pixi-reels

AnticipationPhase

pixi-reels


pixi-reels / index / AnticipationPhase

Class: AnticipationPhase

Defined in: spin/phases/AnticipationPhase.ts:85

Anticipation phase: the tease before a reel stops.

Two shapes, picked by the config:

Legacy (no curve). Decelerates to a fraction of spin speed over the first 35% of the hold with power2.out, then sits there for the remaining 65%. Unchanged from 2.3 and still the default, so existing games look identical.

Curve. Plays config.curve leg by leg: ease the speed to each segment’s target, hold, move on. Segments may ask for MORE than spin speed, so a surge-then-crawl tease is expressible. Segment eases default to power2.inOut rather than power2.out, because an ease-out on a speed value puts peak deceleration on the first frame - a step in acceleration, which is what makes the legacy tease read as a setting change rather than as the reel slowing down.

Travel anchor. With config.cells, the FINAL leg holds until the reel has covered that many symbol pitches instead of for its scripted hold, so the end of the tease is cut to symbols going past the window rather than to a clock. Earlier legs always play in full: a travel target that could cut the curve short mid-surge would silently delete legs the caller wrote. A reel that comes to rest can never reach a travel target, so duration still runs as the backstop on that final leg.

Either way the controller runs StopPhase with preserveSpeed: true afterwards, so the speed the tease ends on carries into the spin-out and the reel crawls onto its landing frame instead of re-accelerating.

Under the 'drive' motion model the phase assigns reel.targetSpeed per segment and waits for the reel to arrive, letting the drive’s acceleration bounds shape every transition instead of an ease.

Extends#

Constructors#

Constructor#

new AnticipationPhase(
   reel: Reel, 
   speed: SpeedProfile, 
   options?: AnticipationPhaseOptions
): AnticipationPhase;

Defined in: spin/phases/AnticipationPhase.ts:117

Parameters#

ParameterType
reelReel
speedSpeedProfile
optionsAnticipationPhaseOptions

Returns#

AnticipationPhase

Overrides#

ReelPhase.constructor

Properties#

PropertyModifierTypeDefault valueDescriptionOverridesInherited fromDefined in
_backstopMsprotectednumber0Backstop in ms for a travel-anchored final leg: a reel that comes to rest can never reach a cell target, and a tease that never ends is a hung spin.--spin/phases/AnticipationPhase.ts:113
_cellsprotectednumber | nullnullTravel target in cells, or null when this tease is time-anchored.--spin/phases/AnticipationPhase.ts:99
_configprotected| AnticipationPhaseConfig | nullnullThe config run() was given, for ctx.config.-ReelPhase._configspin/phases/ReelPhase.ts:132
_delayedprotectedTween | nullnull---spin/phases/AnticipationPhase.ts:92
_eventsprotected| EventEmitter<ReelSetEvents> | nullnull---spin/phases/AnticipationPhase.ts:114
_finishTeaseprotected(() => void) | nullnullResolves the tease step. null outside a tease.--spin/phases/AnticipationPhase.ts:94
_isActiveprotectedbooleanfalse--ReelPhase._isActivespin/phases/ReelPhase.ts:130
_optionsreadonlyAnticipationPhaseOptionsundefined---spin/phases/AnticipationPhase.ts:90
_reelprotectedReelundefined--ReelPhase._reelspin/phases/ReelPhase.ts:127
_reelIndexprotectednumber-1---spin/phases/AnticipationPhase.ts:115
_resolveprotected(() => void) | nullnull--ReelPhase._resolvespin/phases/ReelPhase.ts:129
_segmentIndexprotectednumber0---spin/phases/AnticipationPhase.ts:108
_segmentsprotectedAnticipationSegment[][]Curve legs still to play, when driving segments by hand.--spin/phases/AnticipationPhase.ts:107
_speedprotectedSpeedProfileundefined--ReelPhase._speedspin/phases/ReelPhase.ts:128
_travelArmedprotectedbooleanfalseTrue once the odometer is being watched. A curve arms it only on its FINAL leg, so a fast early segment cannot eat the travel budget and end the tease before the legs the caller wrote have played.--spin/phases/AnticipationPhase.ts:105
_travelMarkprotectednumber0Odometer reading (in cells) the travel target is measured from.--spin/phases/AnticipationPhase.ts:97
_tweenprotectedTimeline | nullnull---spin/phases/AnticipationPhase.ts:91
namereadonly"anticipation"'anticipation'-ReelPhase.name-spin/phases/AnticipationPhase.ts:86
quickenablereadonlytruetrueWhether a 'quicken' press may reach onSkip(ctx). A phase that declares it branches on ctx.mode there and completes itself when the natural end is reached. One that does not is left alone by a quicken (its cut steps are still skipped), so a phase written for slams only keeps working. The built-ins declare it.ReelPhase.quickenable-spin/phases/AnticipationPhase.ts:88
skippablereadonlytruetrue-ReelPhase.skippable-spin/phases/AnticipationPhase.ts:87

Accessors#

isActive#

Get Signature#

get isActive(): boolean;

Defined in: spin/phases/ReelPhase.ts:149

Returns

boolean

Inherited from#

ReelPhase.isActive


quickened#

Get Signature#

get quickened(): boolean;

Defined in: spin/phases/ReelPhase.ts:154

true once a 'quicken' press has reached this phase.

Returns

boolean

Inherited from#

ReelPhase.quickened


reel#

Get Signature#

get reel(): Reel;

Defined in: spin/phases/ReelPhase.ts:140

Returns

Reel

Inherited from#

ReelPhase.reel


speed#

Get Signature#

get speed(): TProfile;

Defined in: spin/phases/ReelPhase.ts:145

The profile this phase runs on. A 'quicken' press that names one swaps it.

Returns

TProfile

Inherited from#

ReelPhase.speed

Methods#

_advance()#

protected _advance(): void;

Defined in: spin/phases/AnticipationPhase.ts:284

Returns#

void


_awaitTravel()#

protected _awaitTravel(backstopMs: number): void;

Defined in: spin/phases/AnticipationPhase.ts:306

Hold until the reel has covered _cells pitches since the final leg began. update does the watching; backstopMs is the ceiling that keeps a reel which stopped moving from hanging the spin forever.

Parameters#

ParameterType
backstopMsnumber

Returns#

void


_complete()#

protected _complete(): void;

Defined in: spin/phases/ReelPhase.ts:254

Call when the phase naturally completes.

Returns#

void

Inherited from#

ReelPhase._complete


_endTease()#

protected _endTease(): void;

Defined in: spin/phases/AnticipationPhase.ts:204

The tease reached its end: resolve the tease step, which completes the phase.

Returns#

void


_holdFor()#

protected _holdFor(ms: number, done: () => void): void;

Defined in: spin/phases/AnticipationPhase.ts:290

GSAP-driven wait, so a hidden tab pauses the tease with everything else.

Parameters#

ParameterType
msnumber
done() => void

Returns#

void


_kill()#

protected _kill(): void;

Defined in: spin/phases/AnticipationPhase.ts:332

Returns#

void


_runSegment()#

protected _runSegment(): void;

Defined in: spin/phases/AnticipationPhase.ts:209

Play _segments[_segmentIndex], then chain to the next or finish.

Returns#

void


_startTease()#

protected _startTease(config: AnticipationPhaseConfig): void;

Defined in: spin/phases/AnticipationPhase.ts:155

Play the tease config describes; _endTease() when it is over.

Parameters#

ParameterType
configAnticipationPhaseConfig

Returns#

void


_warnIfDriveMissedBudget()#

protected _warnIfDriveMissedBudget(seg: AnticipationSegment, target: number): void;

Defined in: spin/phases/AnticipationPhase.ts:271

A drive that could not reach a segment’s speed inside the segment’s time budget plays a DIFFERENT tease from the one that was written, and the next leg’s retarget hides the evidence. Say so once rather than letting the tween and drive models silently disagree on identical config.

Parameters#

ParameterType
segAnticipationSegment
targetnumber

Returns#

void


bounce()#

bounce(options?: BounceOptions): ReelBounce;

Defined in: spin/phases/ReelPhase.ts:467

Overshoot the reel in its direction of travel and settle it back, the classic landing bounce. Call it after land: the overshoot is measured from wherever the reel container rests right now.

Moving the container after a landing is not a plain tween. land() has just lifted every at-rest unmask symbol into a layer that does NOT inherit the reel’s offset, so for as long as the bounce runs the base carries those views along on every frame, and the settle lands them on the exact resting position rather than the tween’s last epsilon. That bookkeeping is why the bounce is a helper and not two lines of GSAP, and why a different bounce shape goes through options.animation rather than a raw tween of the container.

Defaults come from the phase’s profile; pass BounceOptions to bounce differently (a pressed reel that lands on a shorter bounce, say). A non-positive distance returns an already-settled bounce, so the caller’s done handling is the same either way.

Parameters#

ParameterType
optionsBounceOptions

Returns#

ReelBounce

Inherited from#

ReelPhase.bounce


defaultBounce()#

static defaultBounce(ctx: BounceContext): Animation;

Defined in: spin/phases/ReelPhase.ts:441

The built-in bounce: out by distance, back to base, half the time each.

Parameters#

ParameterType
ctxBounceContext

Returns#

Animation

Inherited from#

ReelPhase.defaultBounce


defaultSteps()#

defaultSteps(): PhaseStep<AnticipationStepContext>[];

Defined in: spin/phases/AnticipationPhase.ts:127

The built-in list: the whole tease is one cuttable step.

Returns#

PhaseStep<AnticipationStepContext>[]


forceComplete()#

forceComplete(ctx?: SkipContext<SpeedProfile>): void;

Defined in: spin/phases/ReelPhase.ts:225

Slam this phase regardless of skippable: cancel the step in flight, onSkip(ctx), complete. What the controller’s slam path calls; ctx.mode is 'slam' there.

Parameters#

ParameterType
ctxSkipContext<SpeedProfile>

Returns#

void

Inherited from#

ReelPhase.forceComplete


land()#

land(cells?: readonly number[]): void;

Defined in: spin/phases/ReelPhase.ts:429

Bring the reel to rest on the frame it is showing and announce the landing: the drive halts, the strip snaps to the cell grid, symbols are told the spin is over and then that they landed (which lifts unmask symbols above the mask and plays the landing animation), and the reel’s landing event fires, bridged to the set’s spin:reelLanding.

Place the frame first (this.reel.placeStrip(frame)), or let the spin-out carry it in as StopPhase does; this call does not choose the symbols. It is the whole of what StopPhase does between its spin-out and its bounce, and the only way a phase lands a reel.

Parameters#

ParameterTypeDescription
cells?readonly number[]Visible cells (0-indexed) whose symbols receive onReelLanded(). Omit for a strip landing, where every visible symbol landed; pass the cells that moved when only some did.

Returns#

void

Inherited from#

ReelPhase.land


onEnter()#

protected onEnter(config: AnticipationPhaseConfig): void;

Defined in: spin/phases/AnticipationPhase.ts:149

Subclass: set up the phase (start tweens, set speed, etc).

Parameters#

ParameterType
configAnticipationPhaseConfig

Returns#

void

Overrides#

ReelPhase.onEnter


onSkip()#

protected onSkip(_ctx?: SkipContext): void;

Defined in: spin/phases/AnticipationPhase.ts:324

A tease has no landing of its own to protect: ending it early and returning the reel to full speed IS its natural end, so a 'quicken' completes here too. The stop that follows crawls the frame in from there.

Parameters#

ParameterType
_ctxSkipContext

Returns#

void

Overrides#

ReelPhase.onSkip


run()#

run(config: AnticipationPhaseConfig): Promise<void>;

Defined in: spin/phases/ReelPhase.ts:173

Enter the phase. Returns a promise that resolves when the phase is complete.

Parameters#

ParameterType
configAnticipationPhaseConfig

Returns#

Promise<void>

Inherited from#

ReelPhase.run


runSteps()#

protected runSteps(steps: readonly PhaseStep<StepContext<any, any>>[]): void;

Defined in: spin/phases/ReelPhase.ts:272

Run steps in order and complete the phase after the last one. Each step’s result is waited on (a tween or timeline, a promise, a cancellable such as bounce’s, or nothing). A slam cancels the step in flight; a quicken skips the steps marked cut, in flight or upcoming. Call tickSteps from update() so ctx.until() can watch the reel.

Parameters#

ParameterType
stepsreadonly PhaseStep<StepContext<any, any>>[]

Returns#

void

Inherited from#

ReelPhase.runSteps


skip()#

skip(ctx?: SkipContext<SpeedProfile>): void;

Defined in: spin/phases/ReelPhase.ts:205

A skip press reached this phase.

'slam' (the default): if the phase is skippable, the step in flight is cancelled, onSkip(ctx) runs and the phase completes at once; the controller then places the reel.

'quicken': the phase is asked to reach its natural end sooner without changing what it looks like. A profile named on the press replaces speed first. Then, if the phase is quickenable, onSkip(ctx) runs; then every cut step is skipped, the one in flight included. A phase that is neither quickenable nor running steps is left to run its course, and still lands. skippable is not consulted, since nothing is forced.

Parameters#

ParameterType
ctxSkipContext<SpeedProfile>

Returns#

void

Inherited from#

ReelPhase.skip


tickSteps()#

protected tickSteps(): void;

Defined in: spin/phases/ReelPhase.ts:290

Feed ctx.until() from the phase’s update(): every pending predicate is checked and the steps waiting on a true one resume.

Returns#

void

Inherited from#

ReelPhase.tickSteps


update()#

update(_deltaMs: number): void;

Defined in: spin/phases/AnticipationPhase.ts:310

Called each frame while the phase is active.

Parameters#

ParameterType
_deltaMsnumber

Returns#

void

Overrides#

ReelPhase.update