duration The duration in frames.\n * @param {Object} easing The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished.\n */\n\n Component_Animator.prototype.show = function(duration, easing, callback) {\n var ref;\n this.object.opacity = 0;\n if ((ref = this.object.visual) != null) {\n ref.update();\n }\n return this.blendTo(255, duration, easing, callback);\n };\n\n\n /**\n * Lets a game object disappear from screen using blending.\n *\n * @method hide\n * @param {number} duration The duration in frames.\n * @param {Object} easing The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished.\n */\n\n Component_Animator.prototype.hide = function(duration, easing, callback) {\n return this.blendTo(0, duration, easing, callback);\n };\n\n\n /**\n * Changes visible-property to true. This method is deprecated.\n * \n * @method open\n * @deprecated\n */\n\n Component_Animator.prototype.open = function() {\n return this.object.visible = true;\n };\n\n\n /**\n * Changes visible-property to false. This method is deprecated.\n * \n * @method close\n * @deprecated\n */\n\n Component_Animator.prototype.close = function() {\n return this.object.visible = false;\n };\n\n\n /**\n * Flashes the game object.\n *\n * @method flash\n * @param {Color} color The flash-color.\n * @param {number} duration The duration in frames.\n */\n\n Component_Animator.prototype.flash = function(color, duration) {\n this.object.color = color;\n color = new Color(color);\n color.alpha = 0;\n return this.colorTo(color, duration, gs.Easings.EASE_LINEAR[gs.EasingTypes.EASE_IN]);\n };\n\n\n /**\n * Lets a game object appear on screen using a specified animation.\n *\n * @method appear\n * @param {number} x The x-coordinate of the target-position.\n * @param {number} y The y-coordinate of the target-position.\n * @param {gs.AppearAnimationInfo} animation The animation info-object.\n * @param {Object} easing The easing-type.\n * @param {number} duration The duration in frames.\n * @param {function} [callback] An optional callback-function called when the animation is finished.\n */\n\n Component_Animator.prototype.appear = function(x, y, animation, easing, duration, callback) {\n easing = easing || gs.Easings.EASE_LINEAR[gs.EasingTypes.EASE_IN];\n this.object.visible = true;\n if (animation.type === gs.AnimationTypes.MOVEMENT) {\n return this.moveIn(x, y, animation.movement, duration, easing, callback);\n } else if (animation.type === gs.AnimationTypes.MASKING) {\n return this.maskIn(animation.mask, duration, easing, callback);\n } else {\n return this.show(duration, easing, callback);\n }\n };\n\n\n /**\n * Lets a game object disappear from screen using a specified animation.\n *\n * @method disappear\n * @param {gs.AppearAnimationInfo} animation The animation info-object.\n * @param {Object} easing The easing-type.\n * @param {number} duration The duration in frames.\n * @param {function} [callback] An optional callback-function called when the animation is finished.\n */\n\n Component_Animator.prototype.disappear = function(animation, easing, duration, callback) {\n this.object.visible = true;\n if (animation.type === gs.AnimationTypes.MOVEMENT) {\n return this.moveOut(animation.movement, duration, easing, callback);\n } else if (animation.type === gs.AnimationTypes.MASKING) {\n return this.maskOut(animation.mask, duration, easing, callback);\n } else {\n return this.hide(duration, easing, callback);\n }\n };\n\n return Component_Animator;\n\n})(gs.Component);\n\ngs.Animator = Component_Animator;\n\ngs.Component_Animator = Component_Animator;\n\n//# 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===================================================================\n#\n#   Script: Component_Animator\n#\n#   $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_Animator extends gs.Component\n    ###*\n    * An animator-component allows to execute different kind of animations \n    * on a game object. The animations are using the game object's \n    * dstRect & offset-property to execute.\n    *\n    * @module gs\n    * @class Component_Animator\n    * @extends gs.Component\n    * @memberof gs\n    * @constructor\n    ###\n    constructor: ->\n        super\n        \n        @moveAnimation = new gs.Component_MoveAnimation()\n        @pathAnimation = new gs.Component_PathAnimation()\n        @zoomAnimation = new gs.Component_ZoomAnimation()\n        @blendAnimation = new gs.Component_BlendAnimation()\n        @blurAnimation = new gs.Component_BlurAnimation()\n        @pixelateAnimation = new gs.Component_PixelateAnimation()\n        @wobbleAnimation = new gs.Component_WobbleAnimation()\n        @colorAnimation = new gs.Component_ColorAnimation()\n        @imageAnimation = new gs.Component_ImageAnimation()\n        @frameAnimation = new gs.Component_FrameAnimation()\n        @fieldAnimation = new gs.Component_FieldAnimation()\n        @shakeAnimation = new gs.Component_ShakeAnimation()\n        @tintAnimation = new gs.Component_TintAnimation()\n        @rotateAnimation = new gs.Component_RotateAnimation()\n        @maskAnimation = new gs.Component_MaskAnimation()\n        @l2dAnimation = new gs.Component_Live2DAnimation()\n        \n        ###*\n        * Standard Callback Routine\n        * @property callback\n        * @type function\n        * @private\n        ###\n        @callback = (object, animation) -> object.removeComponent(animation)\n        \n        @onBlendFinish = (object, animation, callback) -> \n            object.removeComponent(animation)\n            callback?(object)\n        \n        \n    ###*\n    * Updates the animator.\n    *\n    * @method update\n    ###\n    update: ->\n        super\n        \n        if @object.mask?.source?.videoElement?\n            @object.mask.source.update()\n            \n    ###*\n    * Moves the game object with a specified speed.\n    *\n    * @method move\n    * @param {number} speedX The speed on x-axis in pixels per frame.\n    * @param {number} speedY The speed on y-axis in pixels per frame.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type used for the animation.\n    ###\n    move: (speedX, speedY, duration, easingType) ->\n        @object.addComponent(@moveAnimation)\n        @moveAnimation.move(speedX, speedY, duration, easingType, @callback)\n        \n        return @moveAnimation\n        \n    ###*\n    * Moves the game object to a specified position.\n    *\n    * @method moveTo\n    * @param {number} x The x-coordinate of the position.\n    * @param {number} y The y-coordinate of the position.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###  \n    moveTo: (x, y, duration, easingType) ->\n        @object.addComponent(@moveAnimation)\n        @moveAnimation.moveTo(x, y, duration, easingType, @callback)\n        \n        return @moveAnimation\n    \n    ###*\n    * Moves the game object along a path.\n    *\n    * @method movePath\n    * @param {Object} path The path to follow.\n    * @param {gs.AnimationLoopType} loopType The loop-Type.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {Object[]} effects Optional array of effects executed during the path-movement like playing a sound.\n    ###  \n    movePath: (path, loopType, duration, easingType, effects) ->\n        c = @object.findComponent(\"Component_PathAnimation\")\n        \n        if c?\n            c.loopType = loopType\n        else\n            @object.addComponent(@pathAnimation)\n            @pathAnimation.start(path, loopType, duration, easingType, effects, @callback)\n            \n        return @pathAnimation\n    \n    ###*\n    * Scrolls the game object with a specified speed.\n    *\n    * @method scroll\n    * @param {number} speedX The speed on x-axis in pixels per frame.\n    * @param {number} speedY The speed on y-axis in pixels per frame.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type used for the animation.\n    ###\n    scroll: (speedX, speedY, duration, easingType) ->\n        @object.addComponent(@moveAnimation)\n        @moveAnimation.scroll(speedX, speedY, duration, easingType, @callback)\n        \n        return @moveAnimation\n        \n    ###*\n    * Scrolls the game object to a specified position.\n    *\n    * @method scrollTo\n    * @param {number} x The x-coordinate of the position.\n    * @param {number} y The y-coordinate of the position.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###  \n    scrollTo: (x, y, duration, easingType) ->\n        @object.addComponent(@moveAnimation)\n        @moveAnimation.scrollTo(x, y, duration, easingType, @callback)\n        \n        return @moveAnimation\n        \n    ###*\n    * Scrolls the game object along a path.\n    *\n    * @method scrollPath\n    * @param {Object} path The path to follow.\n    * @param {gs.AnimationLoopType} loopType The loop-Type.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###  \n    scrollPath: (path, loopType, duration, easingType) ->\n        @object.addComponent(@pathAnimation)\n        @pathAnimation.scroll(path, loopType, duration, easingType, @callback)\n        \n        return @pathAnimation\n    \n        \n    ###*\n    * Zooms a game object to specified size.\n    *\n    * @method zoomTo\n    * @param {number} x The x-axis zoom-factor.\n    * @param {number} y The y-axis zoom-factor.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###      \n    zoomTo: (x, y, duration, easingType) ->\n        @object.addComponent(@zoomAnimation)\n        @zoomAnimation.start(x, y, duration, easingType, @callback)\n        \n        return @zoomAnimation\n        \n    \n    ###*\n    * Blends a game object to specified opacity.\n    *\n    * @method blendTo\n    * @param {number} opacity The target opacity.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {function} [callback] An optional callback called if blending is finished. \n    ###    \n    blendTo: (opacity, duration, easingType, callback) ->\n        @object.addComponent(@blendAnimation)\n        @blendAnimation.start(opacity, duration, easingType, gs.CallBack(\"onBlendFinish\", this, callback)) \n        \n        return @blendAnimation\n     \n    ###*\n    * Animates a Live2D model parameter of a Live2D game object to a specified value.\n    *\n    * @method blendTo\n    * @param {string} param The name of the parameter to animate.\n    * @param {number} value The target value.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {function} [callback] An optional callback called if blending is finished. \n    ###\n    l2dParameterTo: (param, value, duration, easingType, callback) ->\n        @object.addComponent(@l2dAnimation)\n        @l2dAnimation.start(param, value, duration, easingType, gs.CallBack(\"onBlendFinish\", this, callback)) \n        \n        return @l2dAnimation\n        \n    ###*\n    * Blurs a game object to specified blur-power.\n    *\n    * @method blurTo\n    * @param {number} power The target blur-power.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###     \n    blurTo: (power, duration, easingType) ->\n        @object.addComponent(@blurAnimation)\n        @blurAnimation.start(power, duration, easingType) \n        \n        return @blurAnimation\n        \n    ###*\n    * Pixelates a game object to specified pixel-size/block-size\n    *\n    * @method pixelateTo\n    * @param {number} width - The target block-width\n    * @param {number} height - The target block-height\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###     \n    pixelateTo: (width, height, duration, easingType) ->\n        @object.addComponent(@pixelateAnimation)\n        @pixelateAnimation.start(width, height, duration, easingType) \n        \n        return @pixelateAnimation\n        \n    ###*\n    * Wobbles a game object to specified wobble-power and wobble-speed.\n    *\n    * @method wobbleTo\n    * @param {number} power The target wobble-power.\n    * @param {number} speed The target wobble-speed.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###     \n    wobbleTo: (power, speed, duration, easingType) ->\n        @object.addComponent(@wobbleAnimation)\n        @wobbleAnimation.start(power, speed, duration, easingType) \n        \n        return @wobbleAnimation\n        \n    ###*\n    * Colors a game object to a specified target color.\n    *\n    * @method colorTo\n    * @param {Color} color The target color.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###  \n    colorTo: (color, duration, easingType) ->\n        @object.addComponent(@colorAnimation)\n        @colorAnimation.start(color, duration, easingType, @callback)\n        \n        return @colorAnimation\n        \n    ###*\n    * An image animation runs from left to right using the game object's\n    * image-property.\n    *\n    * @method changeImages\n    * @param {Array} images An array of image names.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###      \n    changeImages: (images, duration, easingType) ->\n        @object.addComponent(@imageAnimation)\n        @imageAnimation.start(images, duration, easingType, @callback)\n        \n        return @imageAnimation\n        \n    ###*\n    * A frame animation which modifies the game object's srcRect property\n    * a play an animation.\n    *\n    * @method changeFrames\n    * @param {gs.Rect[]} frames An array of source rectangles (frames).\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###      \n    #changeFrames: (frames, duration, easingType) ->\n    #    animation = new gs.Component_FrameAnimation()\n    #    @object.addComponent(animation)\n    #    animation.start(frames, duration, easingType, @callback)\n       \n    ###*\n    * A frame animation which modifies the game object's srcRect property\n    * a play an animation.\n    *\n    * @method playAnimation\n    * @param {gs.Rect[]} frames An array of source rectangles (frames).\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###     \n    playAnimation: (animationRecord) ->\n        @frameAnimation.refresh(animationRecord)\n        @object.addComponent(@frameAnimation)\n        @frameAnimation.start(@callback)\n        \n        return @frameAnimation\n       \n    ###*\n    * Changes a field of the game object to a specified value.\n    *\n    * @method change\n    * @param {number} Value The target value.\n    * @param {string} field The name of the field/property.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###   \n    change: (value, field, duration, easingType) ->\n        @object.addComponent(@fieldAnimation)\n        @fieldAnimation.start(value, field, duration, easingType, @callback)\n        \n        return @fieldAnimation\n       \n    ###*\n    * Shakes the game object horizontally using the game object's offset-property.\n    *\n    * @method shake\n    * @param {gs.Range} range The horizontal shake-range.\n    * @param {number} speed The shake speed.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ### \n    shake: (range, speed, duration, easing) ->\n        @object.addComponent(@shakeAnimation)\n        @shakeAnimation.start(range, speed, duration, easing, @callback)\n        \n        return @shakeAnimation\n        \n    ###*\n    * Tints the game object to a specified tone.\n    *\n    * @method tintTo\n    * @param {Tone} tone The target tone.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ### \n    tintTo: (tone, duration, easingType) ->\n        @object.addComponent(@tintAnimation)\n        @tintAnimation.start(tone, duration, easingType, @callback)\n        \n        return @tintAnimation\n    \n    ###*\n    * Rotates the game object around its anchor-point.\n    *\n    * @method rotate\n    * @param {gs.RotationDirection} direction The rotation-direction.\n    * @param {number} speed The rotation speed in degrees per frame.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ### \n    rotate: (direction, speed, duration, easingType) ->\n        @object.addComponent(@rotateAnimation)\n        @rotateAnimation.rotate(direction, speed, duration, easingType, @callback)\n        \n        return @rotateAnimation\n    \n    ###*\n    * Rotates the game object around its anchor-point to a specified angle.\n    *\n    * @method rotateTo\n    * @param {number} angle The target angle.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ### \n    rotateTo: (angle, duration, easingType) ->\n        @object.addComponent(@rotateAnimation)\n        @rotateAnimation.rotateTo(angle, duration, easingType, @callback)\n        \n        return @rotateAnimation\n        \n    ###*\n    * Lets a game object appear on screen using a masking-effect.\n    *\n    * @method maskIn\n    * @param {gs.Mask} mask The mask used for the animation.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {function} [callback] An optional callback-function called when the animation is finished. \n    ###     \n    maskIn: (mask, duration, easing, callback) ->\n        @object.addComponent(@maskAnimation)\n        @maskAnimation.maskIn(mask, duration, easing, (object, animation) -> object.removeComponent(animation); callback?(object);)\n        \n        return @maskAnimation\n     \n    ###*\n    * Description follows...\n    *\n    * @method maskTo\n    * @param {gs.Mask} mask The mask used for the animation.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {function} [callback] An optional callback-function called when the animation is finished. \n    ###     \n    maskTo: (mask, duration, easing, callback) ->\n        @object.addComponent(@maskAnimation)\n        @maskAnimation.maskTo(mask, duration, easing, (object, animation) -> object.removeComponent(animation); callback?(object);)\n        \n        return @maskAnimation\n        \n    ###*\n    * Lets a game object disappear from screen using a masking-effect.\n    *\n    * @method maskOut\n    * @param {gs.Mask} mask The mask used for the animation.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {function} [callback] An optional callback-function called when the animation is finished. \n    ###  \n    maskOut: (mask, duration, easing, callback) ->\n        @object.addComponent(@maskAnimation)\n        @maskAnimation.maskOut(mask, duration, easing, (object, animation) -> object.removeComponent(animation); callback?(object);)\n        \n        return @maskAnimation\n\n    ###*\n    * Lets a game object appear on screen from left, top, right or bottom using \n    * a move-animation\n    *\n    * @method moveIn\n    * @param {number} x The x-coordinate of the target-position.\n    * @param {number} y The y-coordinate of the target-position.\n    * @param {number} type The movement-direction from where the game object should move-in.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {function} [callback] An optional callback-function called when the animation is finished. \n    ###  \n    moveIn: (x, y, type, duration, easing, callback) ->\n        @object.addComponent(@moveAnimation)\n        @moveAnimation.moveIn(x, y, type, duration, easing, (object, animation) -> \n            object.removeComponent(animation)\n            callback?(object))\n        \n        return @moveAnimation\n      \n    ###*\n    * Lets a game object disappear from screen to the left, top, right or bottom using \n    * a move-animation\n    *\n    * @method moveOut\n    * @param {number} type The movement-direction in which the game object should move-out.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {function} [callback] An optional callback-function called when the animation is finished. \n    ###    \n    moveOut: (type, duration, easing, callback) ->\n        @object.addComponent(@moveAnimation)\n        @moveAnimation.moveOut(type, duration, easing, (object, animation) -> \n            object.removeComponent(animation)\n            callback?(object)\n        )\n        \n        return @moveAnimation\n        \n    ###*\n    * Lets a game object appear on screen using blending.\n    *\n    * @method show\n    * @param {number} duration The duration in frames.\n    * @param {Object} easing The easing-type.\n    * @param {function} [callback] An optional callback-function called when the animation is finished. \n    ###  \n    show: (duration, easing, callback) ->\n        @object.opacity = 0\n        @object.visual?.update()\n        \n        return @blendTo(255, duration, easing, callback)\n     \n    ###*\n    * Lets a game object disappear from screen using blending.\n    *\n    * @method hide\n    * @param {number} duration The duration in frames.\n    * @param {Object} easing The easing-type.\n    * @param {function} [callback] An optional callback-function called when the animation is finished. \n    ###     \n    hide: (duration, easing, callback) ->\n        return @blendTo(0, duration, easing, callback)\n       \n    ###*\n    * Changes visible-property to true. This method is deprecated.\n    * \n    * @method open\n    * @deprecated\n    ###   \n    open: -> @object.visible = yes\n    \n    ###*\n    * Changes visible-property to false. This method is deprecated.\n    * \n    * @method close\n    * @deprecated\n    ###   \n    close: -> @object.visible = no\n    \n    ###*\n    * Flashes the game object.\n    *\n    * @method flash\n    * @param {Color} color The flash-color.\n    * @param {number} duration The duration in frames.\n    ###\n    flash: (color, duration) ->\n        @object.color = color\n        color = new Color(color)\n        color.alpha = 0\n        return @colorTo(color, duration, gs.Easings.EASE_LINEAR[gs.EasingTypes.EASE_IN])\n    \n    ###*\n    * Lets a game object appear on screen using a specified animation.\n    *\n    * @method appear\n    * @param {number} x The x-coordinate of the target-position.\n    * @param {number} y The y-coordinate of the target-position.\n    * @param {gs.AppearAnimationInfo} animation The animation info-object.\n    * @param {Object} easing The easing-type.\n    * @param {number} duration The duration in frames.\n    * @param {function} [callback] An optional callback-function called when the animation is finished. \n    ###      \n    appear: (x, y, animation, easing, duration, callback) ->\n        easing = easing || gs.Easings.EASE_LINEAR[gs.EasingTypes.EASE_IN]\n        @object.visible = yes\n\n        if animation.type == gs.AnimationTypes.MOVEMENT\n            @moveIn(x, y, animation.movement, duration, easing, callback)\n        else if animation.type == gs.AnimationTypes.MASKING\n            @maskIn(animation.mask, duration, easing, callback)\n        else\n            @show(duration, easing, callback)\n    \n    ###*\n    * Lets a game object disappear from screen using a specified animation.\n    *\n    * @method disappear\n    * @param {gs.AppearAnimationInfo} animation The animation info-object.\n    * @param {Object} easing The easing-type.\n    * @param {number} duration The duration in frames.\n    * @param {function} [callback] An optional callback-function called when the animation is finished. \n    ###       \n    disappear: (animation, easing, duration, callback) ->\n        @object.visible = yes\n        if animation.type == gs.AnimationTypes.MOVEMENT\n            @moveOut(animation.movement, duration, easing, callback)\n        else if animation.type == gs.AnimationTypes.MASKING\n            @maskOut(animation.mask, duration, easing, callback)\n        else\n            @hide(duration, easing, callback)\n        \n\ngs.Animator = Component_Animator\ngs.Component_Animator = Component_Animator"]}\n//# sourceURL=Component_Animator_139.js"
12 + "compiledContent": "var Component_Animator,\n extend = function(child, parent) { for (var key in parent) { if (hasProp.call(parent, key)) child[key] = parent[key]; } function ctor() { this.constructor = child; } ctor.prototype = parent.prototype; child.prototype = new ctor(); child.__super__ = parent.prototype; return child; },\n hasProp = {}.hasOwnProperty;\n\nComponent_Animator = (function(superClass) {\n extend(Component_Animator, superClass);\n\n\n /**\n * An animator-component allows to execute different kind of animations \n * on a game object. The animations are using the game object's \n * dstRect & offset-property to execute.\n *\n * @module gs\n * @class Component_Animator\n * @extends gs.Component\n * @memberof gs\n * @constructor\n */\n\n function Component_Animator() {\n Component_Animator.__super__.constructor.apply(this, arguments);\n this.moveAnimation = new gs.Component_MoveAnimation();\n this.pathAnimation = new gs.Component_PathAnimation();\n this.zoomAnimation = new gs.Component_ZoomAnimation();\n this.blendAnimation = new gs.Component_BlendAnimation();\n this.blurAnimation = new gs.Component_BlurAnimation();\n this.pixelateAnimation = new gs.Component_PixelateAnimation();\n this.wobbleAnimation = new gs.Component_WobbleAnimation();\n this.colorAnimation = new gs.Component_ColorAnimation();\n this.imageAnimation = new gs.Component_ImageAnimation();\n this.frameAnimation = new gs.Component_FrameAnimation();\n this.fieldAnimation = new gs.Component_FieldAnimation();\n this.shakeAnimation = new gs.Component_ShakeAnimation();\n this.tintAnimation = new gs.Component_TintAnimation();\n this.rotateAnimation = new gs.Component_RotateAnimation();\n this.maskAnimation = new gs.Component_MaskAnimation();\n this.l2dAnimation = new gs.Component_Live2DAnimation();\n\n /**\n * Standard Callback Routine\n * @property callback\n * @type function\n * @private\n */\n this.callback = function(object, animation) {\n return object.removeComponent(animation);\n };\n this.onBlendFinish = function(object, animation, callback) {\n object.removeComponent(animation);\n return typeof callback === \"function\" ? callback(object) : void 0;\n };\n }\n\n Component_Animator.accessors(\"isAnimating\", {\n get: function() {\n return this.object;\n }\n\n /**\n * Updates the animator.\n *\n * @method update\n */\n });\n\n Component_Animator.prototype.update = function() {\n var ref, ref1;\n Component_Animator.__super__.update.apply(this, arguments);\n if (((ref = this.object.mask) != null ? (ref1 = ref.source) != null ? ref1.videoElement : void 0 : void 0) != null) {\n return this.object.mask.source.update();\n }\n };\n\n\n /**\n * Moves the game object with a specified speed.\n *\n * @method move\n * @param {number} speedX The speed on x-axis in pixels per frame.\n * @param {number} speedY The speed on y-axis in pixels per frame.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type used for the animation.\n */\n\n Component_Animator.prototype.move = function(speedX, speedY, duration, easingType) {\n this.object.addComponent(this.moveAnimation);\n this.moveAnimation.move(speedX, speedY, duration, easingType, this.callback);\n return this.moveAnimation;\n };\n\n\n /**\n * Moves the game object to a specified position.\n *\n * @method moveTo\n * @param {number} x The x-coordinate of the position.\n * @param {number} y The y-coordinate of the position.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.moveTo = function(x, y, duration, easingType) {\n this.object.addComponent(this.moveAnimation);\n this.moveAnimation.moveTo(x, y, duration, easingType, this.callback);\n return this.moveAnimation;\n };\n\n\n /**\n * Moves the game object along a path.\n *\n * @method movePath\n * @param {Object} path The path to follow.\n * @param {gs.AnimationLoopType} loopType The loop-Type.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {Object[]} effects Optional array of effects executed during the path-movement like playing a sound.\n */\n\n Component_Animator.prototype.movePath = function(path, loopType, duration, easingType, effects) {\n var c;\n c = this.object.findComponent(\"Component_PathAnimation\");\n if (c != null) {\n c.loopType = loopType;\n } else {\n this.object.addComponent(this.pathAnimation);\n this.pathAnimation.start(path, loopType, duration, easingType, effects, this.callback);\n }\n return this.pathAnimation;\n };\n\n\n /**\n * Scrolls the game object with a specified speed.\n *\n * @method scroll\n * @param {number} speedX The speed on x-axis in pixels per frame.\n * @param {number} speedY The speed on y-axis in pixels per frame.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type used for the animation.\n */\n\n Component_Animator.prototype.scroll = function(speedX, speedY, duration, easingType) {\n this.object.addComponent(this.moveAnimation);\n this.moveAnimation.scroll(speedX, speedY, duration, easingType, this.callback);\n return this.moveAnimation;\n };\n\n\n /**\n * Scrolls the game object to a specified position.\n *\n * @method scrollTo\n * @param {number} x The x-coordinate of the position.\n * @param {number} y The y-coordinate of the position.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.scrollTo = function(x, y, duration, easingType) {\n this.object.addComponent(this.moveAnimation);\n this.moveAnimation.scrollTo(x, y, duration, easingType, this.callback);\n return this.moveAnimation;\n };\n\n\n /**\n * Scrolls the game object along a path.\n *\n * @method scrollPath\n * @param {Object} path The path to follow.\n * @param {gs.AnimationLoopType} loopType The loop-Type.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.scrollPath = function(path, loopType, duration, easingType) {\n this.object.addComponent(this.pathAnimation);\n this.pathAnimation.scroll(path, loopType, duration, easingType, this.callback);\n return this.pathAnimation;\n };\n\n\n /**\n * Zooms a game object to specified size.\n *\n * @method zoomTo\n * @param {number} x The x-axis zoom-factor.\n * @param {number} y The y-axis zoom-factor.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.zoomTo = function(x, y, duration, easingType) {\n this.object.addComponent(this.zoomAnimation);\n this.zoomAnimation.start(x, y, duration, easingType, this.callback);\n return this.zoomAnimation;\n };\n\n\n /**\n * Blends a game object to specified opacity.\n *\n * @method blendTo\n * @param {number} opacity The target opacity.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback called if blending is finished.\n */\n\n Component_Animator.prototype.blendTo = function(opacity, duration, easingType, callback) {\n this.blendAnimation.stop();\n this.object.addComponent(this.blendAnimation);\n this.blendAnimation.start(opacity, duration, easingType, gs.CallBack(\"onBlendFinish\", this, callback));\n return this.blendAnimation;\n };\n\n\n /**\n * Animates a Live2D model parameter of a Live2D game object to a specified value.\n *\n * @method blendTo\n * @param {string} param The name of the parameter to animate.\n * @param {number} value The target value.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback called if blending is finished.\n */\n\n Component_Animator.prototype.l2dParameterTo = function(param, value, duration, easingType, callback) {\n this.object.addComponent(this.l2dAnimation);\n this.l2dAnimation.start(param, value, duration, easingType, gs.CallBack(\"onBlendFinish\", this, callback));\n return this.l2dAnimation;\n };\n\n\n /**\n * Blurs a game object to specified blur-power.\n *\n * @method blurTo\n * @param {number} power The target blur-power.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.blurTo = function(power, duration, easingType) {\n this.object.addComponent(this.blurAnimation);\n this.blurAnimation.start(power, duration, easingType);\n return this.blurAnimation;\n };\n\n\n /**\n * Pixelates a game object to specified pixel-size/block-size\n *\n * @method pixelateTo\n * @param {number} width - The target block-width\n * @param {number} height - The target block-height\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.pixelateTo = function(width, height, duration, easingType) {\n this.object.addComponent(this.pixelateAnimation);\n this.pixelateAnimation.start(width, height, duration, easingType);\n return this.pixelateAnimation;\n };\n\n\n /**\n * Wobbles a game object to specified wobble-power and wobble-speed.\n *\n * @method wobbleTo\n * @param {number} power The target wobble-power.\n * @param {number} speed The target wobble-speed.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.wobbleTo = function(power, speed, duration, easingType) {\n this.object.addComponent(this.wobbleAnimation);\n this.wobbleAnimation.start(power, speed, duration, easingType);\n return this.wobbleAnimation;\n };\n\n\n /**\n * Colors a game object to a specified target color.\n *\n * @method colorTo\n * @param {Color} color The target color.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.colorTo = function(color, duration, easingType) {\n this.object.addComponent(this.colorAnimation);\n this.colorAnimation.start(color, duration, easingType, this.callback);\n return this.colorAnimation;\n };\n\n\n /**\n * An image animation runs from left to right using the game object's\n * image-property.\n *\n * @method changeImages\n * @param {Array} images An array of image names.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.changeImages = function(images, duration, easingType) {\n this.object.addComponent(this.imageAnimation);\n this.imageAnimation.start(images, duration, easingType, this.callback);\n return this.imageAnimation;\n };\n\n\n /**\n * A frame animation which modifies the game object's srcRect property\n * a play an animation.\n *\n * @method changeFrames\n * @param {gs.Rect[]} frames An array of source rectangles (frames).\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n\n /**\n * A frame animation which modifies the game object's srcRect property\n * a play an animation.\n *\n * @method playAnimation\n * @param {gs.Rect[]} frames An array of source rectangles (frames).\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.playAnimation = function(animationRecord) {\n this.frameAnimation.refresh(animationRecord);\n this.object.addComponent(this.frameAnimation);\n this.frameAnimation.start(this.callback);\n return this.frameAnimation;\n };\n\n\n /**\n * Changes a field of the game object to a specified value.\n *\n * @method change\n * @param {number} Value The target value.\n * @param {string} field The name of the field/property.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.change = function(value, field, duration, easingType) {\n this.object.addComponent(this.fieldAnimation);\n this.fieldAnimation.start(value, field, duration, easingType, this.callback);\n return this.fieldAnimation;\n };\n\n\n /**\n * Shakes the game object horizontally using the game object's offset-property.\n *\n * @method shake\n * @param {gs.Range} range The horizontal shake-range.\n * @param {number} speed The shake speed.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.shake = function(range, speed, duration, easing) {\n this.object.addComponent(this.shakeAnimation);\n this.shakeAnimation.start(range, speed, duration, easing, this.callback);\n return this.shakeAnimation;\n };\n\n\n /**\n * Tints the game object to a specified tone.\n *\n * @method tintTo\n * @param {Tone} tone The target tone.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.tintTo = function(tone, duration, easingType) {\n this.object.addComponent(this.tintAnimation);\n this.tintAnimation.start(tone, duration, easingType, this.callback);\n return this.tintAnimation;\n };\n\n\n /**\n * Rotates the game object around its anchor-point.\n *\n * @method rotate\n * @param {gs.RotationDirection} direction The rotation-direction.\n * @param {number} speed The rotation speed in degrees per frame.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.rotate = function(direction, speed, duration, easingType) {\n this.object.addComponent(this.rotateAnimation);\n this.rotateAnimation.rotate(direction, speed, duration, easingType, this.callback);\n return this.rotateAnimation;\n };\n\n\n /**\n * Rotates the game object around its anchor-point to a specified angle.\n *\n * @method rotateTo\n * @param {number} angle The target angle.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n */\n\n Component_Animator.prototype.rotateTo = function(angle, duration, easingType) {\n this.object.addComponent(this.rotateAnimation);\n this.rotateAnimation.rotateTo(angle, duration, easingType, this.callback);\n return this.rotateAnimation;\n };\n\n\n /**\n * Lets a game object appear on screen using a masking-effect.\n *\n * @method maskIn\n * @param {gs.Mask} mask The mask used for the animation.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished.\n */\n\n Component_Animator.prototype.maskIn = function(mask, duration, easing, callback) {\n this.object.addComponent(this.maskAnimation);\n this.maskAnimation.maskIn(mask, duration, easing, function(object, animation) {\n object.removeComponent(animation);\n return typeof callback === \"function\" ? callback(object) : void 0;\n });\n return this.maskAnimation;\n };\n\n\n /**\n * Description follows...\n *\n * @method maskTo\n * @param {gs.Mask} mask The mask used for the animation.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished.\n */\n\n Component_Animator.prototype.maskTo = function(mask, duration, easing, callback) {\n this.object.addComponent(this.maskAnimation);\n this.maskAnimation.maskTo(mask, duration, easing, function(object, animation) {\n object.removeComponent(animation);\n return typeof callback === \"function\" ? callback(object) : void 0;\n });\n return this.maskAnimation;\n };\n\n\n /**\n * Lets a game object disappear from screen using a masking-effect.\n *\n * @method maskOut\n * @param {gs.Mask} mask The mask used for the animation.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished.\n */\n\n Component_Animator.prototype.maskOut = function(mask, duration, easing, callback) {\n this.object.addComponent(this.maskAnimation);\n this.maskAnimation.maskOut(mask, duration, easing, function(object, animation) {\n object.removeComponent(animation);\n return typeof callback === \"function\" ? callback(object) : void 0;\n });\n return this.maskAnimation;\n };\n\n\n /**\n * Lets a game object appear on screen from left, top, right or bottom using \n * a move-animation\n *\n * @method moveIn\n * @param {number} x The x-coordinate of the target-position.\n * @param {number} y The y-coordinate of the target-position.\n * @param {number} type The movement-direction from where the game object should move-in.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished.\n */\n\n Component_Animator.prototype.moveIn = function(x, y, type, duration, easing, callback) {\n this.object.addComponent(this.moveAnimation);\n this.moveAnimation.moveIn(x, y, type, duration, easing, function(object, animation) {\n object.removeComponent(animation);\n return typeof callback === \"function\" ? callback(object) : void 0;\n });\n return this.moveAnimation;\n };\n\n\n /**\n * Lets a game object disappear from screen to the left, top, right or bottom using \n * a move-animation\n *\n * @method moveOut\n * @param {number} type The movement-direction in which the game object should move-out.\n * @param {number} duration The duration in frames.\n * @param {Object} easingType The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished.\n */\n\n Component_Animator.prototype.moveOut = function(type, duration, easing, callback) {\n this.object.addComponent(this.moveAnimation);\n this.moveAnimation.moveOut(type, duration, easing, function(object, animation) {\n object.removeComponent(animation);\n return typeof callback === \"function\" ? callback(object) : void 0;\n });\n return this.moveAnimation;\n };\n\n\n /**\n * Lets a game object appear on screen using blending.\n *\n * @method show\n * @param {number} duration The duration in frames.\n * @param {Object} easing The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished.\n */\n\n Component_Animator.prototype.show = function(duration, easing, callback) {\n var ref;\n this.object.opacity = 0;\n if ((ref = this.object.visual) != null) {\n ref.update();\n }\n return this.blendTo(255, duration, easing, callback);\n };\n\n\n /**\n * Lets a game object disappear from screen using blending.\n *\n * @method hide\n * @param {number} duration The duration in frames.\n * @param {Object} easing The easing-type.\n * @param {function} [callback] An optional callback-function called when the animation is finished.\n */\n\n Component_Animator.prototype.hide = function(duration, easing, callback) {\n return this.blendTo(0, duration, easing, callback);\n };\n\n\n /**\n * Changes visible-property to true. This method is deprecated.\n * \n * @method open\n * @deprecated\n */\n\n Component_Animator.prototype.open = function() {\n return this.object.visible = true;\n };\n\n\n /**\n * Changes visible-property to false. This method is deprecated.\n * \n * @method close\n * @deprecated\n */\n\n Component_Animator.prototype.close = function() {\n return this.object.visible = false;\n };\n\n\n /**\n * Flashes the game object.\n *\n * @method flash\n * @param {Color} color The flash-color.\n * @param {number} duration The duration in frames.\n */\n\n Component_Animator.prototype.flash = function(color, duration) {\n this.object.color = color;\n color = new Color(color);\n color.alpha = 0;\n return this.colorTo(color, duration, gs.Easings.EASE_LINEAR[gs.EasingTypes.EASE_IN]);\n };\n\n\n /**\n * Lets a game object appear on screen using a specified animation.\n *\n * @method appear\n * @param {number} x The x-coordinate of the target-position.\n * @param {number} y The y-coordinate of the target-position.\n * @param {gs.AppearAnimationInfo} animation The animation info-object.\n * @param {Object} easing The easing-type.\n * @param {number} duration The duration in frames.\n * @param {function} [callback] An optional callback-function called when the animation is finished.\n */\n\n Component_Animator.prototype.appear = function(x, y, animation, easing, duration, callback) {\n easing = easing || gs.Easings.EASE_LINEAR[gs.EasingTypes.EASE_IN];\n this.object.visible = true;\n if (animation.type === gs.AnimationTypes.MOVEMENT) {\n return this.moveIn(x, y, animation.movement, duration, easing, callback);\n } else if (animation.type === gs.AnimationTypes.MASKING) {\n return this.maskIn(animation.mask, duration, easing, callback);\n } else {\n return this.show(duration, easing, callback);\n }\n };\n\n\n /**\n * Lets a game object disappear from screen using a specified animation.\n *\n * @method disappear\n * @param {gs.AppearAnimationInfo} animation The animation info-object.\n * @param {Object} easing The easing-type.\n * @param {number} duration The duration in frames.\n * @param {function} [callback] An optional callback-function called when the animation is finished.\n */\n\n Component_Animator.prototype.disappear = function(animation, easing, duration, callback) {\n this.object.visible = true;\n if (animation.type === gs.AnimationTypes.MOVEMENT) {\n return this.moveOut(animation.movement, duration, easing, callback);\n } else if (animation.type === gs.AnimationTypes.MASKING) {\n return this.maskOut(animation.mask, duration, easing, callback);\n } else {\n return this.hide(duration, easing, callback);\n }\n };\n\n return Component_Animator;\n\n})(gs.Component);\n\ngs.Animator = Component_Animator;\n\ngs.Component_Animator = Component_Animator;\n\n//# 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===================================================================\n#\n#   Script: Component_Animator\n#\n#   $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_Animator extends gs.Component\n    ###*\n    * An animator-component allows to execute different kind of animations \n    * on a game object. The animations are using the game object's \n    * dstRect & offset-property to execute.\n    *\n    * @module gs\n    * @class Component_Animator\n    * @extends gs.Component\n    * @memberof gs\n    * @constructor\n    ###\n    constructor: ->\n        super\n        \n        @moveAnimation = new gs.Component_MoveAnimation()\n        @pathAnimation = new gs.Component_PathAnimation()\n        @zoomAnimation = new gs.Component_ZoomAnimation()\n        @blendAnimation = new gs.Component_BlendAnimation()\n        @blurAnimation = new gs.Component_BlurAnimation()\n        @pixelateAnimation = new gs.Component_PixelateAnimation()\n        @wobbleAnimation = new gs.Component_WobbleAnimation()\n        @colorAnimation = new gs.Component_ColorAnimation()\n        @imageAnimation = new gs.Component_ImageAnimation()\n        @frameAnimation = new gs.Component_FrameAnimation()\n        @fieldAnimation = new gs.Component_FieldAnimation()\n        @shakeAnimation = new gs.Component_ShakeAnimation()\n        @tintAnimation = new gs.Component_TintAnimation()\n        @rotateAnimation = new gs.Component_RotateAnimation()\n        @maskAnimation = new gs.Component_MaskAnimation()\n        @l2dAnimation = new gs.Component_Live2DAnimation()\n        \n        ###*\n        * Standard Callback Routine\n        * @property callback\n        * @type function\n        * @private\n        ###\n        @callback = (object, animation) -> object.removeComponent(animation)\n        \n        @onBlendFinish = (object, animation, callback) -> \n            object.removeComponent(animation)\n            callback?(object)\n        \n        \n    @accessors \"isAnimating\", get: -> @object\n    ###*\n    * Updates the animator.\n    *\n    * @method update\n    ###\n    update: ->\n        super\n        \n        if @object.mask?.source?.videoElement?\n            @object.mask.source.update()\n        \n    ###*\n    * Moves the game object with a specified speed.\n    *\n    * @method move\n    * @param {number} speedX The speed on x-axis in pixels per frame.\n    * @param {number} speedY The speed on y-axis in pixels per frame.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type used for the animation.\n    ###\n    move: (speedX, speedY, duration, easingType) ->\n        @object.addComponent(@moveAnimation)\n        @moveAnimation.move(speedX, speedY, duration, easingType, @callback)\n        \n        return @moveAnimation\n        \n    ###*\n    * Moves the game object to a specified position.\n    *\n    * @method moveTo\n    * @param {number} x The x-coordinate of the position.\n    * @param {number} y The y-coordinate of the position.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###  \n    moveTo: (x, y, duration, easingType) ->\n        @object.addComponent(@moveAnimation)\n        @moveAnimation.moveTo(x, y, duration, easingType, @callback)\n        \n        return @moveAnimation\n    \n    ###*\n    * Moves the game object along a path.\n    *\n    * @method movePath\n    * @param {Object} path The path to follow.\n    * @param {gs.AnimationLoopType} loopType The loop-Type.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {Object[]} effects Optional array of effects executed during the path-movement like playing a sound.\n    ###  \n    movePath: (path, loopType, duration, easingType, effects) ->\n        c = @object.findComponent(\"Component_PathAnimation\")\n        \n        if c?\n            c.loopType = loopType\n        else\n            @object.addComponent(@pathAnimation)\n            @pathAnimation.start(path, loopType, duration, easingType, effects, @callback)\n            \n        return @pathAnimation\n    \n    ###*\n    * Scrolls the game object with a specified speed.\n    *\n    * @method scroll\n    * @param {number} speedX The speed on x-axis in pixels per frame.\n    * @param {number} speedY The speed on y-axis in pixels per frame.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type used for the animation.\n    ###\n    scroll: (speedX, speedY, duration, easingType) ->\n        @object.addComponent(@moveAnimation)\n        @moveAnimation.scroll(speedX, speedY, duration, easingType, @callback)\n        \n        return @moveAnimation\n        \n    ###*\n    * Scrolls the game object to a specified position.\n    *\n    * @method scrollTo\n    * @param {number} x The x-coordinate of the position.\n    * @param {number} y The y-coordinate of the position.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###  \n    scrollTo: (x, y, duration, easingType) ->\n        @object.addComponent(@moveAnimation)\n        @moveAnimation.scrollTo(x, y, duration, easingType, @callback)\n        \n        return @moveAnimation\n        \n    ###*\n    * Scrolls the game object along a path.\n    *\n    * @method scrollPath\n    * @param {Object} path The path to follow.\n    * @param {gs.AnimationLoopType} loopType The loop-Type.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###  \n    scrollPath: (path, loopType, duration, easingType) ->\n        @object.addComponent(@pathAnimation)\n        @pathAnimation.scroll(path, loopType, duration, easingType, @callback)\n        \n        return @pathAnimation\n    \n        \n    ###*\n    * Zooms a game object to specified size.\n    *\n    * @method zoomTo\n    * @param {number} x The x-axis zoom-factor.\n    * @param {number} y The y-axis zoom-factor.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###      \n    zoomTo: (x, y, duration, easingType) ->\n        @object.addComponent(@zoomAnimation)\n        @zoomAnimation.start(x, y, duration, easingType, @callback)\n        \n        return @zoomAnimation\n        \n    \n    ###*\n    * Blends a game object to specified opacity.\n    *\n    * @method blendTo\n    * @param {number} opacity The target opacity.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {function} [callback] An optional callback called if blending is finished. \n    ###    \n    blendTo: (opacity, duration, easingType, callback) ->\n        @blendAnimation.stop()\n        @object.addComponent(@blendAnimation)\n        @blendAnimation.start(opacity, duration, easingType, gs.CallBack(\"onBlendFinish\", this, callback)) \n        \n        return @blendAnimation\n     \n    ###*\n    * Animates a Live2D model parameter of a Live2D game object to a specified value.\n    *\n    * @method blendTo\n    * @param {string} param The name of the parameter to animate.\n    * @param {number} value The target value.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {function} [callback] An optional callback called if blending is finished. \n    ###\n    l2dParameterTo: (param, value, duration, easingType, callback) ->\n        @object.addComponent(@l2dAnimation)\n        @l2dAnimation.start(param, value, duration, easingType, gs.CallBack(\"onBlendFinish\", this, callback)) \n        \n        return @l2dAnimation\n        \n    ###*\n    * Blurs a game object to specified blur-power.\n    *\n    * @method blurTo\n    * @param {number} power The target blur-power.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###     \n    blurTo: (power, duration, easingType) ->\n        @object.addComponent(@blurAnimation)\n        @blurAnimation.start(power, duration, easingType) \n        \n        return @blurAnimation\n        \n    ###*\n    * Pixelates a game object to specified pixel-size/block-size\n    *\n    * @method pixelateTo\n    * @param {number} width - The target block-width\n    * @param {number} height - The target block-height\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###     \n    pixelateTo: (width, height, duration, easingType) ->\n        @object.addComponent(@pixelateAnimation)\n        @pixelateAnimation.start(width, height, duration, easingType) \n        \n        return @pixelateAnimation\n        \n    ###*\n    * Wobbles a game object to specified wobble-power and wobble-speed.\n    *\n    * @method wobbleTo\n    * @param {number} power The target wobble-power.\n    * @param {number} speed The target wobble-speed.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###     \n    wobbleTo: (power, speed, duration, easingType) ->\n        @object.addComponent(@wobbleAnimation)\n        @wobbleAnimation.start(power, speed, duration, easingType) \n        \n        return @wobbleAnimation\n        \n    ###*\n    * Colors a game object to a specified target color.\n    *\n    * @method colorTo\n    * @param {Color} color The target color.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###  \n    colorTo: (color, duration, easingType) ->\n        @object.addComponent(@colorAnimation)\n        @colorAnimation.start(color, duration, easingType, @callback)\n        \n        return @colorAnimation\n        \n    ###*\n    * An image animation runs from left to right using the game object's\n    * image-property.\n    *\n    * @method changeImages\n    * @param {Array} images An array of image names.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###      \n    changeImages: (images, duration, easingType) ->\n        @object.addComponent(@imageAnimation)\n        @imageAnimation.start(images, duration, easingType, @callback)\n        \n        return @imageAnimation\n        \n    ###*\n    * A frame animation which modifies the game object's srcRect property\n    * a play an animation.\n    *\n    * @method changeFrames\n    * @param {gs.Rect[]} frames An array of source rectangles (frames).\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###      \n    #changeFrames: (frames, duration, easingType) ->\n    #    animation = new gs.Component_FrameAnimation()\n    #    @object.addComponent(animation)\n    #    animation.start(frames, duration, easingType, @callback)\n       \n    ###*\n    * A frame animation which modifies the game object's srcRect property\n    * a play an animation.\n    *\n    * @method playAnimation\n    * @param {gs.Rect[]} frames An array of source rectangles (frames).\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###     \n    playAnimation: (animationRecord) ->\n        @frameAnimation.refresh(animationRecord)\n        @object.addComponent(@frameAnimation)\n        @frameAnimation.start(@callback)\n        \n        return @frameAnimation\n       \n    ###*\n    * Changes a field of the game object to a specified value.\n    *\n    * @method change\n    * @param {number} Value The target value.\n    * @param {string} field The name of the field/property.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ###   \n    change: (value, field, duration, easingType) ->\n        @object.addComponent(@fieldAnimation)\n        @fieldAnimation.start(value, field, duration, easingType, @callback)\n        \n        return @fieldAnimation\n       \n    ###*\n    * Shakes the game object horizontally using the game object's offset-property.\n    *\n    * @method shake\n    * @param {gs.Range} range The horizontal shake-range.\n    * @param {number} speed The shake speed.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ### \n    shake: (range, speed, duration, easing) ->\n        @object.addComponent(@shakeAnimation)\n        @shakeAnimation.start(range, speed, duration, easing, @callback)\n        \n        return @shakeAnimation\n        \n    ###*\n    * Tints the game object to a specified tone.\n    *\n    * @method tintTo\n    * @param {Tone} tone The target tone.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ### \n    tintTo: (tone, duration, easingType) ->\n        @object.addComponent(@tintAnimation)\n        @tintAnimation.start(tone, duration, easingType, @callback)\n        \n        return @tintAnimation\n    \n    ###*\n    * Rotates the game object around its anchor-point.\n    *\n    * @method rotate\n    * @param {gs.RotationDirection} direction The rotation-direction.\n    * @param {number} speed The rotation speed in degrees per frame.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ### \n    rotate: (direction, speed, duration, easingType) ->\n        @object.addComponent(@rotateAnimation)\n        @rotateAnimation.rotate(direction, speed, duration, easingType, @callback)\n        \n        return @rotateAnimation\n    \n    ###*\n    * Rotates the game object around its anchor-point to a specified angle.\n    *\n    * @method rotateTo\n    * @param {number} angle The target angle.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    ### \n    rotateTo: (angle, duration, easingType) ->\n        @object.addComponent(@rotateAnimation)\n        @rotateAnimation.rotateTo(angle, duration, easingType, @callback)\n        \n        return @rotateAnimation\n        \n    ###*\n    * Lets a game object appear on screen using a masking-effect.\n    *\n    * @method maskIn\n    * @param {gs.Mask} mask The mask used for the animation.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {function} [callback] An optional callback-function called when the animation is finished. \n    ###     \n    maskIn: (mask, duration, easing, callback) ->\n        @object.addComponent(@maskAnimation)\n        @maskAnimation.maskIn(mask, duration, easing, (object, animation) -> object.removeComponent(animation); callback?(object);)\n        \n        return @maskAnimation\n     \n    ###*\n    * Description follows...\n    *\n    * @method maskTo\n    * @param {gs.Mask} mask The mask used for the animation.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {function} [callback] An optional callback-function called when the animation is finished. \n    ###     \n    maskTo: (mask, duration, easing, callback) ->\n        @object.addComponent(@maskAnimation)\n        @maskAnimation.maskTo(mask, duration, easing, (object, animation) -> object.removeComponent(animation); callback?(object);)\n        \n        return @maskAnimation\n        \n    ###*\n    * Lets a game object disappear from screen using a masking-effect.\n    *\n    * @method maskOut\n    * @param {gs.Mask} mask The mask used for the animation.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {function} [callback] An optional callback-function called when the animation is finished. \n    ###  \n    maskOut: (mask, duration, easing, callback) ->\n        @object.addComponent(@maskAnimation)\n        @maskAnimation.maskOut(mask, duration, easing, (object, animation) -> object.removeComponent(animation); callback?(object);)\n        \n        return @maskAnimation\n\n    ###*\n    * Lets a game object appear on screen from left, top, right or bottom using \n    * a move-animation\n    *\n    * @method moveIn\n    * @param {number} x The x-coordinate of the target-position.\n    * @param {number} y The y-coordinate of the target-position.\n    * @param {number} type The movement-direction from where the game object should move-in.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {function} [callback] An optional callback-function called when the animation is finished. \n    ###  \n    moveIn: (x, y, type, duration, easing, callback) ->\n        @object.addComponent(@moveAnimation)\n        @moveAnimation.moveIn(x, y, type, duration, easing, (object, animation) -> \n            object.removeComponent(animation)\n            callback?(object))\n        \n        return @moveAnimation\n      \n    ###*\n    * Lets a game object disappear from screen to the left, top, right or bottom using \n    * a move-animation\n    *\n    * @method moveOut\n    * @param {number} type The movement-direction in which the game object should move-out.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {function} [callback] An optional callback-function called when the animation is finished. \n    ###    \n    moveOut: (type, duration, easing, callback) ->\n        @object.addComponent(@moveAnimation)\n        @moveAnimation.moveOut(type, duration, easing, (object, animation) -> \n            object.removeComponent(animation)\n            callback?(object)\n        )\n        \n        return @moveAnimation\n        \n    ###*\n    * Lets a game object appear on screen using blending.\n    *\n    * @method show\n    * @param {number} duration The duration in frames.\n    * @param {Object} easing The easing-type.\n    * @param {function} [callback] An optional callback-function called when the animation is finished. \n    ###  \n    show: (duration, easing, callback) ->\n        @object.opacity = 0\n        @object.visual?.update()\n        \n        return @blendTo(255, duration, easing, callback)\n     \n    ###*\n    * Lets a game object disappear from screen using blending.\n    *\n    * @method hide\n    * @param {number} duration The duration in frames.\n    * @param {Object} easing The easing-type.\n    * @param {function} [callback] An optional callback-function called when the animation is finished. \n    ###     \n    hide: (duration, easing, callback) ->\n        return @blendTo(0, duration, easing, callback)\n       \n    ###*\n    * Changes visible-property to true. This method is deprecated.\n    * \n    * @method open\n    * @deprecated\n    ###   \n    open: -> @object.visible = yes\n    \n    ###*\n    * Changes visible-property to false. This method is deprecated.\n    * \n    * @method close\n    * @deprecated\n    ###   \n    close: -> @object.visible = no\n    \n    ###*\n    * Flashes the game object.\n    *\n    * @method flash\n    * @param {Color} color The flash-color.\n    * @param {number} duration The duration in frames.\n    ###\n    flash: (color, duration) ->\n        @object.color = color\n        color = new Color(color)\n        color.alpha = 0\n        return @colorTo(color, duration, gs.Easings.EASE_LINEAR[gs.EasingTypes.EASE_IN])\n    \n    ###*\n    * Lets a game object appear on screen using a specified animation.\n    *\n    * @method appear\n    * @param {number} x The x-coordinate of the target-position.\n    * @param {number} y The y-coordinate of the target-position.\n    * @param {gs.AppearAnimationInfo} animation The animation info-object.\n    * @param {Object} easing The easing-type.\n    * @param {number} duration The duration in frames.\n    * @param {function} [callback] An optional callback-function called when the animation is finished. \n    ###      \n    appear: (x, y, animation, easing, duration, callback) ->\n        easing = easing || gs.Easings.EASE_LINEAR[gs.EasingTypes.EASE_IN]\n        @object.visible = yes\n\n        if animation.type == gs.AnimationTypes.MOVEMENT\n            @moveIn(x, y, animation.movement, duration, easing, callback)\n        else if animation.type == gs.AnimationTypes.MASKING\n            @maskIn(animation.mask, duration, easing, callback)\n        else\n            @show(duration, easing, callback)\n    \n    ###*\n    * Lets a game object disappear from screen using a specified animation.\n    *\n    * @method disappear\n    * @param {gs.AppearAnimationInfo} animation The animation info-object.\n    * @param {Object} easing The easing-type.\n    * @param {number} duration The duration in frames.\n    * @param {function} [callback] An optional callback-function called when the animation is finished. \n    ###       \n    disappear: (animation, easing, duration, callback) ->\n        @object.visible = yes\n        if animation.type == gs.AnimationTypes.MOVEMENT\n            @moveOut(animation.movement, duration, easing, callback)\n        else if animation.type == gs.AnimationTypes.MASKING\n            @maskOut(animation.mask, duration, easing, callback)\n        else\n            @hide(duration, easing, callback)\n        \n\ngs.Animator = Component_Animator\ngs.Component_Animator = Component_Animator"]}\n//# sourceURL=Component_Animator_139.js"
13 13 },
14 14 "summary": [
15 15 "name",