Tween state. The Tween is active within the Tween Manager. This means it is either playing, or was playing and is currently paused, but in both cases it's still being processed by the Tween Manager, so is considered 'active'.
TweenData state. The TweenData has finished all of its repeats and its playback is complete.
Tween state. The Tween is waiting for a complete delay to elapse.
TweenData state. The TweenData has been created but has not yet started processing.
TweenData state. The TweenData is waiting for its initial delay to elapse before it begins playing.
Tween state. The Tween has been destroyed and can no longer be played by a Tween Manager.
Tween state. The Tween has finished playback but was flagged as 'persistent' during creation, so will not be automatically removed by the Tween Manager.
TweenData state. The TweenData has reached its end value and is waiting for a hold delay to elapse before reversing or repeating.
Tween state. The Tween is waiting for a loop countdown to elapse.
A large integer value used for 'infinite' style countdowns.
Similar use-case to Number.MAX_SAFE_INTEGER but we cannot use that because it's not supported on IE.
Tween state. The Tween has been created but has not yet been added to the Tween Manager.
Tween state. The Tween has finished playback and is waiting to be removed from the Tween Manager.
TweenData state. The TweenData is waiting for its target Game Object to be rendered before it begins playing.
TweenData state. The TweenData is actively interpolating its properties in the backward direction, from end value back to start value.
TweenData state. The TweenData is actively interpolating its properties in the forward direction, from start value to end value.
Tween state. The Tween has been removed from the Tween Manager.
TweenData state. The TweenData has completed a playthrough and is waiting for a repeat delay to elapse before starting the next repeat.
Tween state. The Tween is waiting for a starting delay to elapse.
Phaser Tween States.