2017-03-22 23:16:44 +00:00
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var Class = require('../../utils/Class');
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2017-03-27 15:59:51 +00:00
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var Set = require('../../structs/Set');
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2017-03-28 13:01:35 +00:00
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var GetObjectValue = require('../../utils/object/GetObjectValue');
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2017-03-28 12:20:39 +00:00
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var Actions = require('../../actions/');
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2017-03-28 02:09:59 +00:00
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var Sprite = require('../sprite/Sprite');
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2017-03-22 23:16:44 +00:00
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var Layer = new Class({
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initialize:
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2017-03-27 23:05:08 +00:00
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function Layer (state, children)
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2017-03-22 23:16:44 +00:00
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{
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2017-03-27 23:05:08 +00:00
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this.state = state;
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2017-03-27 15:59:51 +00:00
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this.children = new Set(children);
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2017-03-28 02:09:59 +00:00
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this.classType = Sprite;
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2017-03-22 23:16:44 +00:00
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},
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2017-03-27 15:59:51 +00:00
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// Layer management methods:
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2017-03-22 23:16:44 +00:00
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2017-03-27 15:59:51 +00:00
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add: function (child)
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2017-03-23 00:07:41 +00:00
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{
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2017-03-27 15:59:51 +00:00
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this.children.set(child);
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2017-03-23 00:07:41 +00:00
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return this;
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2017-03-22 23:16:44 +00:00
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},
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2017-03-27 15:59:51 +00:00
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addMultiple: function (children)
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2017-03-22 23:16:44 +00:00
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{
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2017-03-27 15:59:51 +00:00
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if (Array.isArray(children))
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2017-03-22 23:16:44 +00:00
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{
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2017-03-27 15:59:51 +00:00
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for (var i = 0; i < children.length; i++)
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{
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this.children.set(children[i]);
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}
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2017-03-22 23:16:44 +00:00
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}
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2017-03-23 00:07:41 +00:00
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return this;
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2017-03-22 23:16:44 +00:00
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},
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2017-03-28 02:09:59 +00:00
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create: function (x, y, key, frame, visible)
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{
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if (visible === undefined) { visible = true; }
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var child = this.state.children.add(new this.classType(this.state, x, y, key, frame));
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child.visible = visible;
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return this.add(child);
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},
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/**
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* Creates multiple Phaser.Sprite objects and adds them to the top of this Group.
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*
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* This method is useful if you need to quickly generate a pool of sprites, such as bullets.
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*
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* Use {@link #classType} to change the type of object created.
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*
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* You can provide an array as the `key` and / or `frame` arguments. When you do this
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* it will create `quantity` Sprites for every key (and frame) in the arrays.
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*
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* For example:
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*
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* `createMultiple(25, ['ball', 'carrot'])`
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*
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* In the above code there are 2 keys (ball and carrot) which means that 50 sprites will be
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* created in total, 25 of each. You can also have the `frame` as an array:
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*
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* `createMultiple(5, 'bricks', [0, 1, 2, 3])`
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*
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* In the above there is one key (bricks), which is a sprite sheet. The frames array tells
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* this method to use frames 0, 1, 2 and 3. So in total it will create 20 sprites, because
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* the quantity was set to 5, so that is 5 brick sprites of frame 0, 5 brick sprites with
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* frame 1, and so on.
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*
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* If you set both the key and frame arguments to be arrays then understand it will create
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* a total quantity of sprites equal to the size of both arrays times each other. I.e.:
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*
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* `createMultiple(20, ['diamonds', 'balls'], [0, 1, 2])`
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*
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* The above will create 20 'diamonds' of frame 0, 20 with frame 1 and 20 with frame 2.
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* It will then create 20 'balls' of frame 0, 20 with frame 1 and 20 with frame 2.
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* In total it will have created 120 sprites.
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*
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* By default the Sprites will have their `exists` property set to `false`, and they will be
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* positioned at 0x0, relative to the `Group.x / y` values.
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*
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* If `Group.enableBody` is set, then a physics body will be created on the objects, so long as one does not already exist.
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*
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* If `Group.inputEnableChildren` is set, then an Input Handler will be created on the objects, so long as one does not already exist.
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*
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* @method Phaser.Group#createMultiple
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* @param {integer} quantity - The number of Sprites to create.
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* @param {string|array} key - The Cache key of the image that the Sprites will use. Or an Array of keys. See the description for details on how the quantity applies when arrays are used.
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* @param {integer|string|array} [frame=0] - If the Sprite image contains multiple frames you can specify which one to use here. Or an Array of frames. See the description for details on how the quantity applies when arrays are used.
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* @param {boolean} [exists=false] - The default exists state of the Sprite.
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* @return {array} An array containing all of the Sprites that were created.
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*/
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2017-03-28 13:01:35 +00:00
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createMultiple: function (quantity, key, frame, options)
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2017-03-28 02:09:59 +00:00
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{
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if (frame === undefined) { frame = null; }
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2017-03-28 13:57:42 +00:00
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// if (options === undefined) { options = {}; }
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2017-03-28 13:01:35 +00:00
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var visible = GetObjectValue(options, 'visible', true);
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2017-03-28 02:09:59 +00:00
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if (!Array.isArray(key))
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{
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key = [ key ];
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}
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if (!Array.isArray(frame))
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{
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frame = [ frame ];
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}
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var _this = this;
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var entries = [];
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key.forEach(function (singleKey)
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{
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frame.forEach(function (singleFrame)
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{
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for (var i = 0; i < quantity; i++)
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{
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entries.push(_this.create(0, 0, singleKey, singleFrame, visible));
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}
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});
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});
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2017-03-28 13:01:35 +00:00
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// Post-creation options:
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var x = GetObjectValue(options, 'x', 0);
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var y = GetObjectValue(options, 'y', 0);
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var stepX = GetObjectValue(options, 'stepX', 0);
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var stepY = GetObjectValue(options, 'stepY', 0);
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this.setXY(x, y, stepX, stepY);
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var rotation = GetObjectValue(options, 'rotation', 0);
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var stepRotation = GetObjectValue(options, 'stepRotation', 0);
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this.setRotation(rotation, stepRotation);
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var alpha = GetObjectValue(options, 'alpha', 1);
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var stepAlpha = GetObjectValue(options, 'stepAlpha', 0);
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this.setAlpha(alpha, stepAlpha);
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2017-03-28 02:09:59 +00:00
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return entries;
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},
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2017-03-27 15:59:51 +00:00
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remove: function (child)
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2017-03-23 00:07:41 +00:00
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{
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2017-03-27 15:59:51 +00:00
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this.children.delete(child);
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2017-03-23 00:07:41 +00:00
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return this;
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2017-03-22 23:16:44 +00:00
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},
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2017-03-27 15:59:51 +00:00
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clear: function ()
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{
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this.children.clear();
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2017-03-23 00:07:41 +00:00
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return this;
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2017-03-22 23:16:44 +00:00
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},
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2017-03-27 23:05:08 +00:00
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destroy: function ()
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{
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this.children.clear();
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2017-03-22 23:16:44 +00:00
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2017-03-27 23:05:08 +00:00
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this.state = undefined;
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this.children = undefined;
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2017-03-28 02:09:59 +00:00
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},
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// Child related methods
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2017-03-28 12:20:39 +00:00
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angle: function (value)
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{
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Actions.Angle(this.children.entries, value);
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return this;
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},
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gridAlign: function (width, height, cellWidth, cellHeight, position)
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{
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Actions.GridAlign(this.children.entries, width, height, cellWidth, cellHeight, position);
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return this;
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},
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2017-03-28 13:01:35 +00:00
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incAlpha: function (value, step)
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{
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Actions.IncAlpha(this.children.entries, value, step);
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return this;
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},
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2017-03-28 12:20:39 +00:00
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incX: function (value)
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{
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Actions.IncX(this.children.entries, value);
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return this;
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},
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incXY: function (x, y)
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{
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Actions.IncXY(this.children.entries, x, y);
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return this;
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},
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incY: function (value)
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{
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Actions.IncY(this.children.entries, value);
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return this;
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},
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positionAroundCircle: function (circle, startAngle, endAngle)
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{
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Actions.PositionAroundCircle(this.children.entries, circle, startAngle, endAngle);
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return this;
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},
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2017-03-28 13:57:42 +00:00
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randomCircle: function (circle)
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{
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Actions.RandomCircle(this.children.entries, circle);
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return this;
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},
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randomEllipse: function (ellipse)
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{
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Actions.RandomEllipse(this.children.entries, ellipse);
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return this;
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},
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randomLine: function (line)
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{
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Actions.RandomLine(this.children.entries, line);
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return this;
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},
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randomRectangle: function (rect)
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{
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Actions.RandomRectangle(this.children.entries, rect);
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return this;
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},
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2017-03-28 12:20:39 +00:00
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rotate: function (value)
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{
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Actions.Rotate(this.children.entries, value);
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return this;
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},
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rotateAround: function (point, angle)
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{
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Actions.RotateAround(this.children.entries, point, angle);
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2017-03-28 02:09:59 +00:00
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2017-03-28 12:20:39 +00:00
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return this;
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},
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rotateAroundDistance: function (point, angle, distance)
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{
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Actions.RotateAroundDistance(this.children.entries, point, angle, distance);
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return this;
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},
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2017-03-28 13:01:35 +00:00
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setAlpha: function (value, step)
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{
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Actions.SetAlpha(this.children.entries, value, step);
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return this;
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},
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2017-03-28 13:30:43 +00:00
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scaleX: function (value)
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{
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Actions.ScaleX(this.children.entries, value);
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return this;
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},
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scaleXY: function (x, y)
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{
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Actions.ScaleXY(this.children.entries, x, y);
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return this;
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},
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scaleY: function (value)
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{
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Actions.ScaleY(this.children.entries, value);
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return this;
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},
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2017-03-28 12:20:39 +00:00
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setRotation: function (value, step)
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{
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Actions.SetRotation(this.children.entries, value, step);
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return this;
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},
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2017-03-28 13:30:43 +00:00
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setScale: function (x, y, stepX, stepY)
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{
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Actions.SetScale(this.children.entries, x, y, stepX, stepY);
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return this;
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},
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setScaleX: function (value, step)
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{
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Actions.SetScaleX(this.children.entries, value, step);
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return this;
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},
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setScaleY: function (value, step)
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{
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Actions.SetScaleY(this.children.entries, value, step);
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return this;
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},
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2017-03-28 12:20:39 +00:00
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setVisible: function (value)
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{
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Actions.SetVisible(this.children.entries, value);
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return this;
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},
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setX: function (value, step)
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{
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Actions.SetX(this.children.entries, value, step);
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return this;
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},
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2017-03-28 13:01:35 +00:00
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setXY: function (x, y, stepX, stepY)
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2017-03-28 12:20:39 +00:00
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{
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2017-03-28 13:01:35 +00:00
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Actions.SetXY(this.children.entries, x, y, stepX, stepY);
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2017-03-28 12:20:39 +00:00
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return this;
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},
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setY: function (value, step)
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{
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Actions.SetY(this.children.entries, value, step);
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return this;
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},
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2017-03-28 15:05:01 +00:00
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smootherStep: function (property, min, max, inc)
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2017-03-28 14:33:20 +00:00
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{
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2017-03-28 15:05:01 +00:00
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Actions.SmootherStep(this.children.entries, property, min, max, inc);
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2017-03-28 14:33:20 +00:00
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return this;
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},
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2017-03-28 15:05:01 +00:00
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smoothStep: function (property, min, max, inc)
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2017-03-28 14:33:20 +00:00
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{
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2017-03-28 15:05:01 +00:00
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Actions.SmoothStep(this.children.entries, property, min, max, inc);
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2017-03-28 14:33:20 +00:00
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return this;
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},
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2017-03-28 15:05:01 +00:00
|
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spread: function (property, min, max, inc)
|
2017-03-28 14:33:20 +00:00
|
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{
|
2017-03-28 15:05:01 +00:00
|
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Actions.Spread(this.children.entries, property, min, max, inc);
|
2017-03-28 14:33:20 +00:00
|
|
|
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return this;
|
|
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},
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|
|
|
2017-03-28 12:20:39 +00:00
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|
toggleVisible: function ()
|
|
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|
{
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|
|
|
Actions.ToggleVisible(this.children.entries);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
}
|
2017-03-28 02:09:59 +00:00
|
|
|
|
2017-03-22 23:16:44 +00:00
|
|
|
});
|
|
|
|
|
2017-03-23 00:07:41 +00:00
|
|
|
module.exports = Layer;
|