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https://github.com/konvajs/konva.git
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got the unit tests and functional tests passing. Have a few things left to do, and a bit more testing before I merge the transitions rewrite back into the trunk
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30
dist/kinetic-core.js
vendored
30
dist/kinetic-core.js
vendored
@ -79,13 +79,12 @@ Kinetic.GlobalObject = {
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var draws = {};
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var draws = {};
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for(var n = 0; n < this.animations.length; n++) {
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for(var n = 0; n < this.animations.length; n++) {
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var anim = this.animations[n];
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var anim = this.animations[n];
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draws[anim.drawId] = anim.draw;
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if(anim.drawId) {
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draws[anim.drawId] = anim.draw;
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}
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anim.func(this.frame);
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anim.func(this.frame);
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}
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}
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/*
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* draw all necessary layers or stages
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*/
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for(var key in draws) {
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for(var key in draws) {
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draws[key].draw();
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draws[key].draw();
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}
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}
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@ -757,7 +756,6 @@ Kinetic.Node.prototype = {
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if(config[key][prop] !== undefined) {
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if(config[key][prop] !== undefined) {
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var id = go.animIdCounter++;
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var id = go.animIdCounter++;
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var tween = new Kinetic.Transition(that, function(i) {
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var tween = new Kinetic.Transition(that, function(i) {
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console.log(prop);
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that[key][prop] = i;
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that[key][prop] = i;
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}, Kinetic.Transitions[easing], that[key][prop], config[key][prop], config.duration);
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}, Kinetic.Transitions[easing], that[key][prop], config[key][prop], config.duration);
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@ -2860,32 +2858,17 @@ Kinetic.Transition = function(obj, propFunc, func, begin, finish, duration) {
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this.begin = begin;
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this.begin = begin;
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this._pos = begin;
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this._pos = begin;
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this.setDuration(duration);
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this.setDuration(duration);
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this.isPlaying = false;
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this.isPlaying = false;
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this._change = 0;
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this._change = 0;
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this.prevTime = 0;
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this.prevTime = 0;
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this.prevPos = 0;
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this.prevPos = 0;
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this.looping = false;
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this.looping = false;
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this._time = 0;
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this._time = 0;
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this._position = 0;
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this._position = 0;
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this._startTime = 0;
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this._startTime = 0;
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this._finish = 0;
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this._finish = 0;
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this.name = '';
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this.name = '';
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this.func = func;
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//set the tweening function
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if(func !== null && func !== '') {
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this.func = func;
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}
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else {
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this.func = function(t, b, c, d) {
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return c * t / d + b;
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};
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}
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this.setFinish(finish);
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this.setFinish(finish);
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};
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};
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@ -3188,6 +3171,9 @@ Kinetic.Transitions = {
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return c / 2 * t * t * t * t * t + b;
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return c / 2 * t * t * t * t * t + b;
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}
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}
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return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;
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return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;
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}
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},
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'linear': function(t, b, c, d) {
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return c * t / d + b;
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},
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};
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};
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4
dist/kinetic-core.min.js
vendored
4
dist/kinetic-core.min.js
vendored
File diff suppressed because one or more lines are too long
@ -51,13 +51,12 @@ Kinetic.GlobalObject = {
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var draws = {};
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var draws = {};
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for(var n = 0; n < this.animations.length; n++) {
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for(var n = 0; n < this.animations.length; n++) {
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var anim = this.animations[n];
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var anim = this.animations[n];
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draws[anim.drawId] = anim.draw;
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if(anim.drawId) {
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draws[anim.drawId] = anim.draw;
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}
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anim.func(this.frame);
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anim.func(this.frame);
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}
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}
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/*
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* draw all necessary layers or stages
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*/
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for(var key in draws) {
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for(var key in draws) {
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draws[key].draw();
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draws[key].draw();
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}
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}
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@ -622,7 +622,6 @@ Kinetic.Node.prototype = {
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if(config[key][prop] !== undefined) {
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if(config[key][prop] !== undefined) {
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var id = go.animIdCounter++;
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var id = go.animIdCounter++;
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var tween = new Kinetic.Transition(that, function(i) {
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var tween = new Kinetic.Transition(that, function(i) {
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console.log(prop);
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that[key][prop] = i;
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that[key][prop] = i;
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}, Kinetic.Transitions[easing], that[key][prop], config[key][prop], config.duration);
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}, Kinetic.Transitions[easing], that[key][prop], config[key][prop], config.duration);
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@ -1,3 +1,6 @@
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/*
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* This class was ported from a Flash Tween library to JavaScript by Xaric.
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*/
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Kinetic.Transition = function(obj, propFunc, func, begin, finish, duration) {
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Kinetic.Transition = function(obj, propFunc, func, begin, finish, duration) {
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this._listeners = [];
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this._listeners = [];
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this.addListener(this);
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this.addListener(this);
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@ -6,32 +9,17 @@ Kinetic.Transition = function(obj, propFunc, func, begin, finish, duration) {
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this.begin = begin;
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this.begin = begin;
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this._pos = begin;
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this._pos = begin;
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this.setDuration(duration);
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this.setDuration(duration);
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this.isPlaying = false;
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this.isPlaying = false;
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this._change = 0;
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this._change = 0;
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this.prevTime = 0;
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this.prevTime = 0;
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this.prevPos = 0;
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this.prevPos = 0;
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this.looping = false;
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this.looping = false;
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this._time = 0;
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this._time = 0;
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this._position = 0;
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this._position = 0;
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this._startTime = 0;
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this._startTime = 0;
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this._finish = 0;
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this._finish = 0;
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this.name = '';
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this.name = '';
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this.func = func;
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//set the tweening function
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if(func !== null && func !== '') {
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this.func = func;
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}
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else {
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this.func = function(t, b, c, d) {
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return c * t / d + b;
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};
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}
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this.setFinish(finish);
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this.setFinish(finish);
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};
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};
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@ -334,5 +322,8 @@ Kinetic.Transitions = {
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return c / 2 * t * t * t * t * t + b;
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return c / 2 * t * t * t * t * t + b;
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}
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}
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return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;
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return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;
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}
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},
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'linear': function(t, b, c, d) {
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return c * t / d + b;
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},
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};
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};
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@ -10,7 +10,7 @@ function log(message) {
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* Test constructor
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* Test constructor
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*/
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*/
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function Test() {
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function Test() {
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this.testOnly = 'TRANSITION - transition position and rotation';
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this.testOnly = '';
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this.counter = 0;
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this.counter = 0;
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}
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}
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/**
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/**
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@ -1809,17 +1809,11 @@ Test.prototype.tests = {
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rect.x = amplitude * Math.sin(frame.time * 2 * Math.PI / period) + centerX;
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rect.x = amplitude * Math.sin(frame.time * 2 * Math.PI / period) + centerX;
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layer.draw();
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layer.draw();
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});
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});
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test(stage.isAnimating === false, 'stage should not be animating');
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// TODO: need to re-add support for stop
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test(Kinetic.GlobalObject._isaCanvasAnimating() === false, 'global object should not be animating');
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stage.start();
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stage.start();
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test(stage.isAnimating === true, 'stage should be animating');
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test(Kinetic.GlobalObject._isaCanvasAnimating() === true, 'global object should be animating');
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stage.stop();
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stage.stop();
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test(stage.isAnimating === false, 'stage should not be animating');
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test(Kinetic.GlobalObject._isaCanvasAnimating() === false, 'global object should not be animating');
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}
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}
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};
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};
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