* @param {number=} wait GPU レイヤーの遅延解除 ms\r
* @return {Node} メソッドチェーン\r
*/\r
-Node.prototype[ 'animate' ] = function( start, dest, duration, easing, wait ){\r
+function X_Node_animate( start, dest, duration, easing, wait ){\r
var isNew = !this[ '_anime' ],\r
obj = this[ '_anime' ] || ( this[ '_anime' ] = {} );\r
\r
* @alias Node.prototype.stop\r
* @return {Node} メソッドチェーン\r
*/\r
-Node.prototype[ 'stop' ] = function(){\r
+function X_Node_stop(){\r
var obj = this[ '_anime' ];\r
\r
if( !obj ) return this;\r
\r
if( X_Node_Anime_translateZ ){\r
if( useGPU ){\r
- if( xnode[ '_flags' ] & X_Node_State.GPU_RELEASE_RESERVED ){\r
+ if( xnode[ '_flags' ] & X_NodeFlags_GPU_RELEASE_RESERVED ){\r
xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;\r
- xnode[ '_flags' ] |= X_Node_State.GPU_NOW;\r
+ xnode[ '_flags' ] |= X_NodeFlags_GPU_NOW;\r
} else\r
- if( xnode[ '_flags' ] & X_Node_State.GPU_NOW ){\r
+ if( xnode[ '_flags' ] & X_NodeFlags_GPU_NOW ){\r
} else {\r
xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;\r
- xnode[ '_flags' ] |= X_Node_State.GPU_RESERVED;\r
+ xnode[ '_flags' ] |= X_NodeFlags_GPU_RESERVED;\r
};\r
} else {\r
- if( xnode[ '_flags' ] & X_Node_State.GPU_NOW ){\r
+ if( xnode[ '_flags' ] & X_NodeFlags_GPU_NOW ){\r
xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;\r
- xnode[ '_flags' ] |= X_Node_State.GPU_RELEASE_RESERVED; \r
+ xnode[ '_flags' ] |= X_NodeFlags_GPU_RELEASE_RESERVED; \r
} else\r
- if( xnode[ '_flags' ] & X_Node_State.GPU_RESERVED ){\r
+ if( xnode[ '_flags' ] & X_NodeFlags_GPU_RESERVED ){\r
xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;\r
};\r
}; \r