phaser/v3/merge/utils/Utils.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
* @class Phaser.Utils
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* @static
*/
Phaser.Utils = {
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/**
* Takes the given string and reverses it, returning the reversed string.
* For example if given the string `Atari 520ST` it would return `TS025 iratA`.
*
* @method Phaser.Utils.reverseString
* @param {string} string - The string to be reversed.
* @return {string} The reversed string.
*/
reverseString: function (string) {
return string.split('').reverse().join('');
},
/**
* Gets an objects property by string.
*
* @method Phaser.Utils.getProperty
* @param {object} obj - The object to traverse.
* @param {string} prop - The property whose value will be returned.
* @return {*} the value of the property or null if property isn't found .
*/
getProperty: function(obj, prop) {
var parts = prop.split('.'),
last = parts.pop(),
l = parts.length,
i = 1,
current = parts[0];
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while (i < l && (obj = obj[current]))
{
current = parts[i];
i++;
}
if (obj)
{
return obj[last];
}
else
{
return null;
}
},
/**
* Sets an objects property by string.
*
* @method Phaser.Utils.setProperty
* @param {object} obj - The object to traverse
* @param {string} prop - The property whose value will be changed
* @return {object} The object on which the property was set.
*/
setProperty: function(obj, prop, value) {
var parts = prop.split('.'),
last = parts.pop(),
l = parts.length,
i = 1,
current = parts[0];
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while (i < l && (obj = obj[current]))
{
current = parts[i];
i++;
}
if (obj)
{
obj[last] = value;
}
return obj;
},
/**
* Generate a random bool result based on the chance value.
*
* Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance
* of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed.
*
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* @method Phaser.Utils#chanceRoll
* @param {number} chance - The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%).
* @return {boolean} True if the roll passed, or false otherwise.
*/
chanceRoll: function (chance) {
if (chance === undefined) { chance = 50; }
return chance > 0 && (Math.random() * 100 <= chance);
},
/**
* Choose between one of two values randomly.
*
* @method Phaser.Utils#randomChoice
* @param {any} choice1
* @param {any} choice2
* @return {any} The randomly selected choice
*/
randomChoice: function (choice1, choice2) {
return (Math.random() < 0.5) ? choice1 : choice2;
},
/**
* Get a unit dimension from a string.
*
* @method Phaser.Utils.parseDimension
* @param {string|number} size - The size to parse.
* @param {number} dimension - The window dimension to check.
* @return {number} The parsed dimension.
*/
parseDimension: function (size, dimension) {
var f = 0;
var px = 0;
if (typeof size === 'string')
{
// %?
if (size.substr(-1) === '%')
{
f = parseInt(size, 10) / 100;
if (dimension === 0)
{
px = window.innerWidth * f;
}
else
{
px = window.innerHeight * f;
}
}
else
{
px = parseInt(size, 10);
}
}
else
{
px = size;
}
return px;
},
/**
* Takes the given string and pads it out, to the length required, using the character
* specified. For example if you need a string to be 6 characters long, you can call:
*
* `pad('bob', 6, '-', 2)`
*
* This would return: `bob---` as it has padded it out to 6 characters, using the `-` on the right.
*
* You can also use it to pad numbers (they are always returned as strings):
*
* `pad(512, 6, '0', 1)`
*
* Would return: `000512` with the string padded to the left.
*
* If you don't specify a direction it'll pad to both sides:
*
* `pad('c64', 7, '*')`
*
* Would return: `**c64**`
*
* @method Phaser.Utils.pad
* @param {string} str - The target string. `toString()` will be called on the string, which means you can also pass in common data types like numbers.
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* @param {integer} [len=0] - The number of characters to be added.
* @param {string} [pad=" "] - The string to pad it out with (defaults to a space).
* @param {integer} [dir=3] - The direction dir = 1 (left), 2 (right), 3 (both).
* @return {string} The padded string.
*/
pad: function (str, len, pad, dir) {
if (len === undefined) { var len = 0; }
if (pad === undefined) { var pad = ' '; }
if (dir === undefined) { var dir = 3; }
str = str.toString();
var padlen = 0;
if (len + 1 >= str.length)
{
switch (dir)
{
case 1:
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str = new Array(len + 1 - str.length).join(pad) + str;
break;
case 3:
var right = Math.ceil((padlen = len - str.length) / 2);
var left = padlen - right;
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str = new Array(left+1).join(pad) + str + new Array(right+1).join(pad);
break;
default:
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str = str + new Array(len + 1 - str.length).join(pad);
break;
}
}
return str;
},
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/**
* This is a slightly modified version of jQuery.isPlainObject.
* A plain object is an object whose internal class property is [object Object].
* @method Phaser.Utils.isPlainObject
* @param {object} obj - The object to inspect.
* @return {boolean} - true if the object is plain, otherwise false.
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*/
isPlainObject: function (obj) {
// Not plain objects:
// - Any object or value whose internal [[Class]] property is not "[object Object]"
// - DOM nodes
// - window
if (typeof(obj) !== "object" || obj.nodeType || obj === obj.window)
{
return false;
}
// Support: Firefox <20
// The try/catch suppresses exceptions thrown when attempting to access
// the "constructor" property of certain host objects, ie. |window.location|
// https://bugzilla.mozilla.org/show_bug.cgi?id=814622
try {
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if (obj.constructor && !({}).hasOwnProperty.call(obj.constructor.prototype, "isPrototypeOf"))
{
return false;
}
} catch (e) {
return false;
}
// If the function hasn't returned already, we're confident that
// |obj| is a plain object, created by {} or constructed with new Object
return true;
},
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/**
* This is a slightly modified version of http://api.jquery.com/jQuery.extend/
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*
* @method Phaser.Utils.extend
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* @param {boolean} deep - Perform a deep copy?
* @param {object} target - The target object to copy to.
* @return {object} The extended object.
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*/
extend: function () {
var options, name, src, copy, copyIsArray, clone,
target = arguments[0] || {},
i = 1,
length = arguments.length,
deep = false;
// Handle a deep copy situation
if (typeof target === "boolean")
{
deep = target;
target = arguments[1] || {};
// skip the boolean and the target
i = 2;
}
// extend Phaser if only one argument is passed
if (length === i)
{
target = this;
--i;
}
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for (; i < length; i++)
{
// Only deal with non-null/undefined values
if ((options = arguments[i]) != null)
{
// Extend the base object
for (name in options)
{
src = target[name];
copy = options[name];
// Prevent never-ending loop
if (target === copy)
{
continue;
}
// Recurse if we're merging plain objects or arrays
if (deep && copy && (Phaser.Utils.isPlainObject(copy) || (copyIsArray = Array.isArray(copy))))
{
if (copyIsArray)
{
copyIsArray = false;
clone = src && Array.isArray(src) ? src : [];
}
else
{
clone = src && Phaser.Utils.isPlainObject(src) ? src : {};
}
// Never move original objects, clone them
target[name] = Phaser.Utils.extend(deep, clone, copy);
// Don't bring in undefined values
}
else if (copy !== undefined)
{
target[name] = copy;
}
}
}
}
// Return the modified object
return target;
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},
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/**
* Mixes in an existing mixin object with the target.
*
* Values in the mixin that have either `get` or `set` functions are created as properties via `defineProperty`
* _except_ if they also define a `clone` method - if a clone method is defined that is called instead and
* the result is assigned directly.
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*
* @method Phaser.Utils.mixinPrototype
* @param {object} target - The target object to receive the new functions.
* @param {object} mixin - The object to copy the functions from.
* @param {boolean} [replace=false] - If the target object already has a matching function should it be overwritten or not?
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*/
mixinPrototype: function (target, mixin, replace) {
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if (replace === undefined) { replace = false; }
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var mixinKeys = Object.keys(mixin);
for (var i = 0; i < mixinKeys.length; i++)
{
var key = mixinKeys[i];
var value = mixin[key];
if (!replace && (key in target))
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{
// Not overwriting existing property
continue;
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}
else
{
if (value &&
(typeof value.get === 'function' || typeof value.set === 'function'))
{
// Special case for classes like Phaser.Point which has a 'set' function!
if (typeof value.clone === 'function')
{
target[key] = value.clone();
}
else
{
Object.defineProperty(target, key, value);
}
}
else
{
target[key] = value;
}
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}
}
},
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/**
* Mixes the source object into the destination object, returning the newly modified destination object.
* Based on original code by @mudcube
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*
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* @method Phaser.Utils.mixin
* @param {object} from - The object to copy (the source object).
* @param {object} to - The object to copy to (the destination object).
* @return {object} The modified destination object.
*/
mixin: function (from, to) {
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if (!from || typeof (from) !== "object")
{
return to;
}
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for (var key in from)
{
var o = from[key];
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if (o.childNodes || o.cloneNode)
{
continue;
}
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var type = typeof (from[key]);
if (!from[key] || type !== "object")
{
to[key] = from[key];
}
else
{
// Clone sub-object
if (typeof (to[key]) === type)
{
to[key] = Phaser.Utils.mixin(from[key], to[key]);
}
else
{
to[key] = Phaser.Utils.mixin(from[key], new o.constructor());
}
}
}
return to;
}
};