src/pattern/flicker.js in entityjs-0.3.1 vs src/pattern/flicker.js in entityjs-0.3.2

- old
+ new

@@ -25,11 +25,11 @@ this.stepProgress = 0; this.off('update', this.flicker_update); - return this.trigger('flicker:end', o); + return this.trigger('flicker:finish', o); }, flicker_update:function(t){ this.timestep(t, function(){ @@ -67,11 +67,10 @@ addFlicker:function(id, loops, duration, frames){ if(re.is(id, 'object')){ for(var i in id){ - if(!id.hasOwnProperty(i)) continue; //copy formed array and insert var c = id[i].slice(); //add key into array c.unshift(i); @@ -99,11 +98,10 @@ removeFlicker:function(id){ if(re.is(id,'object')){ for(var i in id){ - if(!id.hasOwnProperty(i)) continue; this.removeFlicker.call(this, id[i]); } return this; @@ -164,17 +162,23 @@ //create new reel based on custom attributes var c = this.flicker_reel; //copy from saved animation or newly given c.loops = (isNaN(loops))? r.loops : loops; c.duration = (isNaN(duration))? r.duration : duration; + + //convert to seconds + if(c.duration >= 30){ + c.duration /= 1000; + } + c.frames = (re.is(frames,'object'))? frames : r.frames; //setup counter for loops this.flicker_loops = c.loops; this.stepProgress = 0; - this.stepSize = c.duration / c.frames.length / 1000; - + this.stepSize = c.duration / c.frames.length; + //save old frames for upon completion this.flicker_frame = 0; //update frame then run \ No newline at end of file